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redsaurus

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Everything posted by redsaurus

  1. Yeah, it's for more variation for the species
  2. 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...
  3. 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.
  4. 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).
  5. 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.
  6. 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 :/
  7. What happened with the jk3files cease & desist? Somehow I managed to miss what happened then.
  8. massively WIP (thanks to Ashura for letting me use the saber model):
  9. afaik they've made some (pretty minor!) alterations and additions to the ripped levels, so it's not *all* taken from jk2
  10. Download Microsoft Visual C++ 2010 Redistributable Package (x86 ...
  11. just to check: you put it in q_shared.h?
  12. 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.
  13. 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?
  14. The SP stuff is definitely my priority for now. Any features I should think about for the next release?
  15. 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.
  16. 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...
  17. 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 "" ""
  18. 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.
  19. These are the two commits for SFX Sabers.
  20. 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.
  21. 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.
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