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redsaurus

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Everything posted by redsaurus

  1. It's here too: http://www.gamefront.com/files/2162129/Asteroids_Mod
  2. I put a server up for asteroids if anyone wants to play it...
  3. Apparently if you use the code 'SSD2014' when signing up you get $10 extra credit there.
  4. If jkhub allow what you're suggesting @@eezstreet, it means that they're endorsing ported stuff, which is bad right? With the current rules the only ported content is stuff that "hasn't been noticed" by the staff - so jkhub is hopefully protected.
  5. The main thing is that jkhub is now covered, which is all that really matters.
  6. Yeah, I'll get round to making it look better, but it works for now and I need to sort out bits of the code first
  7. Not sure about the ledge grab stuff, sorry :/ I still need to fix up my holster code so it works nicely with staff sabers and things like the with sword. Did a bit more work on saber customisation, thanks again to @@AshuraDX for the hilt.
  8. Yeah, it's for more variation for the species
  9. I'd still like to make a couple at some point, but if I try to do everything I doubt I'll ever get stuff finished...
  10. It would be great to have some more heads that fit on the species' bodies for my SP customisation mod. They wouldn't need to be added to the original .glm or anything. Rodian heads in particular would be good for a SP level thing I'm planning.
  11. Deactivation worked because the second block happens whenever parm1 on duel7_tele_parm is not 1, and with what you did parm1 was always 0 (i.e. not 1).
  12. You can see all the changes (except the latest custom saber stuff) I made at https://github.com/redsaurus/OpenJK/compare/custom - the code isn't necessarily that nice, but of course you're welcome to use any of it. I'm planning to get the custom sabers finished in the next few days and get another release out, but that will probably be it for a couple of months.
  13. I can't see them actually taking action over making a model of a character even if they do regard it as “inappropriate”, it would be pretty bad PR, but who knows :/
  14. What happened with the jk3files cease & desist? Somehow I managed to miss what happened then.
  15. massively WIP (thanks to Ashura for letting me use the saber model):
  16. saber holsters:
  17. afaik they've made some (pretty minor!) alterations and additions to the ripped levels, so it's not *all* taken from jk2
  18. i will learn how to make a pk3
  19. Download Microsoft Visual C++ 2010 Redistributable Package (x86 ...
  20. just to check: you put it in q_shared.h?
  21. I've added g_MPmovement, if it's 1 then the movement is like in Raz0r's speed run fork. Also started on holstering by doing the second saber hiding stuff from http://jkhub.org/topic/2427-holstering-weapons and made /spawn take entity keys.
  22. cg_fov doesn't seem to have any limits in SP. MP movement as an option might be good…what kind of stuff would be doable with lua?
  23. The SP stuff is definitely my priority for now. Any features I should think about for the next release?
  24. It's just a question of changing MAX_PLAYERMODELS in code to something bigger, can definitely do that for next release. Possibly, but I don't know if it's worth it as people would want to be running other client side mods in MP.
  25. I'll do it, not sure if immediately though. Have started work on doing it *much* better, thanks for that bit of code! Before it only supported one RGB colour, now it supports many. Just need to clean up the UI side of it...
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