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redsaurus

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Everything posted by redsaurus

  1. 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 "" ""
  2. 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.
  3. These are the two commits for SFX Sabers.
  4. 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.
  5. I'd definitely be happy to do some of the stuff
  6. 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.
  7. There's a cvar, cg_SFXSabers - if it's 0 then behaviour is as in base. *hoping* to get this out before wednesday
  8. For this release very small things…might eventually try to make it more wide-ranging.
  9. The 1.2 launcher does work with the latest Steam and App Store versions on Mavericks, and all other versions on anything *before* Mavericks.
  10. 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?
  11. 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.
  12. 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.
  13. 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)
  14. This isn't dead! Updated this to latest OpenJK code yesterday, planning to get a first release out before Christmas.
  15. I'll try to make something…hopefully better than my secret santa effort last year.
  16. I'm a bit put off by needing to register to view anything
  17. The link is in pretty tiny text in the bottom right corner
  18. There's some code stuff going on (but they get rid of r_mode -1 too :| )
  19. 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
  20. I think that's the requirements for the powers in the kotor games
  21. /sign i suppose
  22. /*QUAKED worldspawn (0 0 0) ? Every map should have exactly one worldspawn. "music" music wav file "gravity" 800 is default gravity "message" Text to print during connection process BSP Options "gridsize" size of lighting grid to "X Y Z". default="64 64 128" "ambient" scale of global light (from _color) "fog" shader name of the global fog texture - must include the full path, such as "textures/rj/fog1" "distancecull" value for vis for the maximum viewing distance "chopsize" value for bsp on the maximum polygon / portal size "ls_Xr" override lightstyle X with this pattern for Red. "ls_Xg" green (valid patterns are "a-z") "ls_Xb" blue (a is OFF, z is ON) "fogstart" override fog start distance and force linear "radarrange" for Siege/Vehicle radar - default range is 2500 */
  23. any suggestions for good non-base ones?
  24. Did a bit on the menu side of extra tint slots. The graphics of the menus need a bit of work, but here's the basic idea (i had the hands controlled by the second colour for testing purposes)
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