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eezstreet

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Everything posted by eezstreet

  1. Well, the interior might not be able to be in the base game. I might have to code that part separately.
  2. It might if it's more than just the player (academy1 comes to mind since there's lots of NPCs). You might be able to save on performance considerably if you use one ghoul2 instance for the entire model as opposed to multiple instances. Each instance has multiple indexes (up to 4 if I recall what @@Xycaleth said to me correctly). It's important to note that the vertices aren't actually passed to the renderer in the case of a *off being used. However, each additional instance requires more processing to be done. Try using G2API_CopyTo (I think) and see if you can get good performance out of it - I don't think you'll get that much of a performance drop, in all honesty. I would think the process would look something like: - Load up base mesh - Get all the extras that we need to handle, and load their GLM files as separate instances each - Copy all of the instances into the base mesh instance, on a separate index - Kill the extra instances - On frame refresh, make sure all the extra indices are being copied over (for some reason I think it needs to clean up the instance and refresh for whatever reason, I can only speculate)
  3. Doesn't really matter if it's animated, I would prefer to use ghoul2 as it's much more flexible. AT-ST shouldn't require animation for its viewmodel though.
  4. Cockpit view is doable for the AT-ST via code. I thought about doing the same for x-wings and stuff back in JKG. I'd like to see a good cockpit view in JK2 though for sure.
  5. Hi, Sorry for the late reply - I can make as many custom download fields as needed, so it's perfectly possible to specify a different license for code/assets. I suppose the problem is that we don't have a generic "Total Conversion" or "Mega Mod" category (or do we? I don't recall) I was thinking about adding a field for Compatibility for code mods too (to specify whether Linux/Mac version is included)
  6. I'd like to see each merc type have its own unique perks. So for instance, what you're doing with trandoshans to make them tougher, I would go ahead and maybe make something like... Weequay: More HP, move slowerTrandoshan: Taller, slightly more HPRodian: Weaker, mob-likeGran: No change ("grenade" special type)Human Merc: No change ("generic" enemy)
  7. Ent-modding, yeah. I did a bunch of ent-modding for that JK2: Uncut mod to make it work in JKA. If I'm inclined, I might modify the maps to have more point_combats and waypoints in order for more tactical AI. There's tons of flags on point_combats in particular which aren't used. Might make things very difficult/easy though.
  8. See the Trandoshan thread - there have been several suggestions for new species and other changes to mercs. I think the R2D2 model just needs a new skin. I recall BlasTech making a bunch of new droids (including a new Probe model) and some of the base reskins made the original models look excellent.
  9. no pls no JA stuff, JK2 sabering is the besticles
  10. I like this idea. There are a distinct few weapons where it would make no sense to recharge at all though (metallic bolt weapons function similar to real-world weapons, so those definitely need a real reload animation) and there are also some which definitely have a magazine on the model (rocket launcher, blaster rifle, etc). So yeah, I support your idea, I just think there are a few exceptions.
  11. People are busy on their own projects or may not be all that interested. I'm not invalidating your request here, I'm just saying that there's valid reasons why it may not be fulfilled.
  12. Our port rules prohibit only mods which are whole ports. That skeleton model wouldn't be good to upload here, but having the head as part of your frankensteined model should be fine.
  13. It's a possible option later on, but I would like more peoples' opinions on it. Needs another thread, I think.
  14. What were you expecting/wanting exactly?
  15. 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
  16. Looks good.
  17. show me your coasters
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. It's JK2 + new cvars for the most part, yeah.
  23. 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)
  24. 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.
  25. 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.
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