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Everything posted by eezstreet
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I don't think there is in the base executable (jamp.exe) but there might be an option for it in OpenJK. @@ensiform or @@Raz0r, consult?
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Have you tried playing windowed mode on a resolution that matches your desktop resolution?
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The ESL stuff? I was hoping you'd contact them for their database or if they could get the data.
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Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
Height map terrain is actually in the game, in the form of the RMG system. The terrain entity uses a texture + height map to generate a landscape. The tech is there, just not used. I've been basically saying this all along. What we need are compelling experiences and right now there are none outside of the main campaign and the ultra competitive, steep learning curve multiplayer modes. There's nothing to keep people around for a long time. I think rend2 will help draw modders, but it's ultimately not a silver bullet in bringing players in. Neither is an open world system. Skyrim got popular because it's a much newer game and it was hyped up to the extreme on its release. Same with Fallout 4. It's one of the best open world RPGs that's out there, and it's a popular game series too. Making a new mapping system isn't the right way to go. You can still make great experiences on this engine, there's just few people willing to do it. ...and JKA still has a better sabering system than Skyrim ever could. -
Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
Name me one game with huge maps/open world with twitch gameplay. The two don't match up well. And nor should they. Open worlds are meant to have every nook and cranny explored, not blazed through. I think you're high if you think Skyrim or any of its mods have as good of sabering as JKA does. Like mega high. Sidescroller games aren't always 2D. Neither are shoot-em-ups, puzzles, fighting, MOBAs, ... and none of these have been really explored with JKA. Oh please. If you think that fancy water shaders, depth of field, ambient occlusion or FXAA don't reduce framerate, then you've completely lost it. Do a benchmark test, latest rend2 vs yours with all the stuff on it. Also you're talking out of your ass. rend2 has always supported culling of PVS clusters, I say support here because the code that actually handles the PVS stuff isn't in the renderer at all last I checked. Pixel shaders objectively make the performance worse at the cost of graphics. They don't magnify any problem with the engine. Unless of course you're writing ARB shaders which is what dglow was written in before, then of course you're magnifying those shit issues, but you've got bigger problems I think if you're writing those outdated shader programs on something which supports GLSL. That's literally the only case where that makes any sense. OJK isn't an engine. It's a stable base for the Jedi Academy game. I certainly wouldn't consider it a platform with any merit since there's no games made specifically for it, planned or otherwise. I never said that engines aren't alternatives to each other. I said that games aren't alternatives to each other. Plus there's different design philosophies behind both anyway. Honestly if you want to make an open world Star Wars game, go mod Skyrim. If you want tight combat with smaller settings, this is the game to mod. Trying to make a catch-all modding paradise is way beyond the scope of OJK, and quite frankly beyond the point of this thread. If you want that, go use Unreal. Doesn't mean it won't be a Jack of all Trades at what it does , however. -
Wait, what are you saying happens here? Because I've had a freak bug in the past where limbs would spawn into new NPCs and try to fight the player. And uh...yeah, it's about as terrifying as it sounds.
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Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
I'm not going to mince words here because this is something that I honestly feel quite strongly about. Bear that in mind. Now with that out of the way, I think basically everything that you've said here is complete and utter bullshit. The problem has never been about the engine, it's always about the people generating content for it. Look no further than the mods being uploaded here. While yes, we do host a large quantity of mods, they are quite frequently frankensteined, often with a poor understanding of how the underlying architecture works. I applaud people for taking the time to learn the tools, but quite frankly they have room for improvement. This isn't a new problem, and older models are quite worse compared to this newer stuff. But we've got a ton of Star Wars models and stuff, and nothing frankly compelling. Also, I don't buy the argument that corridor engine games are dead. There's certainly room for improvement and ground that hasn't been reached within this game. When was the last time you saw a side scroller mod or a top down shooter in this game? The only non- Star Wars mods never got off the ground because people weren't interested in them in favor of other junk. There's lots of stuff you can do with this game and make it work, it's just that people (myself included fwiw) are unwilling to take risks, or make the same old "It's JK4" mod that dozens of teams have done. The only thing I agree with is that Radiant needs changed (because it's crap) and that maybe another format can be supported. Skyrim isn't an "alternative" to JKA. Like I said before, they had two completely competing design philosophies that make it impossible to cater to both. Do you cater to high performance, twitch gameplay of old, or do you go for the slow paced, globe trotting adventure game? The two are mutually exclusive you'll find. OJK isn't really an "engine" no more than Q3 is. The difference is the game that you're modding. For all intents and purposes, creating a game on the OJK "engine" is infinitely more feasible since Skyrim's "engine" is just a game that you're modding. Like I said, the comparison here is silly. If you want to make a mod for Skyrim, go make a mod för Skyrim. If you want to make a mod for JKA, use OPENJK as a base. This is not complicated. Rend2 isn't meant to put JKA above Skyrim, it's supposed to make mods be able to use better graphics. And for what it's worth, the problems you're experiencing with FPS on rend2 isn't rend2's fault, it's the excess pixel shaders and shit you have caked on it to "prettify" it by using whatever you're using, and it's definitely NOT the mapping format, otherwise I would be getting issues on base with the map you've posted screenshots of. What WILL draw in people is compelling experiences via mods, and rend2 will certainly help with that by making the game more accessible to people and by drawing in mod developers. I for one would be 9000% more interested in working on JKE if rend2 could work for JK2SP which is what my mod targets. Plus I intend on said mod being a solid base for SP modders by providing amenities like a solid facial rig, removing lots of hardcoded stuff, etc, which will feed back into the ecosystem. There isn't one way or strategy to getting people to come back to the game. I'd suggest getting a jump start on the new movie craze. Remember that this game is the best lightsaber game in existence. What keeps people from staying is a huge learning curve in MP and lack of compelling content for SP. The MP could stand to have an element of addiction pumped into it too, and maybe a fast paced arcade game to play when friends are over at your house. As far as advertising, personally I don't believe in it. I subscribe to the belief that if you make something good, people will generally follow. -
@@Ping, @ one of you guys step up. I wanted them to approach you about it but it seems things have changed (?)
