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Cerez

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Everything posted by Cerez

  1. Explain -- lol! How does having to place hundreds of waypoints benefit anyone? What controls the distance between waypoints sought by the NPC in the code?
  2. @@mrwonko, is there any way to increase the range of visibility for waypoints to NPCs -- whether through ICARUS or by changing the code? It doesn't make sense to me to have to litter the map with so many waypoints. It'd be a much better course of action to increase the range of visibility for NPCs and use only as many waypoints as is absolutely necessary.
  3. Could you elaborate on this, @@mrwonko? A waypoint network? o.O You're right! Moving the "waypoint_navgoal" closer has made it work, and the NPC walks to that point now. I wonder if there's a way to increase this programmed vision cap on them through ICARUS. I've tried applying an increased "SET_VISRANGE", but that doesn't seem to affect it.
  4. Thanks @@therfiles. Yeah, I've tried that. It didn't seem to make a difference. I'm wondering whether "waypoint_navgoal" is an entity with a brush unknown to me... but since the NPC is responding to the location, I get the feeling that something in my script is missing. Is the NPC waypoint walking buggy in this engine? Should I be trying to move the waypoint around to a different location?
  5. I just can't seem to get my NPC to start walking. It's even acknowledged the position of my navpoint evidently by turning and facing its direction, but for some reason it just refuses to take even a single step towards it. I don't understand. What am I missing (or doing wrong) here? affect ( "walker", FLUSH ) { set ( "SET_WEAPON", "WP_NONE" ); set ( "SET_WALKSPEED", 200 ); set ( "SET_PLAYER_TEAM", "TEAM_PLAYER" ); set ( "SET_ENEMY_TEAM", "TEAM_ENEMY" ); set ( "SET_BEHAVIOR_STATE", "BS_DEFAULT" ); set ( "SET_CHASE_ENEMIES", "true" ); set ( "SET_LOOK_FOR_ENEMIES", "true" ); set ( "SET_IGNOREALERTS", "false" ); set ( "SET_WALKING", "true" ); set ( "SET_RUNNING", "true" ); wait ( 4000.000 ); task ( "walkmofo" ) { set ( "SET_NAVGOAL", "point1" ); } dowait ( "walkmofo" ); remove ( "walkmofo" ); } { "classname" "NPC_spawner" "origin" "-430 -3442 488" "NPC_type" "luke" "spawnflags" "32" "angle" "2" "npc_targetname" "walker" } { "classname" "waypoint_navgoal" "origin" "757 -3385 488" "angle" "246" "targetname" "point1" }
  6. The MBII one is exactly that, you big-floppy-eared baby elephant. A remake of the JO map for JA.
  7. Eesh, Intel HD! It's making me cringe... >.<' But it should work, nonetheless...
  8. You can easily add a spawn point with entity modding. Simply save the entities out of the BSP (search for "worldspawn" in a text editor), paste them into an ENT extension text file, and add a spawn point entity to them. Then name the ENT file the same name as the BSP, and put it in the same location. Use the latest version of OpenJK to load the map, and voila, you'll have added a working spawnpoint to an MBII map.
  9. Have you tried removing them temporarily and seeing if the model shows up then?
  10. http://jkhub.org/files/file/535-emperors-throne-room/ http://jkhub.org/files/file/1246-death-star-hangar-duel-jka/ Movie Battles II also has a larger Death Star map.
  11. Also, make sure that shaders are removed for the model if you have copied them into ModView's base. Shader support is still buggy in ModView, and this could be why the model fails to display.
  12. What happens on your rig when you try to set the custom fov, @@Paullik74? cg_fov is a client-side setting, and it shouldn't matter whether you're on a pure server or not.
  13. Really? Without cheats active? Are you sure? Then how come he can't set it on a pure server?
  14. My bad. I missed that part. Pure servers are asking for the retail DLL, and the retail DLL does not support changing the field of view without cheats enabled, I think. So no, I don't think this is possible. OpenJK will default to the vanilla DLLs when joining a pure server, in order to keep you connected and playing, as far as I know. Otherwise the server would drop you for not being "pure". And if I understand correctly, what @@Raz0r is saying is that when it happened in Linux that you could do this, that was an anomaly rather than the rule. The normal behaviour is that a pure server will force the client to revert to its retail library, otherwise it will drop the client.
  15. Depending on what version of OpenJK you have, the loading priority may be set different. Try either of the following. Make sure openjk.pk3 (containing cgamex86.dll, jampgamex86.dll, and uix86.dll) is located in: 1. GameData/OpenJK/ 2. ~/Documents/My Games/OpenJK/base/ and ~/Documents/My Games/OpenJK/japlus/ (or any other MP mod if available). I've found that the second method works better for me.
  16. Cerez

