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Everything posted by eezstreet
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I'm not sure. I can't even remember what the format is supposed to be. Which data are we talking about here, the viseme data or the spoken data?
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This guy gets it. If the field isn't specified in the worldspawn, it could revert to the default color. No need for two versions. Or this behavior could be cvared.
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I think my idea and Xycaleth's are the best. What you're asking for here is really impossible.
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It draws a colored rectangle if your view is underwater. That's basically the extent of what it knows. All shader parsing is handled on the renderer. cgame can't sample textures. Brushes on cgame don't even have shader handles attached to them. What you're asking for as a solution is basically utterly impossible without restructuring the engine in ways that would break backwards mod compatibility. I have an alternative idea. Add a new field to the worldspawn which controls global water fog color. It wouldn't be good if there's multiple different colors of water, but very few maps would take issue with this.
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How would you propose the cgame code be able to determine that? The cgame has no concept of what renderer is currently loaded. The best you could do is check the cl_renderer cvar and compare the string value, but that's yet another hardcoded check that's really ugly.
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Locked because OP is using warez. We don't condone illegal activity here.
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You have been issued a warning for multiaccounting. The tells are obvious. Thread locked. EDIT: And you're now suspended for harassing an administrator through private message.
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Nobody even mentioned you? Way to get defensive about it. Now you're suspicious.
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I think it's an interesting idea, but my question to you is, how would this change stance mods? How does one establish precedence of one stance mod over another? I think an even better idea would be to setup a structure like this: Each stance mod would be composed of up to 3 files: a data file (mandatory), an animations.cfg (mandatory) and a GLA (optional). The data file would specify some stuff like which skeleton these animations are for and a few other things. These would probably go in a new ext_data folder, like ext_data/animations. The animations themselves could go in a different folder, like animations/_humanoid/your folder here The current suggestion seems like some way to make animation modding more complex than it has to be. My idea makes multiple stance mods possible. But it's just a passing thought.
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I took another look. The problem isn't SDL related. You're missing a cvar definition, so the problem isn't restricted to those lines of code. You'll need to find where cl_consolekeys is defined in OpenJK and add the definition back in.
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You're assuming that a) every mod that uses OpenJK as an engine uses the OpenJK cgame b) every mod that uses the OpenJK cgame is kept completely up to date on the bleeding edge of updates c) the point of OpenJK is to add features and make the game "better" d) everyone is going to use rend2 e) everyone cares about water f) everyone who uses the OpenJK cgame is using the rend2 branch for cgame g) nobody wants the blue tint h) adding the thing you're suggesting is trivial i) if G isn't true, then making it removable is trivial j) rend2 is meant to alter cgame
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g_breakarm i think?
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Make an Npc only use one Saber Style!
eezstreet replied to GamingPrince83's topic in Coding and Scripts
Just checked and you're right, there's some hardcodes. But there's a way to subvert them without using a weird workaround like making a new saber: Saber cultists have totally hardcoded saber styles, they ignore the saberStyle field entirely.civilian and ltjg (can't remember what this is called atm) ranks are hardcoded to use only Fast style.crewman and ensign ranks are hardcoded to use only Medium style.That's the only restrictions that exist. Also note that saberStyle field takes an integer value, not a name. A quick reminder of these: Fast: 1Medium: 2Strong: 3Desann: 4Tavion: 5 -
Wtf? SDL isn't offered through Windows Update...Google SDL and download the development files. I'm like 90% sure they're included with OpenJK anyway.
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Is a new Jedi Knight reboot possible?
eezstreet replied to BruceJohnJenner's topic in Jedi Knight General Discussions
Why would they? Disney only wants developers worth their salt, and the vast majority of indie games are utter shovelware. -
Run PakScape in administrator mode?
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Not possible under IPB downloads system without significant changes. Might come as part of JKH 2.0 though.
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Wouldn't help much because some files are listed under the @@JKHub account.
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You'll need coding to accomplish this. I will move the thread for you.
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JKH isn't going away anytime soon. And anyway, as stated above, there are ethical issues regarding rehosting other people's content.
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How about instead of delegating files as being beginners, we mark a file as being a past Featured File?
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Do you have actual compiler errors we can look at? You're being very vague.
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That FPS is a bit worrying.
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Try these: - Dragging the file onto Pakscape.exe - Running Pakscape and opening the file from inside it. - Changing PK3 file association to open Pakscape.
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If people really want an SP weapons tutorial I can write one up. I think it's more important that you figure these things out instead of blindly copy pasting from a webpage though.