Jump to content

eezstreet

Members
  • Posts

    5,207
  • Joined

  • Last visited

Everything posted by eezstreet

  1. If I did joystick support, there are some things which I would need to add to the game which OpenJK won't ever support (button context info, rumble, etc). OpenJK is getting better at joystick support however so...
  2. Ah ok, so it's just extra light entities? If that's the case, in theory I won't need to have the map source if I can decompile and do an -onlyents bake run, like I've been doing already to optimize some of the waypointing the easy way. wzmap has a lot of extra cruft that I don't think is really necessary.
  3. Can you provide me with a version of q3map2 (and the entity name/properties/whatever) that works with your new lighting model, when it's ready?
  4. Well, we'll also need some new textures as well.
  5. I did a history check on the files involved and didn't see anything out of the ordinary.
  6. Very weird. It can probably be looked into.
  7. I have *some* of the map files, but not all of them. My thought process is, if I can show what I can do with the .map files, I can talk people into giving me the rest. Your system sounds complicated, but awesome. My only concern is, will it break the original lights in GL1?
  8. Let's talk about the standards of the weapons that will be in JK:Enhanced, and what needs to be done to bring a new weapon into the game. There are two distinct differences between a JK:Enhanced/DF2 weapon and a base JKA weapon: The first person model in JK:Enhanced uses a GHOUL2 viewmodel, similar to the playermodel. It has a lot of extra cool animations that are going to be added, and there are also some new features that can be added (surfaces can be turned on/off, new skins can be added, things can be bolted onto the model, etc)JK:Enhanced will include the rend2 renderer built in, and of course, this means that a .mtr shader will have to be included as well as the original game's .shader. We utilize the metal workflow of PBR, short for Physically Based Rendering, a set of modern rendering techniques that incorporates the real properties of light, materials, etc.So to start out with, I think we should first describe all of the weapons which are present in JK:Enhanced, or will be present at some point. There may be more, but here are the core ones which will definitely exist: Stun Baton (Model in progress by @@Seven)Bryar Blaster Pistol (We can use @@AshuraDX's model)E-11 Blaster Rifle (We can update any number of existing models to fit in PBR, or make a new one)Tenloss DXR-6 Disruptor Rifle (Model in progress by @@Silverfang)Wookiee Bowcaster (No updated model exists)Imperial Heavy Repeater (Model of it by @DT85 exists, just need to update it)DEMP2 (No updated model exists)Golan Arms FC-1 Flechette Weapon (A model of it was in progress by Reven, but possibly lost (?))Merr-Sonn PLX-2 Portable Missile System (No updated model exists, to my knowledge)Thermal Detonators (There is an older model in Ultimate Weapons and one in JKG, but I believe @DT85 is working on one)Trip Mines (There is a model in JKG, but it doesn't match the original game enough to suit my tastes)Detonation Packs (No updated model exists)Hands (There is currently no updated hands model, which will need to be visible for animations etc)Lightsaber (@Rooxon has a model, not sure if it has PBR or not)Now let's talk about some of the animations that will be present. The ones I've marked with an asterisk will probably not need to be present on the Stun Baton, since there are no force powers. Anything I've marked with a double asterisk is something that may or may not be used, or open to discussion Base/NormalIdle animations?First time equip (a special animation that plays when you equip the weapon for the first time)FireAlternate FireEquipUnequipForce push*Force pull*Mind trick*Low ready state (for when you are too close to a wall, fallen down, or using Force Heal)Transition to low readyTransition away from low readyForce Lightning, quick*Force Lightning, start*Force Lightning, hold*Force Lightning, stop*Force Grip, quick*Force Grip, start*Force Grip, hold*Force Grip, stop*Callout, pointing (it's a new system in the JK2 portion that I coded, where you can "point out" enemies to get the friendly AI to focus on them)Use non-bacta item (a "toss" animation for throwing down a sentry gun or seeker)Push/use button start**Push/use button hold**Push/use button stop**Reload weapon**Sprint start**Sprint loop**Sprint end**Melee bash attack**
  9. @@DT85 sorry to bother you about this again, but could we maybe see a PBR-enabled one for rend2? Since I have that working now.
  10. Amazing work. That's a ghoul2 viewmodel?
  11. Maybe it would help if you had a more specific question?
  12. The effect can probably be made to look better with a lower FOV.
  13. I think I'd be interested in this for JK2:Enhanced
  14. I mean, it's the name of the mod. That seems like an important detail to me.
  15. I have legitimately no idea what bug you're referring to. Maybe explain what you're trying to fix first?
  16. If your code is based on OpenJK it has to be freely available somehow due to the terms of the GPL license. Not specifically on Github though; if someone asks for your code you have to be able to provide it. I think there's some benefit to putting your code up on Github though because it means that people could fork your repository and help contribute by making pull requests.
  17. @@DT85 do you know if this model is still around somewhere? Apparently I didn't include it in JK2:Enhanced when I released.
  18. He's been spotted a few days ago on the JKCommunity Discord server (https://discord.gg/ZWGEDjX). @@Almightygir
  19. What is the NPC code for it? galak_mech?
  20. Where is the source code? is it on Github?
  21. I haven't really worked on it, but all that's left to do is the last bits of scripting - making the crane minigame work, making sure the crane snaps back to the default position after leaving the area, any scripted enemy encounters, etc.
  22. Not bored, I'm just unsure of how to proceed. I looked in the source code pretty extensively and I wasn't able to find any sort of issue indicating the problem. But I can provide the source code, sure.
×
×
  • Create New...