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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. Guys, the thermal drill -- go get it.

    1. Show previous comments  12 more
    2. eezstreet

      eezstreet

      Time to burn some money..

    3. JediBantha

      JediBantha

      *Grabs more C-4* Time to kill some more civs.

    4. ensiform

      ensiform

      Let's get rich.

  3. Lighting effect? Could you perhaps clarify this a bit further?
  4. 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.
  5. 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.
  6. Yes, I did actually. I also implemented weapon-independent dual-wielding.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. hi i made a mod about shooting people in JKA
  13. 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.
  14. Depends. If rend2 isn't coming to SP soon, it might be worthwhile to make a vanilla version for an initial release.
  15. Nice work all. For the mercenaries, I was thinking of reskinning the base skins in such a way that they can be mixed-and-matched. Take the Rodian for example: Heads: - Base JK2 - Base JKA 1 - Base JKA 2 - Base JKA 3 (Color variants: Dark green, regular, light green, light grey/green, brown/green, orange/green, orange/brown) Torso/Legs: - Base JK2 (Color variants: white/RGB, light yellow/RGB, light blue/RGB, light green/RGB, light red/RGB, light purple/RGB, black/RGB) Vests: - Base JK2 (Color: base brown, light brown, dark brown, black, dark red) Accessories: - Boots and Gloves - or - - Shoes This is a rough idea and might be overkill, but I'm all for variety.
  16. Yes.
  17. Unless they make another one.
  18. Yes, because I'm sure SOE would be quite fond of the idea of letting people take assets from their games and using them in games which could be seen as a situational direct competition for their online MMO. (Incidentally, the same Sony that also threw a big fit and installed malware on peoples' computers over piracy)
  19. Hah. "Palp's Blue Ribbon". I love it. XD
  20. I gave it another look. Try this: static void ForceDestructionMissile( gentity_t *ent ) {//a fast rocket-like projectile vec3_t start; vec3_t dir; int damage = forceDestructionDamage[ent->client->ps.forcePowerLevel[FP_DESTRUCTION]]; float vel = 2800; VectorCopy( ent->client->renderInfo.handLPoint, start ); AngleVectors( ent->client->ps.viewangles, dir, NULL, NULL); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall gentity_t *missile = CreateMissile( start, dir, vel, 10000, ent, qfalse ); missile->classname = "destruct_proj"; missile->s.weapon = WP_DESTRUCTION; missile->mass = 10; // Make it easier to hit things VectorSet( missile->maxs, ROCKET_SIZE, ROCKET_SIZE, ROCKET_SIZE ); VectorScale( missile->maxs, -1, missile->mins ); missile->damage = damage; missile->dflags = DAMAGE_EXTRA_KNOCKBACK|DAMAGE_HEAVY_WEAP_CLASS; missile->methodOfDeath = MOD_FORCE_DESTRUCTION; missile->splashMethodOfDeath = MOD_FORCE_DESTRUCTION; missile->clipmask = MASK_SHOT | CONTENTS_LIGHTSABER; missile->splashDamage = floor((float)damage * 0.75f); missile->splashRadius = forceDestructionRadius[ent->client->ps.forcePowerLevel[FP_DESTRUCTION]]; // we don't want it to ever bounce missile->bounceCount = 0; /* if ( ent && ent->client && ent->client->ps.powerups[PW_GALAK_SHIELD] ) { //has shield up missile->damage = 0; missile->splashDamage = 0; } */ // NOTENOTE: the above doesn't actually make any sense int modPowerLevel = -1; if ( missile->splashDamage || missile->damage ) { modPowerLevel = WP_AbsorbConversion(ent, ent->client->ps.forcePowerLevel[FP_ABSORB], ent, FP_DESTRUCTION, ent->client->ps.forcePowerLevel[FP_DESTRUCTION], 1); } if (modPowerLevel != -1) { if ( !modPowerLevel ) { missile->damage = 0; missile->splashDamage = 0; } else if ( modPowerLevel == 1 ) { missile->damage = floor((float)damage/4.0f); missile->splashDamage = floor((float)damage/4.0f); } else if ( modPowerLevel == 2 ) { missile->damage = floor((float)damage/2.0f); missile->splashDamage = floor((float)damage/2.0f); } else if ( modPowerLevel == 3 ) { missile->damage = floor((float)damage/1.0f); missile->splashDamage = floor((float)damage/1.0f); } else if ( modPowerLevel == 4 ) { missile->damage = floor((float)damage/0.5f); missile->splashDamage = floor((float)damage/0.5f); } else if ( modPowerLevel == 5 ) { missile->damage = floor((float)damage/0.25f); missile->splashDamage = floor((float)damage/0.25f); } else if ( modPowerLevel == 6 ) { missile->damage = floor((float)damage/0.12f); missile->splashDamage = floor((float)damage/0.12f); } else if ( modPowerLevel == 7 ) { missile->damage = floor((float)damage/0.06f); missile->splashDamage = floor((float)damage/0.06f); } else if ( modPowerLevel == 8 ) { missile->damage = floor((float)damage/0.03f); missile->splashDamage = floor((float)damage/0.03f); } else if ( modPowerLevel > 8 ) { missile->damage = floor((float)damage/0.01f); missile->splashDamage = floor((float)damage/0.01f); } } } void ForceDestructionShoot( gentity_t *self ) { if ( self->health <= 0 ) { return; } if ( !self->s.number && cg.zoomMode ) {//can't force lightning when zoomed in return; } ForceDestructionMissile( self ); }
  21. You can also get The Sims 2 Deluxe Edition by using the code "ilovethesims".
  22. They look like to me.
  23. Art, Media and Technology.
  24. Indeed, I think so as well. Thoughts on the current models? I mean, they don't actually look -that- bad. I'd just like to see more variety in them. Seeing the same green aliens using the same weapon gets a bit uh...awkward. Even things like simple reskins wouldn't be all that bad.
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