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Everything posted by eezstreet
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All of the code for it is in the SDK.
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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.
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Most of the code for that stuff is within the SDK for SOF2. We don't really need anything further.
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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.
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What about Mac/Linux ports for tools?
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ohai I can has StringED? :<
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Ah, it may well have been in the EF SDK. I hadn't considered that.
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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
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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
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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.
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Whoa, nice! Didn't see that one coming. Tell them to get us EffectsEd, BehavEd and whatever else if they can!
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What's wrong with using Noesis exactly? Can Rich not fix the G2 export issues?
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Animmaps, people. Animmaps. Animate the pupil using a shader and then manually control the pupil size using a SET_ value in ICARUS.
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I doubt it wasn't authorized. It was more than likely an oversight and quick actions which led to mistakes. All credibility was pretty much lost.
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Hi, This belongs in the OpenRP forum. Are you able to post there?
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Hi, I can't check the code at the moment, however I can see that you're missing stuff from cg_weapons in regards to projectile stuff, which would explain why it wouldn't show up. I will go a bit more in depth when I'm home, just remind me as I'm constantly distracted.
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Better idea - use an animmap and have the pupil dilation animate, but control the animation manually (JKG uses animmaps for the weapon indicators)
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Hi, Do you mind showing what you did ? I didn't catch that earlier
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Couldn't care less about EffectsEd, BehavEd or ShaderEd -- they're all MFC'd to hell and it would be difficult to get them working. It might be better to make a new tool altogether in something like Qt, which is cross-platform to begin with. EffectsEd and ShaderEd are a bit more difficult as they require some rendering expertise (something which I'm not too accustomed with)
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Almost all of the NPCs are hardcoded to act a certain way with the weapons. CLASS_IMPERIAL with the right rank will always use alt fire, regardless of the altFire flag. Snipers always use alt fire except with the player being really really close (and even then, their firing routine is really broken). Like I said, it's quite hardcoded and I'm pretty sure it doesn't work as intended.
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The game likes tris, not quads.
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(1) I could decrease the time. I just need a precise idea of how long to do the cutoff (I'm thinking I could try 500ms) (2) Yup, confirmed bug. No idea what causes it yet. (3) "Grip fix"? Also, as I said above, make sure you have an animation for Force Lightning being released.
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Yup, looks like shifting the muzzle effect did the trick. Nice job. I also added something nifty: Now go forth and make me some more animations.
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If you're in SP, use TIMER_Set