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eezstreet

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Everything posted by eezstreet

  1. Nar Shaddaa comes immediately after getting your lightsaber. There's strong evidence which points to Trandoshans being in the level at some point (Unused dialogue subtitles for the bar, and there's metallic bolt pickups in Starpad which can't be picked up) but for whatever reason they were moved fairly late in development (I'd reckon pretty close to right before promotional material was created). I was thinking of altering the weapon progression slightly in order to compensate for this, and I have a couple of different options: - Remove snipers from Streets and Hideout. Disruptor is now available from Starpad onward. Repeater is now available in NS Streets - Add blaster-toting Trandoshan to the bar and leave progression as-is (lame) - Same as above option, but replace that Gran at the beginning of Starpad with a repeater-bearing Trandoshan. This would also make the fights involving Lando on Starpad to be less stupidly difficult since you can blow groups away using alt fire. Either way, the progression is pretty fucked as is. You get the disruptor, and then don't get a new weapon until Bespin Streets. You then get the Flechette in the next level. Then you don't get another new one until Cairn Assembly. Then you get one again in the next level (Reactor). This is pretty messed up imo. The progression ought to be pretty consistent in pace.
  2. @@CrimsonStrife
  3. I think it needs to be moved up just a little (Z) but other than that, it's perfect. Glad to see you're figuring out the GLM viewmodel stuff easily.
  4. Oh, I didn't realize that I hadn't fixed the GLM model with that cvar. Thanks for the heads up. note that differences in timescale cvar will alter FOV in SP. I will look at this stuff once I have time. I'm very very bogged down with RL issues at present
  5. Winer.
  6. cg_fov (something something) viewmodel or cg_fov (something something) viewmodel. I can't recall, I'm 100% certain there's a cvar for it though.
  7. I think you should move it back, but the size is about right. Think cg_guny (I think)
  8. You can chalk it up to admin abuse or whatever on my part, but you're still derailing threads with pointless fucking bullshit and that's against the rules. End of story.
  9. If you don't give a shit about performance or quality, you could hypothetically run a VM and play JA/JK2 without issue. Alternatively, you may be able to disable some extensions for a specific program in whatever CCC is called nowadays
  10. >> replace player shaders with ones that glow through walls hi guise I am 1337 hax0r loel Not really sure if giving out source is really going to cause that many issues. Wallhacks don't even require coding and aimbots from Q3 can be easily modified to work with MB2. I think keeping things closed source is more problem than protection. But there are many elemts to this, I know.
  11. Bryar has side-loading cartridge (not shown in JK2/A model for whatever reason) Blaster has side-loading cartridge Bowcaster is charged from a battery, each battery being plugged in from the bottom (if memory serves) Disruptor has a bottom mag Repeater I think is side-load No idea how DEMP is loaded, probably from bottom or in a (presumably) hollowed-out stock. Flechette has two metallic bolts in the back which are pumped in via hydraulics (if memory serves). The launcher just encases the shrapnel in an explosive shell (iirc) I think rocket loading is obvious from the model
  12. Yup. We got ModView, Assimilate and ROQ.exe source with the original source release, and we've had MD3View's source for a while now.
  13. Lighting effect? Could you perhaps clarify this a bit further?
  14. Hi, I'm all for the idea of respect being shown where it's due and people generally not being a dick in general. However, I think you've taken a bit of a strange turn with this. Instead of suggesting some ways that people could be nicer or offer constructive criticism as opposed to unconstructive criticism, you've taken the approach of lecturing people about the subject, and proclaiming that your way is the best method. This may seem patronizing or offensive to other members as @@Xycaleth pointed out. (rather ironically, you also got very defensive in response to other peoples' legitimate concerns and feedback regarding this subject) I'm going to go ahead and unlock this as I feel that this is still a valid discussion. I have hidden several posts (but none of yours as I recall) that don't contribute to this topic.
  15. It was in GSA as well. In fact JKG and GSA wound up sharing a large chunk of weapon mechanics code since I ported some of it directly from one mod to another (and the Xyc improved the code I think later on) If you're talking about putting it in the mod, I was thinking about doing that, yeah. I want to make sure to have things available though so that people can disable/enable this stuff if they feel like it spoils the experience for them.
  16. Yes, I did actually. I also implemented weapon-independent dual-wielding.
  17. I'd rather have bigger files than worse sound quality. My Empire CD skips some, so yeah, it might be better if you did that.
  18. I bought some new JVC earbuds, the kind that lasts forever, but this particular variant has a "bass booster" so you can actually hear the lows worth a shit. I realized that I've got three fans operating in my room, so I turned them off and compared my version to the original. Good news is that the levels sound better to some extent, but the biggest problem is actually the sound quality. So, I've decided that I'm going to redo several of the tracks entirely using the original source material. I have a copy of the "remastered" CDs of both Empire and Return, and those sound really good compared to JK2..for the most part. I'm going to have to edit certain parts because the JK2 material is actually better quality in louder bits. It sounds to me like they ripped from the CD with like 128kbps. My rips are currently 320kbps, so yeah, there's definitely a huge difference in terms of quality. Plus I wanted to make Cairn Reactor and Artus Topside use different versions anyway. The original track that they're from (Shuttle Tyridium Approaches Endor) had a small chunk removed for the game which sounds like it fits the environment of Reactor perfectly.
  19. Yeah, I noted that the upper receiver area (or where it would be on a real-world firearm) looks like it's lacking color depth, visible even without the normal map. I think that the specular is causing that. I actually disagree on the normal map though, I think it looks great personally.
  20. Then yup, that should about finish it off then. Let me know if you run into any more issues. I'd love to see the final product.
  21. Hi, sorry I was unable to reach you earlier, some personal stuff going on. For the client-side effect you'll need to add a weapons.dat entry for WP_DESTRUCTION, make sure it's ordered the same way in weapons.dat as it is in the enum (ie if it comes after WP_BOWCASTER, make sure the entry comes directly after WP_BOWCASTER in the file). For your own custom effect, you'll likely want to edit func_t funcs[] in g_weaponLoad.cpp to have your own new projectile effect. Should look something similar to this: { "destruction_func", FX_DestructionShot_Think } FX_DestructionShot_Think isn't an actual function, so you'll need to do something similar to what the Bryar pistol, Blaster rifle, etc do there. It should be extremely straightforward, the function looks something like this. Basically you'll want yours to look roughly identical, except changing the bottom part to match your needs (the Bryar uses a different effect, effects/bryar/npcShot.efx, as shown in the last check, for NPCs. Players in SP always use client number 0) Is your projectile actually doing its damage correctly? This is something I would like to know for sure
  22. hi i made a mod about shooting people in JKA
  23. No, definitely not. I made absolute certain that nothing peaks. I could display a waveform comparison if you'd like. Just to clarify: I didn't apply a simple Amplify or Normalize filter to it. For this particular track, I edited the loudness of specific sections via the pen tool. The highest peak in the original track consisted of about ~15 samples at 100%. There was very little bass in the track, resulting in a very '90s garage band sound, or like the entire track was run under a high pass filter. In fact, most of the game sounds that way to me. Maybe I'm crazy? The other day I made a new version of Artus Topside explore simply out of sheer boredom. This time around, I ran a low-pass filter and panned it slightly left, since the original track was louder on the right channel. I took this version and mixed it underneath the original, making sure to keep the levels lower so it's not too bassy. As per last time, I fine-tuned the bass, treble and loudness as well.
  24. Depends. If rend2 isn't coming to SP soon, it might be worthwhile to make a vanilla version for an initial release.
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