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Everything posted by eezstreet
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That's doable. As I stated before, I'd like to make some changes to the whole charging mechanic of the bowcaster anyway
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Different crosshairs for each weapon, done through cvars. Also ~doubled the number of crosshairs in JK2/A with 12 new crosshairs. This exact crosshair and weapon setup were visible in an E3 demo of JK2.
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I hid your original post because it was a bit too intense/offensive. Your new one looks fine though. Just try and keep it civil, yeah?
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Alright, np. I do have access to tracks from the original OST fwiw, and it looks like Raven sped up/slowed down certain portions of the tracks.
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Not yet. I'd like to get something set up though. For now, if it's just a solitary file (and not like code or something) you can push it through the JKH file system and I'll approve it. Just needs a note saying that it's part of JK2:HD/JK:E
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I edited it, yeah. I normalized the audio, increased the bass/treble in key spots, and messed with the volume to make it louder/fuller sounding.
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- Cap the number of pickup sound effects - Make the ammo sound effect not play on ammo_thermal, etc - Add option for Subtitles to be on Always - Add Very High sound quality to menu - Add dedicated deploy key for thermals/detpacks/trip mines along with a wheel - Add inventory and force wheels - Text is missing for datapad display? - When imperials pick up better weapons, their new weapon will be bolted on to their hand on death. - Enemies should drop all of their weapons, not just the better ones. - More aggressive enemies should not stop moving when damaged - Hit indicators! Because why not... - Add EF crosshairs and add selective crosshair options in the setup menu - Fix broadsword.. - Don't tie firing times to weapon switch times - Add a cvar for the max number of audio channels - Fix cinematics FOV - Fix godawful bug with droids and cinematics - Saber can sometimes bug itself into the blue stance - Hide crosshair while saber is active - Give more saber swing sound effects Wookiee Bowcaster - Add UE3-like options to the charge mode DEMP2 / Lightning - Make electricity flow off of water and electrocute things better kejim_base - Missing sound effect for switch (the one which opens the bridge over the water) - Big goodie area has too many looping sounds - Raising the cloning pods has too many looping sounds - Missing subtitles ("These are droid control consoles...") artus_mine - Missing subtitles ("I better try not to attract too much attention...") - Missing subtitles ("What's this? Looks like the Remnant are using slave labor...") artus_detention - Randomly give prisoners and/or bowcasters artus_topside - Annoying lack of punctuation in subtitle ("...you'll have to do something about those Ion Cannons") - Add in objective about ATSTs - Make Desann less of a push/pull fiend yavin_trial - Missing subtitles throughout
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Hi, that sound effect plays on yavin1 during the shuttle crash. However why it's playing on yavin1b, I don't know.
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Comment out the bits of code which have traceEnt. It doesn't look like it's really used, anyway.
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Hi, Now that I have proper headphones worth a damn, I figured I would start working on making the sounds and music sound better. Would someone with some experience (such as @@Circa or @@Flynn) give me some opinion as to how I am handling the music? Here is a sample, with Bespin Streets: https://dl.dropboxusercontent.com/u/46626270/bespina_action__soundcheck.mp3 My version comes first, the original unaltered version comes second.
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Hm, it's hard to say without setting up a debug rig. Try setting up some Com_Errors in strategic spots in the code to see where it might be crashing. You might also try commenting out where CalcMuzzlePoint is called from.
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Just to clarify, is this for SP or MP?
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CalcMuzzlePoint(self, forward, right, up, muzzle, NULL); Not sure why you've got an extra NULL at the end there
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Where does it crash? Are you debugging?
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Where is ForceDestructionMissile located, and where is this error coming from?
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hi @@redsaurus If you want, you could take over the JA portion of this mod's code? My part of the mod is for JK2, so it might be wise to split it up that way. Makes it easier to merge code for sure.
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Well, what did you do with the modified .shader file?
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Sorry, I missed the above post. But the result is as I would suspect; you're using vectors from the weapons code which only get recalculated prior to firing a weapon, not using a power. To fix this, add two more variables to ForceDestructionShoot: vec3_t right, up; Modify the AngleVectors call: AngleVectors(self->client->ps.viewAngles, forward, right, up); And directly afterwards, add a CalcMuzzlePoint call: CalcMuzzlePoint(self, forward, right, up, muzzle); Lastly, copy the correct forward vector so that the missile shoots in the correct direction. VectorCopy(forward, forwardVec); Just to clarify: all of these lines should appear one after another. Let me know if this works for you.
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Nice work. Vert/object count?
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Sure, I don't see why animated normal maps aren't possible, but I don't really see how they're useful at the same time. You'd probably want vertex deformation as opposed to animated normal maps.
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Nice work! Got some hand models in the works?
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The Valley's effects on Kyle are arguable. You could say that Kyle got the ability to defeat Desann by using the Valley's power combined with his anger and former training both as a Jedi Knight and a trainer. Meanwhile, Desann has his already-present abilities (and Tavion too might have her abilities) enhanced by the power of the Valley. There was no Force Boon in the basement of the academy, it's a laser which can be activated to grant temporary invulnerability. You can use this too if you find the switch to it. Desann was uber-powerful because he was already in touch with the force prior to even jumping to the Academy (sound familiar?) and he was fueled by powerful emotions. Kyle has already had training, so it's only a matter of actually warming himself back into the powers that is needed to bring him up to speed. Reminder: he killed Jerec previously who also raided the Valley. The nice thing about JK2 is how at the end, you can clearly see how far Kyle has developed as a character. Desann is still chained in his angry ways, and Kyle is very different indeed from their last encounter. Kyle doesn't even seem angry at the end, he seems like he's made peace with the entire situation, which is a far cry from pre-Bespin where he was angry and depressed. There's significant time that passes between missions. The story is rather flaky at best... There's this whole Jaden magically becoming super strong thingTavion magically reappears with something totally random and becomes powerful because of itRosh goes evil for whatever reasonKyle turns into a complete ninny when it comes to fighting Tavion for whatever reason...the scepter on its own doesn't make the person become more powerfulHi, who are these Kothos guys again?On t2_rogue, why doesn't Jaden just get back into his/her ship and land on top of Lannik Racto's building? (...)Some of the missions are just straight-up random and have nothing to do with actual cult involvement, like t2_rancor, t2_trip, and t2_rogue, for instance. For that matter, we don't actually intercept any cult activity that involves draining the force power from a planet.Say, if there's no force on Hoth, why are we able to use force powers?Is Rax Joris fucking retarded or what?
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The thoracic bone is the one I'm referring to as the pivot point, thanks. Weird, I thought I remember the models looking really different though...I know that the pivot behavior doesn't exist in JKA though.
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CFGs don't handle conditional statements because they're just console commands that get executed, as you say. Your best bet would be to do something like an ICARUS script, assuming you're going for an SP map or mod or something. Then you would simply need to check the value of the "sex" userinfo cvar.