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redsaurus

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Everything posted by redsaurus

  1. 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?
  2. The SP stuff is definitely my priority for now. Any features I should think about for the next release?
  3. 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.
  4. 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...
  5. You should already be able to do that with what I've already released, using these "secret" console commands /playermodel rax_joris model_default model_default model_default /headplayermodel jan default If you want to turn the head swap off without using menus, the command to reset is: /headplayermodel "" ""
  6. Yes, I just did heads for this release because I thought it work the best - will probably do other stuff in future versions. It shouldn't be too hard to move the changes over to any other modified SP engine.
  7. These are the two commits for SFX Sabers.
  8. I doubt they'll be in OpenJK, since they're not really in the scope of the project, but it shouldn't be too hard for anyone to add them to their own copy of the OpenJK code.
  9. I'd definitely be happy to do some of the stuff
  10. Here is an early beta version for Mac/Windows: http://redsaurus.net/stuff/24122013/SP_Customisation.zip It may well not work for you! It works for me, but it crashes for some people (currently not sure why, and I will ofc fix it for the next version). See the readme for installation instructions. Features and Commands All OpenJK features and fixes.RGB Sabers Only one RGB colour is currently supported. This can be set in the menus or by setting the sabercolor to “rgb” in the console, and setting cg_rgb_saber_red, cg_rgb_saber_blue and cg_rgb_saber_green to the desired values between 0 and 255.SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.Headswapping Several new heads are available for the human male and human female species. You can add your own heads - see the .headswap files in the sp_custom.pk3 for examples.Extra Player Tints (Unused) Playermodels are able to have multiple tints. If you enter “newPlayerTint 0 <R> <G> <B>”, any shader stages for the player with “rgbGen lightingDiffuseEntity 0” will be tinted to this colour rather than the usual.
  11. There's a cvar, cg_SFXSabers - if it's 0 then behaviour is as in base. *hoping* to get this out before wednesday
  12. For this release very small things…might eventually try to make it more wide-ranging.
  13. The 1.2 launcher does work with the latest Steam and App Store versions on Mavericks, and all other versions on anything *before* Mavericks.
  14. I've added SFX Sabers now as an option (similar to the ones used by MB2). Before I can release, I need to clean up the menus for player colour selection, and do rgb saber menu stuff - anything else I should add?
  15. this is probably a duplicate or something, and is a common invision problem, but anyway: with the mobile theme, at 'root' level on the forum it lists when the last post was. when you open a forum with sub forums, the last post time for the sub forums isn't listed anymore, so it's harder to tell where new stuff has happened.
  16. This will have a custom .exe that you won't need to build yourself, yes. Currently save files are definitely not compatible with base or even other openjk, but I might see what I can do about compatibility with standard openjk.
  17. Just to clarify: the gold pack / disc version won't actually work properly on Mavericks because the networking library used has been taken out in 10.9. What the launcher does do now for Mavericks users is make it so you can properly join MP servers. If you still have problems with resolution in Steam, r_mode 10 is I think the best you can do (note r_mode -1 is gone)
  18. This isn't dead! Updated this to latest OpenJK code yesterday, planning to get a first release out before Christmas.
  19. I'll try to make something…hopefully better than my secret santa effort last year.
  20. I'm a bit put off by needing to register to view anything
  21. The link is in pretty tiny text in the bottom right corner
  22. There's some code stuff going on (but they get rid of r_mode -1 too :| )
  23. Have you tried getting rid of the old jampconfig file for steam? As Circa said I'll have a new version of the launcher out in the next couple of weeks, but I don't have proper Internet / laptop where I live yet
  24. in process of updating server-join fixes for new mac appstore/steam JA versions (but you should just use openjk anyway...)

    1. Show previous comments  1 more
    2. Ory'Hara

      Ory'Hara

      but.....but....its outdated :)

    3. eezstreet

      eezstreet

      You paid for the assets, not the executable in this case.

    4. Circa

      Circa

      I know. Was merely a jest. :D

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