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Everything posted by eezstreet
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plsno, the game already has way too many binds as it is :/
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Also, if you're talking about pressing W+S at the same time, it isn't possible to detect this since movement control is handled by three variables: fwdmove, rightmove, upmove. In the console versions (and XBOX controls for OJK) these correspond to the analog sticks and analog button pressure (digital in the case of OJK). You can't simultaneously hold an analog stick up and down. Likewise, W and S represent an analog stick being pulled all the way up and down. So, fwdmove in this case would probably resolve to 0 (same as not moving)
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I don't really like how JA added movement-based force powers. It sets a rather dangerous precedent for binding lots of crap to movement keys to the point where it makes movement inconsistent. I can't remember how many times that damn speed-lunge crap made me fly off ledges.
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Force Wookiee. Level 1: Turn into wookiee Level 2: Gives wookiee-form a growl ability, making people run away in fear Level 3: Wookiees rain down from the sky. Instantly kills you or enemies that are hit by falling wookiees No, but in all seriousness, here's what I can remember from what we had in mind from JKG: The idea was something similar to Magicka. When holding down the Block button, executing force powers would allow you to create "force combos". Only a few specific combos worked. For instance, Force Zombie would be Lightning + Heal + Heal. It would resurrect a dead NPC to fight for a limited amount of time (you can recast it over and over on the same dead body after the zombie version dies, but each time, the duration is cut in half) We also had a few ideas as to new base force powers. Saber throw was to be a new power itself (since alt fire became block). There was also to be a Force Meditate. Dark Rage was to be replaced with something else (deadly sight?) and there was going to be another new power for the Dark Side.
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Last warning for both parties: Knock it off or I'll lock this thread.
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Is there a way to add completely new force powers to the game?
eezstreet replied to Spirit's topic in Coding and Scripts
It's fairly similar, probably easier. -
what is the ip of the raven master server?
eezstreet replied to Atera's topic in Jedi Knight Tech Support
You might want to make sure that your server has the correct ports open for the master server and not specifically just for connections. Gametraxker, xfire, etc don't use the JA master server. I don't remember the right port and whether or not it's TCP/UDP. @@Didz will probably know. -
I doubt BF will be moddable. EA is notorious for being anti-modder when it comes to anything but The Sims these days. They think that Frostbite is "too complicated" for modders to understand.
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Not necessarily. C# is also used by Mono, which is Unix compatible. There's other options, like Java (eww). You can also use GTK, which is what GtkRadiant is based on. In addition to peer-to-peer, there is a third option of having a MinGW compiler embedded into the launcher (gcc ought to work fine for Linux) and simply having the launcher check the hash stored on your machine against the current hash of a branch (probably "release"?) One major advantage of this is that you can make the launcher open source, and then have developers of OpenJK forks develop launchers for their own purposes. Also, this cuts the bandwidth down to near-nothing and puts most of the heavy lifting on Github's shoulders. The downside is that Windows compiles won't function quite the same as those in Visual Studio (MinGW is gcc-based, Visual Stufio does something else entirely)
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I reached out to Inyri, unfortunately you've misheard, she doesn't keep "hordes [sic] of mods other than [her] own"
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wip [W.I.P.] (SP) Star Wars - Republic Intelligence
eezstreet replied to Lazarus's topic in WIPs, Teasers & Releases
Instead of making the wall a model, make it a detail brush and use caulk brushes embedded into the wall as your structural. Repeat for the ground. This will make it easier to work with. -
Try opening or forwarding your ports. What is the IP of their server?
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Lets make this a contest..
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I like JA++'s site. Simple and straightforward. I should think that such a website would include installation instructions for all the platforms, and probably a list of known issues.
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well, you can browse each individual change made here: https://github.com/JACoders/OpenJK/commits/master Alternatively, you can view all closed issues here: https://github.com/JACoders/OpenJK/issues?q=is%3Aissue+is%3Aclosed
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Steam sale, perhaps. They ran a sale around then.
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It looks very good, yes! I do have a request though. Can you fix the sound quality option? In the base game, there's only two options (s_khz 11/22) but s_khz 44 is possible and offers a slightly different bit of sound Also, if you could do r_lodCurveError that would be good. ("Patch Quality")
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I have a Seagate external and recently it's been having some problems. My fscking cat knocked it on the floor and it came apart from the base, and I accidentally knocked it over again, but when I got it all together again, it's beeping at me whenever I plug it into the machine. Not sure what's going on. The USB cord looks like the cat chewed the crap out of it too. Saw a spark fly out of the cord and was like NOPE.
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One of the Mac versions has a fix for the cutscenes. Last I checked, @@redsaurus was working on reverse engineering the code to figure out how they did it.
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We aren't bringing the site onto the wiki. MediaWiki is horrible horrible fucking software, and honestly we'd rather replace the whole thing with different software instead of trying to fix it, while naturally importing all of the previous stuff (barring some possible formatting hiccups, which I can deem acceptable. At this point, there's currently nothing I can do because we're planning an upgrade of the whole site for next year, and there might not be much point in changing software since it might be replaced with something superior.
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Works with func_statics too, since doors also function in a similar fashion. (They're both bmodels)
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Hand textured. I have no access to AO maps as the model is from ~2004. Just to be clear- the portion I textured is the yellow-gold part. This was originally a 512x512 texture that I upscaled to 2048x2048. I've already applied one Unsharp Mask to the texture, but I can apply more. I hand-textured by using a gradient, followed by dodge and burn with soft brushes to increase contrast a little bit. I then applied low levels of burn with smoke and grunge brushes to give a bit of dirt. I then applied higher levels of dodging with a grunge brush set to make it appear as though the gun was improperly cleaned. This is a gold skin of a Colt Python. I will also do a silver skin. This model is considered a "suspect weapon" for a mod project. There will also be SWAT weapons, including an UMP 45 which will appear cleaner. There's a specular shader applied to the barrel, but not the other silver bits. I will post a picture of the original gun and skin once I get home. I have no idea how to proceed with the grip, which is a matte black, wooden or ivory grip, depending on which skin.
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Does my texture look good, first off? It's a model of a revolver, and that particular piece is the side of the barrel. Does it look better than the original textures?