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eezstreet

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Everything posted by eezstreet

  1. What were you expecting/wanting exactly?
  2. The positioning is good. Does the firing animation look correct though? I forgot to mention; the firing animation should show the barrel blowing back like it does on the MD3 version
  3. Looks good.
  4. show me your coasters
  5. There's always been issues with this game and Intel HD cards. I would put money on the video card, not the processor, being the problem.
  6. I don't think this is true. The bbox isn't altered based on torso freeze, and headshots are calculated by height offset, not by the mesh.
  7. Hi, I think this would be more appropriate to have on the official site rather than JKHub. I imagine that some mappers may be interested in the difference, but ultimately to me it seems something more catered to fans as a "behind the scenes" thing. Therefore, I think your audience would be more centered around the MB2 site. However, you might find some interested readers if you advertise here.
  8. It's for difficulty and display reasons. Speed reduces speed and also increases speed. Spawn an NPC and stand still at timescale 5 (speed 3) and see how fast you'll die.
  9. It's JK2 + new cvars for the most part, yeah.
  10. I noted a small issue in your code. In the beginning, you set variable w to be CG_DrawStrlen( va( "Civilian" ) ) * TINYCHAR_WIDTH; which is incorrect. You'll want to calculate w for every string that you use ("Rancor", "Protocol Droid", etc) so that it'll center correctly (currently it only centers correctly when the string is as long as "Civilian", which might lead to wonky positioning onscreen) Also..um.. if ( cg_entities[cg.crosshairClientNum].currentState.eType == ET_ITEM ) { CG_DrawBigStringColor(320- w / 2,170,va( "Press to Use" ), colorTable[CT_LTGREY] ); return; } ... vs JKG's code ... if ( cg_entities[cg.crosshairClientNum].currentState.eType == ET_ITEM ) { UI_DrawProportionalString (320, 170, "Press E to pick up weapon", UI_CENTER, colorTable[CT_WHITE], FONT_MEDIUM); return; } I'd like to point out here that both examples are technically incorrect. The string is wrong ("Press E to pick up weapon" doesn't account for binds, and "Press to Use" is kinda weird language), the centering is incorrect on yours, and there isn't a distance calculation for either one, so you'll be able to highlight items from far away. I like GSA's version of this, which accounted for binds, displayed a picture of the weapon and its name, and had colors to boot. It was quite beautiful, but a little bit buggy sometimes. Unfortunately I'm at work right now, or else I'd be able to pull it up as an example of the best way to do this. (I didn't code this chunk in JKG, I believe Pande or UniqueOne or someone else did this)
  11. I think the whole point of the drain/rage mechanic for AI is that they're supposed to rage and drain in order to become invincible offensive warriors, but their rage does leave them exposed. The tactic DOES make sense, it's just implemented poorly.
  12. Well, I plan on making the game more moddable, so sure, forking my branch might work. I'm actually okay with the idea of merging since it IS JK:Enhanced after all. Good to see that someone finds my codebase useful.
  13. All of the code for it is in the SDK.
  14. I can independently confirm that they're working on getting Carcass source released. They're asking Rich if he still has Carcass source. I already implemented this like 6mo ago. Just saying.
  15. Most of the code for that stuff is within the SDK for SOF2. We don't really need anything further.
  16. Hi, We have added three new "License" options to the download page. I would like to clear them up. Other players may modify the work as long as they adhere to the GNU GPL. This means that by downloading the work, they are agreeing to the terms of the GNU General Public License. All projects which use the full source (NOT SDK) are required to use this option! This includes anything based on OpenJK. Here are some general guidelines for the GPL:1. All derivatives of the work are to be licensed under the GPL. 2. By using the GPL, you must provide a copy of your mod's source code to anyone who asks, free of charge. 3. Your work cannot use proprietary licenses in conjunction with the GPL. ie, you cannot (as of yet) use the Oculus Rift SDK with your codebase. In other words, if you're using stuff that isn't compatible with the GPL, don't do that. 4. There are some other guidelines to follow, for more information, see this. Other (see readme). You can now specify custom licenses with your work. For instance, if you want to forbid mirroring but permit sharing modifications, specify so in the readme and use this option.Unknown. This is used for works which don't specifically mention a license in their readme. This would most often occur for files which we have attempted to contact the original author, but failed. Exercise caution when modifying or mirroring this file.
  17. What about Mac/Linux ports for tools?
  18. ohai I can has StringED? :<
  19. Ah, it may well have been in the EF SDK. I hadn't considered that.
  20. We don't have StringED -at all- but it's not too different from SOF2's version. I'm aware of a few other tools but they weren't remotely useful. We need IBIze source too, it's the ICARUS compiler. Other than that, I think that's everything. StringED is referenced in several source files, it's what they made the .str files with. There's something called StripED, I'm not sure if that's the same thing or what, but it's for JK2/SOF2 and not JKA
  21. Insta kata. I think torso freeze to the extent you're speaking of may be MB2-specific. USE_HELD_ITEM is blocked for sure though with +attack and +altattack
  22. I'd also like to point out that this was fixed in OpenJK, so the fix for it should be public. You'd have to dig through the commits to see how they did it.
  23. Whoa, nice! Didn't see that one coming. Tell them to get us EffectsEd, BehavEd and whatever else if they can!
  24. What's wrong with using Noesis exactly? Can Rich not fix the G2 export issues?
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