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afi

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Everything posted by afi

  1. forceteam x scoreboard An eternal president should know this after 9 years of JKA Back then scoreboarding someone was the ultimate punishment for lamers and flamers or just a cause for trololol
  2. My quote from my previous post was about the cpma-code. As I told you I didn't know this xonotic project and how should I know that it uses the CPMA movement? CPMA is NOT opensource, if anything maybe the movement-code is open-source. Also I wonder why people want to create a pro mode for xonotic with cpma-movement, when there's already cpma-movement in that game. http://forums.xonoti...hread-3271.html Also judging from the gameplay, the movement feels really different than the one from cpma.
  3. That's all I know... don't know this xonotic thing though
  4. Thanks man!
  5. Player information, data about entitys, etc It's not really important at all, I just think it would be interesting
  6. It is possible to decompile demos (.dm_26 files)? I know that something like that exists for quake 1 and quakeworld, but I didn't find anything for quake3-games :/ (If it's even possible )
  7. Can it become even moar awesome
  8. I'm not really into this, but that's what the sourcecode says: trailStyle; //0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods) The default trail goes to gfx/effects/sabers/swordTrail And the motion blur one to gfx/effects/sabers/saberBlur Edit: therfiles was faster
  9. Thanks, actually both was pretty easy. I hope I remember everything correctly... void PM_BeginWeaponchange in bg_pmove.c . PM_AddEventWithParm( EV_CHANGE_WEAPON, weapon ); pm->ps->weaponstate = WEAPON_DROPPING; pm->ps->weaponTime = 0; //afi //PM_StartTorsoAnim( TORSO_DROPWEAP1 ); //PM_SetAnim(SETANIM_TORSO, TORSO_DROPWEAP1, SETANIM_FLAG_OVERRIDE, 0); And void PM_FinishWeaponchange pm->ps->weapon = weapon; pm->ps->weaponstate = WEAPON_READY; pm->ps->weaponTime = 0; You may also want so change some stuff around line 7237... like custom switch time for different weapons... if (pm->ps->weapon == WP_DISRUPTOR) { if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) { if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponchange( pm->cmd.weapon ); } } } else { if ( pm->ps->weapon != pm->cmd.weapon ) { PM_BeginWeaponchange( pm->cmd.weapon ); } } For the wallruns you just have to go to this if else if ( pm->cmd.upmove > 0 && pm->waterlevel < 2 && pm->ps->fd.forcePowerLevel[FP_LEVITATION] > FORCE_LEVEL_0 && !(pm->ps->pm_flags&PMF_JUMP_HELD) && (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE) && !PM_IsRocketTrooper() && !BG_HasYsalamiri(pm->gametype, pm->ps) && BG_CanUseFPNow(pm->gametype, pm->ps, pm->cmd.serverTime, FP_LEVITATION) ) And remove the (pm->ps->weapon == WP_SABER || pm->ps->weapon == WP_MELEE) && part
  10. So... I'm gonna present you now the mod I was working on for the last months. I must say that I didn't have a straight concept in the last time. In the beginning the idea was to make the whole game faster and bring some more features to full weapon CTF and TDM. But in the last time I didn't really feel like working on a release... don't know... maybe someday. Anyway, here are some of the main-features (there are a lot of other minor changes, the whole changelog has like 100 entries ): Some Pics: A lot of credit goes to the guys of jacoders.org and especially eezstreet. I'm a horrible coder (well I think I'm getting better at least ) and without their help I wouldn't even know how to compile teh dem sourcecode D:
  11. I think this solved it. Thanks!
  12. Since I installed Windows 7 (and therefore obviously reinstalled Visual C++) I always get this annoying message when I compile: 1>LINK : fatal error LNK1104: cannot open file 'C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\modbase\jampgamex86.ilk' I still can make it work when I do the following stuff: "Start without debugging". Then I say "Restart under different credentials". After that I compile (Build solution) and it works :blink: So this whole thing is kinda weird Help please
  13. The awkward moment when you have to read your own tutorials, because you don't have a clue what to do

    1. Inyri

      Inyri

      I had to do that like a dozen times this week because it's been so long since I've modded. :P

    2. MagSul

      MagSul

      "Hmm, I don't understand this part of the tutorial. Ah well, I'll just email the author- Oh, dang it."

    3. Inyri

      Inyri

      OH MY GOD I totally couldn't figure out how to make first person gun models haha. I used to be the expert at that. D:

  14. He wrote this in his signature on filefront, that's why I thought he did so :wacko: Thanks, good to know. Nah I don't want to ask him to work on the HP-mod. I just want to ask if he got some files left from the old project.
  15. Ye I found that. It just seems, he's not here anymore. He wrote in the filefront-forum that he quit modding :/
  16. It seems like Kahn D'halaine (known for his UltimateWeapons-mod) was in this team... Anyone knows if he's still around?
  17. Thanks!
  18. Is there something like ui_openmenu for SP? I need to load a menu when I press a certain button (with a bind). In MP it's no problem, but in SP it doesn't seem to work.
  19. afi

    Trash Can

    Awesome
  20. Actually looks pretty cool
  21. Wow thanks, I actually didn't know this page anymore Also nice work there therfiles! Well ye, AHadley told me some years ago that all files are lost. I can't really believe that, because there were a lot of people involved. But it will be hard to find them.
  22. Christmas time is the best time of the year <3

    1. spior

      spior

      This reminds me of Ed Edd n Eddy so damn much.

    2. MagSul

      MagSul

      Cael likes butts.

  23. I think the map is made by Master_Windu
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