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dark soul

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Posts posted by dark soul

  1. I have a VPS for hosting a mirror and I could try to contribute to the project. Back then I added some emotes to JA++, could try adding some more stuff or bugfix.

     

    Least I could do is to keep mirroring the latest contents of the website including download links. Do you still have them by any chance? I remember they were dropbox links but I lost most of it.

     

    PS: @@Caelum I had another account named @@ineedblood but tbh I forgot the e-mail that I used, any chances of getting a hint so I can reset my old account? Also thinking on updating the clanmap

     

    Managed to recover my account, @@dark should be me

  2.  

    if you're talking about entities then: 

    local entity = GetEntity(entityNum)
    entity:Scale(factor)
    

    got the thing working now :P

  3. It's a simple block, with system/origin texture, in the center of the func_bobbing. You'll want to include this as part of that entity.

    let me see if i understand, cause i actually tried it and it crashed my game.

     

    > block

    > system/origin texture

    > model2 porperty inside of func_bobbing?

     

    or you mean misc_model, then placing a cube around it with sys/origin?

     

    Alternatively, you can try placing a misc_model and linking it to the func_bobbing, if you don't mind using one more entity.

     

    I got this to work actually, still i'd like to save one entity... 

  4. Well it depends, I mean isn't there cg_smoothCamera?  And also, Jaden can do rolls and moves from first and third person (you can't in JK2)

     

    I'll try both now, and I'll tell you.

     

    EDIT: Okay, cg_smoothcamera solves the camera issue and g_allowBunnyHopping 1, only missing thing is the JK2 roll then.

  5. It needs to have an origin brush for where the model will appear as part of the func_bobbing entity itself.

     

    So, I create a caulk brush? Or what type of brush?

     

    THen I guess I a model inside? 

     

    If  you meant using model2 I don't get how it works 

  6. I took a look at this func but I didn't have a chance to test it to its full extent.

     

    I got a brush floating, okay that's easy. Then I wanted to get a model floating, supossedly it has a model2 attribute and then loads a md3, but I see nothing but the previous block.

     

    Any ideas?

  7. Is there any possiblity to port JK2 physics or movement style to JKA? 

     

    I know it has been ported in some mods but just wanted to make sure, has it been already done in JKA? I feel better the SP movement in JK2, rather than JKA's. 

     

    note: running JK2 wouldn't suffix, as long as I can load JKA models with it

  8. It's not func_security_panel, it's misc_security_panel. If you have that in there, there's something definitely wrong with your file.

    this is what i found:

    /*QUAKED misc_security_panel (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x INACTIVE
    model="models/map_objects/kejim/sec_panel.md3"
      A model that just sits there and opens when a player uses it and has right key
    
    INACTIVE - Start off, has to be activated to be usable
    
    "message"	name of the key player must have
    "target"	thing to use when successfully opened
    "target2"	thing to use when player uses the panel without the key
    */
    
    
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