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eezstreet

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Everything posted by eezstreet

  1. I can copy and paste in the command prompt using ctrl+c and ctrl+v FUCKING FINALLY
  2. This has been asked before. The alt-fire flag is overrided by AI and it's very specific as to what you're doing it for. Make sure you're wrapping it in an affect("script_targetname"). Two NPCs can never have the same script_targetname.
  3. I can't help you if you can't help yourself. There's nothing else to go by.
  4. Try debugging it properly through this tutorial.
  5. oh look :3
  6. Might as well make a tutorial about it.
  7. MOD_SABER
  8. Which was made by the same people as older entries in Serious Sam, and was brought on steam by an indie publisher. That's a bit of an apples-to-oranges comparison there.
  9. If it's a player-only variable, it should (logically) be in gclient_s, not gentity_s. I've never had issues putting variables at the end of it. Also, make sure you're up to date on your fork, and try and debug the issue.
  10. The effect is handled differently between SP and MP. For SP, you'll want to modify that effect, and nothing further is needed. The game moves the end-point of the line segment (do NOT change the name of this segment!!) so that it hits the correct spot. All you need to do to make it red is change the RGB or the shader of that line. For MP, you'll have to modify a shader that it uses (I think gfx/effects/whiteline or gfx/misc/whiteline). Unfortunately, changing the color of this shader will change almost everything else that uses gfx/effects/whiteline - and there are quite a few things that use it.
  11. I don't actually know how the power effects are handled - I want to say that they're all managed in cg_players.cpp but I could be wrong on that. Attaching the effect you want to a missile is going to be a bit tricky though. Maybe make a new MOD_ (MOD_FORCEDESTRUCT?) and check against it instead of the weapon.
  12. Could you give us a reference or something to go by?
  13. ? What does that have to do with the .npc extension limit?
  14. Are you saving a new game, or loading an old one?
  15. 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)
  16. Feel free to whatever you want to name them, then.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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.
  22. Try placing an NPC directly above an emplaced gun. Might work, might not work. Dunno on that.
  23. See if you can add in multiple death animations. I'd like the extra variety. (I can code them in)
  24. 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)
  25. 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?
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