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Rick

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Posts posted by Rick

  1. Sounds all well and good, but speaking as a formerly active JK Roleplayer (from the old days, back in 2006-2009, nowadays I just tend to do Lugormod, occasional traditional JA+(+) and screw around with friends on home-hosted servers), it doesn't seem that you're offering anything more than the existing places already are, or have done so in the past. SW Set in the future is kind of a common thing, and is expected if you want freedom in your roleplay so its a good thing, but you're saying it like you've innovated it, when it's been around for years. All in all, the above people are correct. You may as well join one of the existing places out there, the differences between clan and community are very small nowadays, and with how small the JK Community is you're unlikely to attract many new players. Clan, Community, all very much the same thing as FJA stated.

  2. Out of interest, was it ever going to be this 'roleplay revival' mod that it was praised back during the twilight years of JKA? (2008-2011) It was my assumption that it was going to have a set storyline that was to be followed, and not really a 'free roam' roleplaying mod that could be adopted for just about anyone.

     

    Not surprised either at this turn of events, they set themselves goals way too high. Here's hoping they release the maps.  :P Some of them looked alright, especially for ctf and just plain eye-candy.

  3. You're right. The Imperial fleet is meant to be analagous to the Nazis - right down to the Stormtroopers. The sleek black outfits of the Imperial officers has a similar look to the SS, and Darth Vader's cape is an obvious nod to Hitler, who is well-known to wear a black cape. The weapons used as bases for the props make this even more obvious. Why do you think they chose a Mauser C96 for the DL-44? ;)

     

    It therefore seems strange to put a woman in this role. I'm all about female empowerment, but it's jeopardizing the original point of The Empire.

    Yeah, agreed. If they wanted a woman in power, they already have Leia and could put more leading women in there, but the Empire as you said was literally made as the Nazis of Star Wars. What's next? A movie set in WW2 where Hitler secretly likes the jews?  :rolleyes:

  4. I don't think "girl on girl" or sex at all belongs in Star Wars. That's just my two cents. Hopefully the writer does this tactfully and make her a character who just happens to be lesbian, and not "the" lesbian.

    Agreed, and I don't see how a lesbian woman gets that far in the already established humanocentric chauvinist empire, but it's all apart of Disney's retcons I guess.

  5. Remember Elite Force 1 still has it's master servers up, and that's a game from 2000. I'm not entirely sure, but I think Q3 still has it's master servers up as well.

  6. Why wouldn't they be interested? It may be an old game, but at least 50-100 people play it. That's enough of a playerbase to keep it going. Not to mention even more people play MB2.

  7. JA++ hasn't had bloom since I added OpenJK compatibility, because it relied on engine modifications.

    The menus are years out of date. Bloom would be best added in a new renderer for OpenJK

    I am running it with OpenJK though. OpenJK + JA++.

     

     

    If your GPU is newer than 8 years old then it will be able to do dynamic glow without any problems whatsoever. What GPU do you have?

    ATi 5700 series. It's honestly not that big of a drop like I said. Instead of 170 in some areas, you'll have 130-140 instead and so on. The FPS still doesn't drop below 70-80 except in maps with really extensive areas, like mirrored floors/objects. So it's not really a big deal and it's very much manageable. It's why I'll keep using dynamic glow but if a better alternative comes up, like rend2, I'll take that and use it instead.

  8. I figure that 999999999999 just sets it at whatever the limit is. A lot of people with Q3 engine experience say the limit is at around 10000, so even if it's put at 999999999999, it'll just take up the 10000 value anyway. I don't seem to be getting much slow-downs in terms of FPS. The biggest thing causing the occasional lag on some heavily detailed areas is dynamic glow and volumetric shadows. I've turned of the latter, kept the former, but it still gives it an FPS drop. Not very noticable, but can be annoying at some points. I've considered some alternatives to dynamic glow though, like JA++'s bloom options seem like a good option. I think Dynamic Glow's just poorly optimized for this game, with some GPUs not being able to run it at all.

     

    But the gain is that the glow on your lightsaber looks good so there's that too.  :P

  9.  

    Even after looking at the code for r_lodCurveError, I'm not entirely sure what it does, or if a higher or lower value is better. I don't imagine it will look that different. Best way to check is comparing screenshots.

     

    r_lodCurveError is basically how you want things in the distance to look. The smaller the value the more edges you'll see on curved areas and so on. Setting it to 99999999999999 (or whatever the highest value actually is) will make it so the curves are seen normally in the distance as well.

  10. Alright, I figured out that r_subdivisions 1 is basically max map detail, still not sure on the difference between simplemipmaps, but I have a question about r_lodcurveerror. Is there a maximum number for it? I have it set to like 999999999999 for as much quality as it can generate, but i'm assuming q3 engine cvars all have a limited scope before it resets to default.

  11. Done, working well now and tested it out. No issues from what I can see.  Has there been a thread in the past on how to force OpenJK to run with the standard JAMP config you have set up? Says it loads some OpenJK.cfg when I look into the console, but I looked through the entire GameData, Base and OpenJK folder and there's no 'OpenJK.cfg' anywhere.

     

    Nevermind, found out how to make it work. But I've ran into another issue. When running OpenJK with JA++, there's no text anywhere in the menu UI. Additionally, I get this error whenever I go into the saber menu to change hilt.

     

    Shutting down OpenGL subsystem
    UI_UpdateSaberHilt: Could not find item (saber) in menu (ingame_saber)
     
     
    Anti aliasing also seems to no longer work with this build installed.
  12. Been playing around with cvars and JA++ all day.. trying to get my graphics just right before I get into the game itself again.

     

    r_textureMode GL_LINEAR_MIPMAP_LINEAR
    r_simpleMipMaps 0 
    r_textureBits 32
    r_stencilBits 24
    r_depthBits 24
    r_detailTextures 1
    r_lodBias 0
    r_ext_compress_textures 0
    r_picmip 0
    r_subdivisions 80
    r_ext_texture_filter_anisotropic 16
     
    My biggest query is on r_subdivisions and r_simplemipmaps. Some places say having r_subdivisions at 80 and r_simplemipmaps at 0 delivers better graphics, while others say it's in the reverse, where r_subdivisions at 4 and r_simplemipmaps make the game look smoother. To my understanding, simplemipmaps at 0 goes well with having anisotropic filter on max since it essentially loads the entirety of the view on the map, while simplemipmaps being activated (set at 1) makes the distance looks somewhat blurry, though at the same time improves performance. r_subdivisions is the map detail I think?
     
    I think I have the rest of the cvars I posted above already on max, not entirely sure though.
    z3filus likes this
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