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Everything posted by eezstreet
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Feel a little left out of the loop here...
eezstreet replied to Dusty's topic in Jedi Academy: Enhanced
Possibly. I also still need to consult with @@redsaurus -
wow bae looks sex
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Intellisense: No additional information available
eezstreet replied to Dusty's topic in Coding and Scripts
You could try, yeah. -
Maybe it's just the pose, but he appears to get smaller as you look down from his shoulders
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Clarified in the dev thread. It's for the client, not the server. And as I pointed out, nobody in their right mind would ever try and bypass this. There's nothing which would be exploited if people tried to play the game without either the hacks or OpenJK in place, and I suspect it's the same case with the server.
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I just added OpenJK support to the code. /me runs
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...desann?
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I think that's a bit overkill. Remember: the limit is 1024 verts and 32 objects. The eyes and eyelids could probably be one object by itself, judging from this wireframe of Alyx Vance.
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I think the code only goes back to RC1-ish fwiw, maybe even farther back.
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Feel a little left out of the loop here...
eezstreet replied to Dusty's topic in Jedi Academy: Enhanced
I was assuming you'd tell us about your plans for that, but I'm not sure. Basically: you tell us how you want to approach the situation -
The fight isn't even in the right area. water they doin And yeah, the animations are worse. The fight reminded me of Rock 'Em Sock 'Em Robots.
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-bounce adds radiosity, and each number increases the intensity -fast makes the compile time faster, but it darkens shader and -bounce lights considerably. -faster makes the compile time even faster, but is extremely crappy quality -samples antialiases shadows. Use 2 or 3 for best effect. -super does roughly the same thing as -samples but is much, much slower source: http://en.wikibooks.org/wiki/Q3Map2/Light
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Just spoke to Silverfang. He has only the DXR-6 remotely ready, and there are plans for a bowcaster, a DH-17 and a bryar (I think) to be made by Resuru
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I'd rather you guys use something like cmake or nmake but I've gotten mixed reactions from the current coders regarding it.
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No idea what's going on with the weapons. I'd have to ask around.
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Bowcaster primary can't even hit people. And I'm pretty sure it can be reflected back, and is quite dangerous as it does a whopping 50 damage if it manages to reflect in any way, not just from sabers, but from stuff like glass too. Bowcaster secondary is very dangerous to use in close quarters because of this.
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I should have clarified, and I don't mean to step on any toes here, but the current setup is a bit of a mess. There's something like 3 .sln files, an xcode project, and a make project, and not all the MS ones are up to date with the proper files and filters and such. The problem wouldn't necessarily be the code as much as it would be dependencies, make, and so forth.
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I don't think it would be doable really, since the code would need to be changed quite a bit to support Linux. They don't like to make huge, drastic changes anyway.
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Yes, I like these ideas, with the exception of reloading the rocket launcher between shots. I think something more akin to Quake would be better, a sort of multi-rocket magazine (if you look at the model, this sorta makes sense). With the AI, we can make them flee if they get a detpack on them, which would make it more fun/interesting. Maybe holding the primary fire button throws them farther? I always had a gripe with how far trip mines/detpacks get tossed. With updated weapon models, the first person will be better, and since we have code for GLM view models, the reloading anim being done in first person is a possibility.
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Oh, that's true. I forgot that they're BG, not just client side.
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AFAIK there's a SWG emulator but I can't remember if they cancelled it or what
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I'd like to see guns get some attention. I have a clear plan to make JK2 guns better, but as for JKA I'm not sure how it'll pan out. For JK2, I'm thinking of these adjustments: - Bryar Primary: More damage - Blaster Primary: More damage - Disruptor Primary: More damage - Bowcaster Primary: Less ammo consumption - Bowcaster: Increased knockback - Repeater Primary: Increased damage - Repeater Secondary: Increased ammo usage - DEMP2 Primary: Added area-of-effect and increased direct damage - DEMP2 Primary: Added charging - DEMP2: Shots which hit water will have greatly increased Area of Effect - DEMP2: Reduced ammo usage overall - Flechette Primary: Increased knockback - Flechette Alt: Decreased Area of Effect. Balls which hit enemies directly will cause an explosion of shrapnel - Flechette: Increased ammo usage - Rocket Primary: Increased Area of Effect - Rocket Alt: Decreased lock-on time and increased ammo usage - Thermal Primary: Increased damage and Area of Effect. No longer explode on contact with enemies - Trip Mines: RGB laser color customization - Trip Mines: Increased max placed amount - Det Packs: Increased max placed amount Of course, all of these changes will be optional.
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Problem isn't the OS, it's more likely that the fault lies with graphics cards/admin rights. Intel HD cards aren't really that great in general; they tend to have poor compatibility with both older and newer methods of rendering. Also, Windows 7 and 8 are both pretty much on-par in terms of compatibility, they both introduce the concept of admin rights which Unix & friends have had for years..
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No offense, but you seem to be making a habit of nitpicking over the movie thing. If you're going to continue doing this, please bear in mind that:a) The name is subject to change b) This is our mod, our creative direction, and furthermore- c) If you're going to offer a suggestion, at least offer something constructive rather than "People won't like this." d) If people don't like it, that's their problem. I'll happily take the feedback of people into consideration, but it's wasting both of our time by not being constructive.
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bumpish I'd be willing to try this out on @@DT85's Kyle.