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eezstreet

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Everything posted by eezstreet

  1. Are you saving a new game, or loading an old one?
  2. If you make everything too small, the game physics will break dramatically due to lack of precision. Shouldn't be an issue though. Just be aware of stuff that doesn't scale correctly (blob shadows don't scale, and camera may get funky)
  3. Feel free to whatever you want to name them, then.
  4. Better to start from MP and include support for SP stuff than doing it the other way around. You'd have to reprogram all the SP code on the client-side and add actual networking to it. I think OpenJK has a co-op branch (might not anymore) which was going to do the co-op feature from OJP but way better.
  5. Fixed: - Fixed VChat so my mod works correctly/consistently Unconfirmed: - I seem to recall some slot 0 bugs with tech classes, don't hold me to this.
  6. A good short-term solution would be to rename all Discussion forums to make it clearer. A long-term solution would be to do a hook, which will take some time as I still need to learn how IP.B deals with mods. I'll let @@Circa speak some on this.
  7. Note: playerState_s and entityState_s are both savegame structs. If you don't care about that, just store it in gclient_t. You can access it from cent->gent->client
  8. WARNING : NSFW language What Happened Simply put, a clan website hosted on our services launched a cyber-bullying attack on another clan. Just to get a general gist of what was said: The two clans - you know who you are - aren't being named here, but the basic principle still stands. Changes If you're the victim of a cyber-bullying attack on a site that's hosted by us, send us an email at contact@@JKHub.org and we'll review it. The rules explicitly state: And I've added an additional part just to clarify: Please read below before you contact us on matters of cyber-bullying to see what classifies: What this means for hosted site owners Probably nothing. Don't worry - we aren't going to come after you for silly things like saying "X clan sucks" or "Y person is annoying" or whatever. Allow me to emphasize clearly - we encourage free speech on our site and on our hosted websites, and we would rather not get involved in clan affairs. But the minute you make things personal and bully real human beings - whether it be by SWAT-ing, stalking, harassing, or otherwise attacking the character behind the screen - this is where things go too far and we need to intervene. Don't be an asshole by hurting someone mentally and emotionally - there's enough assholes on the internet as it is. If you think we're stifling your free speech or whatever, you probably shouldn't be saying terrible things to people.
  9. Try placing an NPC directly above an emplaced gun. Might work, might not work. Dunno on that.
  10. See if you can add in multiple death animations. I'd like the extra variety. (I can code them in)
  11. You can't use OpenJK with 1.00 unless there's a modified version that works. @@ensiform told me a while ago on IRC that there's differences in the key networked structures, and a desync in these structures may lead to a crash ingame (or uh...other fun things..) For the record, I would rather have a game that functions better/has less bugs (and be virtually identical) than one that doesn't. I understand that there's personal reasons (tighter community) for playing 1.00, but outside of that, I can't really recommend it. (Could also play 1.01 base, there's plenty who play it fairly religiously)
  12. I thought that people played 1.00 because the blocks are "better" (read: buggy/compiled with buggy llvm). Wouldn't putting OJK in 1.00 ruin that?
  13. fwiw, there's a debug command that lets you drag NPCs around by their arm. Could probably apply that to dead bodies, but it likely wouldn't affect gameplay.
  14. g_dismember 100 / cg_dismember 100
  15. Updated with stats now from kejim_post. I figured I'd talk a little about how the randomized dialogue system works. Let's take a pool of dialogue about a situation (about to enter kejim_base) for instance: 01kyk029 ("Jan, prep the ship for takeoff, I just wanna check out one last area.") 02kyk001 ("Looks like another level here, Jan. I'm going to check it out.") 02kyk002 ("No, stay with the ship. I'll call you if I run into trouble.") 01jao069 ("Meet you at the ship.") 02jao001 ("Want me to come down there?") 02jao002 ("Be careful, Kyle.") In ICARUS, there are if() statements which you can have things occur at random. Knowing this, we have two potential starting points for the dialogue: 01kyk029 and 02kyk001. All three responses by Jan are valid here, so there's 6 potential options. The two options that exist with Jan saying "Want me to come down there?" open up an additional response from Kyle ("No, stay with the ship. I'll call you if I run into trouble."). From there, there's three more options (01jao069, 02jao002 or nothing at all). Therefore, we can add 6 more options to the original 4 that didn't open up any dialogue. So in all, we wind up with 10 different potential scenarios to unfold, in a previous situation that would have only played one static dialogue exchange. I call that refreshing. So for the pseudocode of the dialogue... if(random(0, 1) < 0.5) { play 01kyk029 } else { play 02kyk001 } if(random(0, 1) < 0.5) { play 02jao001 play 02kyk002 if(random(0, 1) < 0.3) { dowait endingJanDialogue } } else { task endingJanDialogue: if(random(0, 1) < 0.5) { play 01jao069 } else { play 02jao002 } }
  16. Progress tickers... Kyle: 7 / 88 7.9%7.9% Jan: 10 / 46 21.7%21.7% Lando: 9 / 11 81.8%81.8% Desann: 0 / 7 0%0% Luke: 0 / 24 (NOTE: Luke has 2 extra lines of dialogue which will require map editing to make sense) 0%0% Bartender: 0 / 11 0%0% Stormtroopers: 3 / 70 4.2%4.2% Imperials: 0 / 4 0%0% Rodians: 0 / 13 0%0% Weequay: 0 / 51 0%0% Gran: 0 / 12 0%0% Trandoshans: 0 / 27 0%0% Imperial Workers: 0 / 5 0%0% Soundsets: prisoner3: Not started reborn4: Not started rebel3: Not started rodian3: Not started trandoshan2: Not started I might also wind up backporting some stuff from JA to give better variety in the Jedi Academy.
  17. Yup.
  18. Anyway, I have managed to get a few alternate lines into the game successfully using simple ICARUS manipulation. I'll keep you posted on my progress. EDIT: So far, Lando has 8 lines of dialogue restored.
  19. When you are near an ally, you can order them to attack an enemy NPC using the USE key. The dialogue played is based on the distance from the ally to the enemy, and the enemy's relative direction to the ally (if they are behind them, Kyle will shout "Behind you!" etc) Allies will also do the same, and you will receive a damage bonus vs called-out enemies. Here's a picture of a Gran which I've marked out for Lando to attack. Side note: it looks like he's picked up a Bowcaster, which is better than what he had before (a blaster rifle). This doesn't normally occur in the base game; this is new behavior of the improved AI.
  20. gogo Bash/Batch script
  21. All AI acts the same when you give it a saber. The class is irrelevant.
  22. Is there a better shot to compare? All of these shots make them seem almost identical, except maybe the first.
  23. The face painting isn't the same pattern as Maul's, so yeah, that makes sense. I don't really see how the robes are different though?
  24. I'll make an excel-friendly spreadsheet of everything I have. That should hopefully give you guts a better idea.
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