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eezstreet

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Everything posted by eezstreet

  1. Updated the changelog. I had some real life issues and also have been working on my other projects which have consumed a lot of my time. I am talking with the rest of the team to see where things are and when we can get a release.
  2. Modifying the projectile speed of rockets is actually the basis of the MakingAMod_Readme.txt file that was shipped with the original SDK: (This guide is super ancient; you can't even get Visual Studio 7.0 anymore as far as I know) EDIT: and it's oriented towards the SDK, ie JKA mp
  3. It's amazing you got that to compile at all, seeing as how it's ancient code. You might be looking for this repository instead, if you're doing singleplayer.
  4. I think Boothand summed it up perfectly. The whole point of OpenJK is to provide a stable base for people to work on, and an open sourced version of the game with bugs fixed. There's a few very minor development improvements but adding a physics engine is not only a huge undertaking (and it should be noted that there are barely any active maintainers on the project), it also affects many different systems and how they interact with each other which has the ability to introduce incompatibilities esp. with savegames and network connectivity. A physics engine is outside the scope of OpenJK.
  5. Never spoke to binny but I've seen him around on servers. Sad to hear that he is gone.
  6. I don't understand what the point of this thread is, if I'm being honest. The MB2 devs don't read these forums and it's a closed source mod, so there's not so much we can do. That being said...there's no engine restriction. All of the code for this is handled in w_saber.c.
  7. is that...? no... it can't be... It's DAT BOI?
  8. I gave you the answer to this question already. https://jkhub.org/topic/9330-max-map-entity/
  9. OpenJK doesn't add normal maps on its own. You'll need to use the rend2 or warzone renderers if you want normal maps.
  10. I think there's some utility in having shield animations for everyone to use. Particularly in mods that have a medieval setting. Thoughts, @@minilogoguy18 / @@DT85 ?
  11. When I work on this again.
  12. There isn't a multiplayer Jedi Outcast component in OpenJK. That's more of what jk2mv does. If you are having trouble with builds compiled from source you can try some of the premade Linux builds.
  13. (Also, it doesn't use any of those bitmasks you mentioned; I don't even think they exist?)
  14. @@NAB622 that looks mostly correct to me, although TFFA and CTF should be 4 and 5, respectively.
  15. Not sure what you mean by bitflags, but the game types can be found here: https://github.com/JKGDevs/JediKnightGalaxies/blob/master/codemp/game/bg_public.h (All of the #ifdefs are disabled)
  16. The new ones have Adam Jensen as a protagonist, not JC Denton.
  17. Hi, that's a lot of models! Did you get permission to use all of them?
  18. 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.
  19. 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.
  20. More dismemberment regions are possible, certainly. SOF2 is very similar and has stuff like splitting the head in half.
  21. This is a wishlist. Not a commitment of an actual new format.
  22. Is there a repo for this or something? I have some UE4 experience.
  23. To start out with, a Noesis plugin for GHOUL3. Anything else is gravy.
  24. 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.
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