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redsaurus

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Everything posted by redsaurus

  1. Alright, I'm going to try and get a 1.0 version out some time in November. Any important features I should add before I release?
  2. you actually have to do get(STRING, "cvar_mapname") or set("cvar_whatever", "whatever") this is only for SP.
  3. I made a few adjustments, but only to make it work in SP. You can try it (download from #243 ), but you'll probably want to make sure that you've turned on trueview sabers in the menu.
  4. redsaurus

    NULL Shader?

    Can you post screenshots of both of your base folders again?
  5. redsaurus

    NULL Shader?

    What do you mean by your OpenJK base? Does the folder with the assets pk3s include anything extra?
  6. redsaurus

    NULL Shader?

    Just to check, is your base folder completely clean?
  7. For JK:E I copypasted the Open Jedi Project trueview code to SP which gives a decent first person saber view.
  8. Probably will be a while before a new release due to being busy, but I'm hoping it'll have some good new stuff. Let me know if there are any more problems / suggestions! the /headplayermodel command's mainly for messing around, make sure you do /headplayermodel <model> <skin> and not just /headplayermodel <model> if you want it to be saved over map changes. Fixed both of these for the next release. Not sure if I'll fix that for a while, it needs new model stuff, but for now it should work ok with trueview?
  9. redsaurus

    Nightly Builds

    pre-OpenJK (32-bit) mods work fine on 32-bit mac OpenJK (or at least that is the intention).
  10. redsaurus

    Nightly Builds

    Should be ok as long as you rename the app from openjk.x86_64.app -> openjk.x86.app I'd hope
  11. redsaurus

    Nightly Builds

    the file should be rd-vanilla_x86.dylib as it doesn't look like you have the 64-bit version. renaming it will probably work, I think there's just something wrong with how buildbot is configured?
  12. It looks like he has his thumb up if you just see the top of the image (but very nice drawing!)
  13. I just used the concussion effect as a placeholder really, I'll change it for a future release. Repulse is something I'm planning on too. It'd be a lot of work to do a new saber system properly, so I'm unlikely to add that at least for now. You can currently change to no weapon (normally bound to +/= I think?) to see the hilt but adding melee might be a good idea. Not sure why most of that stuff isn't working - random view changing on weapon switch is understandable and I can look into that, let me know if the other things still happen with a clean base. Would be very nice to have some shooting animations for katarn style! I haven't done much on it since the last release, but I'm definitely going to come back to it soon.
  14. Glad that you've been enjoying it! Insanity 3 kills the enemy once its effect has finished, but otherwise Stasis is much better - I probably need to adjust how it works really. Let me know if you notice anything else.
  15. In GameData/base you should have these extra files from the mod: saberbuilder_adx.pk3, SFX_Sabers_SP.pk3, sp_custom.pk3, zzzz_Jedi_HM.pk3 and jacustomgamex86.dll. In GameData you should also have SDL2.dll, openjk_customsp.x86.exe and rdcustomsp-vanilla_x86.dll. You should be able to launch with openjk_customsp.x86.exe if it's set up like that - if it's still not working perhaps you're missing the redistributable or something?
  16. In the SP Customisation Mod you can pull the eweb turret off its mounting and carry it around. It'd be nice if there was an md3 first person model for it.
  17. I'm hoping someone will make another custom saber model or two at some point.
  18. New release! I've made an effort to actually have working menus for the main options and new controls this time. Main new features are the new force powers, new usable weapons and trueview. Here's the new release for Mac/Windows (40.4MB). If you don't already have it (and you're on Windows) you'll need the MSVC++ 2010 redistributable (http://www.microsoft.com/en-gb/download/details.aspx?id=5555) Features and Commands • All OpenJK features and fixes.• RGB Sabers The can be set in the menus or by setting the sabercolor to a hex code in the console - for example "/sabercolor 1 xff0000" will set the first lightsaber blade to be red. It is possible to set the sabercolours of NPCs by setting their sabercolor to a hex code in the .npc file. If you want to set one sabercolour for base and one for this mod, you can set the sabercolor of the NPC or lightsaber to the base value, and sabercolorRGB to the RGB value for this mod. Higher blade numbers are set with saberColorRGB2, saber2ColorRGB3 etc.• SFX Sabers SFX Sabers can be enabled in the console by setting cg_SFXSabers to 1.• Ignition Flare A lightsaber ignition flare can be enabled in the console by setting cg_ignitionFlare to 1.• Custom Sabers Now lightsabers can be customised like the player species. An example customisable hilt is included thanks to AshuraDX.• Saber Holsters Lightsabers are now holstered when not in use. A tag_holsterorigin can be added to a hilt for better placement. Adding "holsterPlace <none/hips/back/lhip>" in the .sab file specifies where a hilt will be holstered.• 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. NPCs can have heads set using the playerHeadModel and customHeadSkin commands in their .npc file.• RGB Character Colours Adds an RGB slider option to all player species.• Better Entity Spawning The /spawn command now supports entity keys, e.g. "spawn fx_runner fxFile the/file".• .eent files Maps now load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.• Raz0r's MP Movement Raz0r's MP-style movement from the SP speedrun version can be enabled by getting g_MPmovement to 1.• 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.• Ghoul2 view models First person view weapon models are now allowed to use .glm models using eezstreet's code.• Detachable E-Web The player can detach an E-Web from its mount by pressing the Use Force button whilst using it.• More usable weapons The tusken rifle and noghri stick are fully usable by the player.• Improved jedi_hm DT's very nice improved Human Male jedi is included.• Katarn Saberstyle A gun / saber stance. Not completely ready yet, but you play around with it (with cheats enabled) by doing "give weapon_bryar_pistol" and then "setsaberstyle katarn" in the console.• Saberthrow Saberthrow is now a force power.• New force powers Force Insanity, Destruction and Stasis have been added.• TrueView As seen in Open Jedi Project and all the other mods that used it, TrueView shows the player model in first person view. You can turn it on for guns with cg_trueguns and turn it on for sabers with cg_fpls. Credits Thanks to AJL for the SFX Sabers stuff (including SFX_Sabers.pk3). Thanks to Circa for the icons for the new heads. Thanks to Raz0r for the MP-style movement code. Thanks to AshuraDX for the saber hilt. Thanks to DT85 for the improved jedi_hm. Thanks to the JKG team for the unstable saber blade graphics and shaders. Thanks to eezstreet for the Ghoul 2 weapon view model code. Thanks to razorace (and the Open Jedi Project) for the use of the TrueView code under the GPL. Thanks to the OpenJK maintainers and contributors.
  19. Trueview works for all guns, of course it won't look as nice as a properly done first person g2 model like @@DT85's repeater though. I can definitely add some more force powers in the future, I want to get these ones done first though. For now I'll just make base-style icons for destruction, stasis and insanity. edit: here's a picture of the force power choice screen now
  20. rdateshould just be new Date();not new Date().toString();
  21. Hoping to get a release out by something like the end of the month, when I get insanity/destruction/stasis set up properly in the menus. Have got true view sort of working now (thanks again to razorace), need to fix a few things up with it still though.
  22. I'm going to finish up the new force powers (menu stuff and proper effects/icons) and maybe add trueview (thanks to razorace and OJP) before I do a new release. Once that's out I'll try to do some more on Let's Map in the hope of getting some more SP levels for JK:E...
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