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Please don't bump via triple post. Thank you.
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Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
Models: There's nothing wrong with the MDX formats (MD3/GLM) in and of them-self. In fact I would say that using them is far better than a format like OBJ, FBX or others because they're not compact like MDX is. The only thing wrong with them is the lack of exporters...and the big one that's missing right now is Maya. You can already bolt MD3 models on GLM models. (But maybe not through ICARUS?) Maps: BSP format is ideal for corridors and the type of mapping you see in JK2, Q3, Doom, etc. but it kinda falls apart once you have the mapping of JKA and mods with large expanses of outdoor area. It would be nice to use more than one format here, but q3map2 and (especially) Radiant would need to be reprogrammed anyway. Did I mention that Radiant is dated as hell? Comparing JKA to Skyrim is frankly stupid, the games weren't designed the same way at all and each one has its own set of problems (let's talk for a sec about how Bethesda totally fucked up their scripting engine and had to have modders repair it...). Yes, it'd be nice to have good looking graphics, but saying "we should make it look like this" is not really helpful. I'd like to see a type of Garry's Mod or something with large amounts of scripting, that would ensure lots of replayability to me. I had some crazy one-off ideas for mods that would be good as server scripts for fun. -
No offense to them, but Cerez doesn't really know what they're talking about. We didn't touch anything involving dismemberment.
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Nope. You can get the MP movement in SP through a cvar too though.
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Yeah, I'd be interested in getting it back up and running. I'd like to make it into a curator's group for all things SW related too. We need someone to manage it (and our twitter) a bit better. So basically we need a social media person.
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It looks like a bug on this line. It needs to allocate some memory first.
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Revival of JKA's modding community
eezstreet replied to Xycaleth's topic in General Modding Discussions
How to make a much more approachable/moddable JKA: 1. Fix the goddamn shader parser. For real though. This thing has caused nothing but problems. I'm not talking about OpenJK specifically, but it's a severe pain in the ass how shaders are currently loaded and handled. 2. Fix the OpenJK bug with loading DLLs from homepath, still a major problem ~2 years later 3. Replace the old MFC tools with newer ones that use Qt or something else. Xyc's ModView comes to mind 4. Remove hardcodes: Reborn AI is hardcoded based on rankLots of hardcoded references to NPC namesObjectives are totally hardcoded and new ones can't be created.5. A mod manager like NMM and an API to tie the community to the mods better. JKH API is still something I can see being useful. 6. Finish rend2 (I would be more inclined to mod if this was finished + ported to SP) I think part of the problem also is that there's this assumption that people ought to know what they're doing. There's not a simple, straightforward guide to getting started in the game. The tutorial section of this site is kinda messy imo. -
Mapping: safe_malloc failed on allocation of 155713536 bytes
eezstreet replied to Shadow's topic in Modding Assistance
Alternatively, you can use the -lomem switch, which sacrifices compile time for more memory. -
ty, I forgot how I set this up.
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The first one.
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You're right, the way it is handled was changed (for some reason). Try setting g_saberRealisticCombat to something higher than 1 and g_dismemberment to 100.
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Can you help me guys to find these mods ? :D
eezstreet replied to Davidino's topic in Mod Requests & Suggestions
Thread moved to Mod Requests and Suggestions -
Yes. Also you can enter a cvar into a GET on OpenJK.
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The cvar is g_dismember , not g_dismemberment. Also you need cg_dismember turned on. Moved (again) to OPENJK discussion.
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You can get both the difficulty and sex via a GET command.
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First and foremost, are you using OpenJK? Because the recent builds have a crashing issue that sounds exactly like you describe.
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The model for it still exists for Kyle and Kyle alone, it's just a different .skin file (model_fpls.skin) I have no idea if code for it is still around, but it's probably not there anymore, for good reason. Stuff like katas would cause severe confusion in first person, I imagine. I never understood the appeal behind first person sabering anyway.