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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. Just to clarify, is this for SP or MP?
  3. CalcMuzzlePoint(self, forward, right, up, muzzle, NULL); Not sure why you've got an extra NULL at the end there
  4. Where does it crash? Are you debugging?
  5. This is due to a specific model in your base folder using too much memory. What models/skins do you have?
  6. Where is ForceDestructionMissile located, and where is this error coming from?
  7. 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.
  8. Well, what did you do with the modified .shader file?
  9. 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.
  10. Nice work. Vert/object count?
  11. 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.
  12. Nice work! Got some hand models in the works?
  13. 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?
  14. 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.
  15. 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.
  16. I think their skeletons are different. You might want to inspect in ModView to be sure. JK2 and JKA have a completely different model for ATSTs though (the JK2 model is lol)
  17. Hi, I realize that you are really into MB2. Currently MB2 does not work with OpenJK. I have submitted a patch to the MB2 team which fixes the mod to work perfectly with OpenJK. You should see it arrive in patch 1.02, hopefully.
  18. While this may not be a modeling technique per se, you can use AO baking for the models textures, which produces a nice effect. A large portion of producing a good looking model involves the texturing process, so you need to keep that in mind.
  19. NOTE: The JK2 AT-ST is different from the JKA AT-ST. In JK2, the "head" of the AT-ST can pivot independent of the legs on a specific bone. I can't remember the name of the bone, but it's apparently one which is near the waist of the player skeleton. I tried applying the ATST pivot code to the player and it sorta worked, there was just some minor animation issues.
  20. Yeah, I'd like to get on it once rend2 comes around for SP. It's looking like it's getting pretty far in MP. @@ent also has some nice audio stuff from jaMME which I might steal. If you guys make more models though (pls remake teh guns :) ) I'd probably be more convinced to return. No bribe intended.
  21. It'd be nice to see more variety in the weequay and rodian models. The Ackbar and Jabba models/skins need some work for sure, their textures are really especially muddy. I'm not sure, but is there an Endor skin for Luke? Or a Leia skin for Hoth/Endor? I don't remember seeing these but they might be in MB2's FA mode. I'd like to see remakes of the baseJA models personally. Like I said, I'm all for making better versions of what's there. Mini's ATST looks great and I like DT's recent remakes as well. I'm starting to think that we need a new Ep2 clone model. The head is large and the left hand tag is broken/backwards.
  22. Between this and the hi-def Jan model, I'm tempted to come back to JK2 SP modding
  23. I don't like the word "should." People ought to be able to make whatever they want, I reckon.
  24. You could argue that the whole of rd-rend2 is pointless.
  25. What's wrong with making better versions of models that already exist? Some of the ones out there are really bad looking imo (like the Wookie JK2 model) I think we could do for a new Lando model though, in my opinion.
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