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eezstreet

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Everything posted by eezstreet

  1. The new ones have Adam Jensen as a protagonist, not JC Denton.
  2. Hi, that's a lot of models! Did you get permission to use all of them?
  3. I hated the boring, repetitive combat in KOTOR and Jedi Academy ruined the good combat from JK2 and added a campy story. I really wasn't blown away by the story in KOTOR, but KOTOR2 did a lot better of a job but it was incomplete. In my mind I put KOTOR2 definitely above KOTOR but they're both "meh" to me.
  4. Meh tier: JKA BF1 (BF2 was considerably better) KOTOR KOTOR2 (a bit better than the original) Mysteries of the Sith Bad Tier: TFU Kill it with Fire Tier: TFU2 Kinect Star Wars Don't understand the hate for Bounty Hunter, that was a pretty good game; not great, but good.
  5. More dismemberment regions are possible, certainly. SOF2 is very similar and has stuff like splitting the head in half.
  6. This is a wishlist. Not a commitment of an actual new format.
  7. Is there a repo for this or something? I have some UE4 experience.
  8. To start out with, a Noesis plugin for GHOUL3. Anything else is gravy.
  9. The adaptive delta compression was Rich's idea.
  10. I played in a tournament a long time ago with instagib repeaters and a last-man standing type of mode. (I placed #2). Would happily play again.
  11. I am considering working on a new GHOUL3 format that improves substantially upon the previous GHOUL2 format and makes the game more moddable. This is more of a wishlist than something I can guarantee will happen (at the moment). Model Features (GLM3) Wrinkle maps (?) Animation Features (GLA3) Removed hardcoding of animation names; they can be user defined and scripted in as neededGLAs can optionally be split into several GLAs bound by a meta file, so they can be loaded as needed by the game. Much faster loadtime and less wasteful memory usage.Resplit animations into four additive regions, instead of three; adding an additional lipsync channel instead of these being handled haphazardly by FACE animations16-bit (FP16) quaternions and rotations, upgrade from FP8 for more precise motion OR 32-bit (FP32) quaternions and rotationsAdaptive delta compression instead of a flat list of quaternions/transformation for smaller filesize and memory footprintRLE encoding? for smaller filesize
  12. You aren't going to get it to work out of the box, unless you compile it on Visual Studio 2003. If you don't like OpenJK's code, you can always revert to the commit which was just clean, working code.
  13. For the JKA version, the installation instructions are given in the README file: For the JK2 version, you're going to have to point me to where you got that from, as there isn't a public release for that as far as I know.
  14. GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAL!
  15. It is, and they are in fact built upon the same platform (EDP). However redsaurus is the one who develops the JKA portion of the mod and I develop the JK2 portion. We're just active at different times of the year, which is why you mostly see JK2 related stuff now. I would even argue that the JKA portion is much farther along and feature-rich than the JK2 part.
  16. In-game: Entity limit is 1024, but players, lightsabers and bodyque take up around 100 entities or so, so the functional limit is more like 900.Lights do not count, they are removed during compilation of the map.ref_tag, info_null, target_position, info_notnull do not count, they are removed after the map is loaded by the game.worldspawn and weather entities do not count, it's not treated as an entity by the game and aren't spawned.NPC_Spawner (and all derivative types) are removed from the entity list after they have finished spawning all of their NPCs.misc_model does not count, it's baked into the map. (misc_model_static and misc_model_breakable do count)Waypoints do not count.q3map2/Radiant: Entity limit is 2048Everything counts, including worldspawn, lights, and func_groupThere might be a version of q3map2 that is compiled to have higher entity limits, maybe @@UniqueOne's wzmap has a higher entity limit?
  17. That's how it is in the game already, and it's obnoxious as hell.
  18. One solution might be to spawn more NPCs every time the friendly AI kills something, so the player is forced to kill a certain amount. But that feels cheap.
  19. The DEMP2 would be good, seeing as how nobody has ever tried to remake that to my knowledge. That, or the rocket launcher. I know you also made an E-11 at one point, didn't you? We could probably use that with some nice PBR shaders.
  20. I'm not sure I understand the purpose of such a tool - you can do all of the editing ingame with this tool (for the most part). In the future I am also considering making a binary menu format that will load faster and only be editable ingame. This is part of the plan, yes. The controls and feature list are still subject to change.
  21. Yes, when a proper release of EDP comes. A lot of the features are still very heavy WIP at the moment (nav editor can't save yet, among other things). I intend to create a whole bunch of issues on the Github page detailing everything I need to complete. Were the functions that were missing from GL2 but required for JK2 (eg, jpeg buffering) added?
  22. Properties window now done, see OP for screenshot. Not all of the properties are available for editing yet. Still have to code special handling for a lot of things like shader/model types.
  23. Very super early WIP but there will be the functionality to edit .menu files from ingame so it's easier to make quick adjustments to the menus. Controls You need to have the cvar "developer" set to 1 in order to use this. F11 - Enable/Disable ingame UI editor F12 - Take screenshot Main controls MOUSE1 - Select itemDefMOUSE2 - DeselectN - Create new itemDefDELETE - Delete itemDefP - Toggle Property Window for selectionArrow keys - Move selected itemDefI / K - Stretch/shrink itemDef verticallyJ / L - Stretch/shrink itemDef horizontallyProperty window controls ENTER - Edit propertyUp/Down arrow keys - Scroll through propertiesPAGE UP/PAGE DOWN - Scroll through properties (faster) The properties window, creating new itemDefs, deleting itemDefs, and saving are not currently done yet. I made a Developer Menu to test this feature out on, which will also have cheats and stuff.
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