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Astral Serpent

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Everything posted by Astral Serpent

  1. I think this might be the one that JAWA uses, not sure, but whatever JAWA uses is very stable.
  2. By race maps do you mean vehicle maps? Because strafe-jumping is cooler than vehicles, so I vote a race map without vehicles.
  3. Quake actually has demo auto recording built in, it's kind of ridiculous JA doesn't
  4. Your signature/avatar reminds me of !!BOSS!! Ah, memories.
  5. I'll share if I don't have to pay anything ;D
  6. Of course, you can use the default JA hud too, but razhud is customisable via lua, like MUG has done. When I say customisable, I mean moreso than a .menu file in some senses.
  7. He.. Doesn't know what JA+ is? Good, come to JA++, it will be much better!
  8. Yes. When JA++ Serverside is created, it will support JA+ client-side, as well. In addition, JA++ is recognized as the JA+ Client-side plugin so it can grab information. since slider is evil
  9. So, I decided I'd tell some of these newcomers about the greatness that is JA++. First of all, I should let you know that JA++ is authored by /Raz0r, who gave me permission to post this. JA++ Is a modification (currently client-side only) that is fully compatible with JA+, that is, it does everything the normal JA+ client-side modification does and much, much more. Here's a quick list of features I can come up with off the top of my head: Strafe-jumping trails Chat timestamps Fully customisable HUD using Lua Alt-tab support Various engine fixes and patches A Lua API for plugin support (Check this out) Numerous security/bug fixes Many planned features Automatic update downloading As you can see, JA++ Has a lot more than JA+ and even more than I could think off the top of my head in this list (I might add more later). You should note that the Lua API allows many more features to be added at the will of the user, they can also be distributed to others. Interested? The forums can be found here: http://japp.jkhub.org/forum/ Want it? Download can be found here: http://japp.jkhub.or...pic.php?f=2&t=3 Just extract it into your japlus folder (this is so that it loads on JA+ servers, obviously)
  10. That would be he. And my signature is a decent size, I have a 1440x900 monitor and it only takes up a 6th of the room!
  11. I believe MUG uses version 1.3.13 or something like that, forgot why.
  12. I respect you very much and you are a greater coder than I, but truly great people understand that there's no such things as limitations I'M TOTALLY NOT COMING UP WITH RANDOM THINGS TO AVOID THE ARGUMENT
  13. I wouldn't jump to saying something like that, I believe scooper has figured out a way to do it (via brushes(?)).
  14. Modelling is a black magic, for such an old game blood sacrifices are required. Are you sure you want to delve into such evils? The old and ancient demon gods of modelling do not share their knowledge to just anyone, at least, not the deepest of secrets... Inyri Forge, the goddess of pain and suffering, does have a few tutorials on saber modelling, you can start there. http://jkhub.org/tutorials/article/39-how-to-make-a-lightsaber-hilt/ http://jkhub.org/tutorials/article/43-lightsaber-modelling/ http://jkhub.org/tutorials/article/35-gmax-uv-mapping/ http://jkhub.org/tutorials/article/38-simple-sword-modelling/ these being in: http://jkhub.org/tutorials/category/13-modelling/
  15. When a map is compiled, it's compiled as a .bsp, the actual map's source file is a .map. The game does not include .map files because they're not even needed, they're essentially just project files for GTK Radiant (or another map editor in other cases) tl;dr you don't just open maps, you make them, save them and then open them later, unless I'm misunderstanding you here. If you want to edit some of the original JKA maps or a map someone has already made, you'll have to decompile it, which is a messy business that I don't suggest you bother with.
  16. I really like that one, you should use it, eezstreet.
  17. I think I've seen many map makers do things like that with bots.
  18. That sounds awesome, but it might be difficult, since you don't want to run into your rockets if you're stacking them for a rocket jump.
  19. I'll be looking into the Q3 source code for such things and probably take how things work directly from there to avoid any issues. Detpack jumping sounds interesting, I might look into it, but it sounds 'unskillful' in one way or another to be able to line up a few detpacks wherever you want and get easy boosting. Sure, it would be limited to what the map gives you, but then there's freestyle maps. Not sure what you mean by the jumping off rockets idea.
  20. I'll talk to you on IRC about getting that source code off you, in my opinion it'd be a nice base if you'd give me permission. I'd change the name though, "spinmod" brings 'meat' and 'spin' to mind for some reason. To quote Raz0r, I often play DeFRaG at least 2 hours a day, you can rest assured I won't ruin your precious physics. Anyway, I'll be basing a lot of things off DeFRaG, since I play it often and love it. This both gives me the opportunity to try new challenges and do things DeFRaG doesn't do that I want. for example, permanent server-side score saving, rather than per session. There are also as few DeFRaG features I'll probably eat my own tongue trying to implement, but I'm sure I'd get a lot of experience from it. Just a sidenote, I dabbled a little in the JKA SDK since I created this thread and I feel a bit more comfortable in it =D
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