    Waterfall Missing

    Not at all, DT. Thanks for contributing to the discussion, and getting the right thought-process started for us all to track this down. Well, I'm surprised so little broke, actually, considering the extent of the rewrite. Everything else seems to be working just dandy. https://github.com/JACoders/OpenJK/commit/883109ef40022ba93363bd33e1ebe61665361e49 Hahaha! The "ugly waterfall". We'll call it that from now on. Thanks @@mrwonko.
  17. Cerez

    Waterfall Missing

    Update: Fortunately the rest of the effects seem fine. Fire, smoke, sparks, beams, explosions, water ripples, smoke, dust all seem to be showing properly. Curiously, it seems only this one waterfall was negatively affected by the changes. It must be doing something unique.
  18. Cerez

    Waterfall Missing

    It's definitely not this, as this is for the first waterfall on the map, which is indeed a 3D plane with this animated shader running on it. This sounds much more like it. That second waterfall looks like it's comprised of particles. Bingo! I'm pretty sure this is it. I will check the other particle-based visual effects in-game today, and let you know.
  19. Cerez

    Easy Entity Modding

    I would assume so. I think if the ENT file is present, the game will read it instead of what is in the BSP. Though it may read both with a preference on the ENT file's contents -- I'm not sure. @@ensiform?
  20. And here I came, thinking that this was a legitimate and heartfelt request. Boy, was I wrong! I want my money back! XD Also, what makes you think you're at all desirable to me? Edit: Jokes aside, this request has been filled twice: once by Raven Software, and once by Major Clod, with an improved player model. What makes Hoar any different to these models?
  21. True, I'm not aiming for miracles here, but within JKA's current limits. However, I will be using the extra facial expressions we've added to OpenJK, which should help with the acting somewhat. That, and the right composition, angle, framing, and animations to tell the tale.
  22. Okay, change of plans; I'll be going all-out on this one! Extensive and advanced cutscene cinematography.Wider range of character facial expressions.Voice acting using authentic audio material from the show, and high quality additionally recorded audio material.Uncapped, realistic lightsaber combat.New player view and bullet-time options.Scripted NPCs and missions.Atmospheric level details that help capture the world of the show.Curated Clone Wars character (and map) collection for Multiplayer. Best of the best of The Clone Wars and the prequel era.First person lightsaber view option for Multiplayer.Extensible design (and potential tutorials I'll write later) for other people to expand on this mod and design and share their own, new missions for it.I'll still stick with the 3-5 mission release for the first version of the mod. Most likely 5 missions -- but they will be fully scripted missions, with intros, outros, and other cutscenes included.
  23. Cerez

    Easy Entity Modding

    Well, I've successfully assigned a new cinematic script trigger to a door, added a new NPC entity, and I'm about to try out camera work with newly added reference tag entities. So, at least for scripting, this is incredibly useful. In fact, it's what I've been missing all these years. I never understood why we had to alter the map (source) files to add NPCs, script triggers, and camera angles to a level. This makes sure we don't need to do that anymore. Update: Adding new reference tags works perfectly! Get ready for JKA real-time movie time!
  24. Optimal format specs for character audio in JKA are: MPEG Layer 3 (MP3), Mono, 44.1 kHz, 128 kbps. The key here being mono channel and at 44.1 kHz. The game accepts WAV files as well, as far as I know, as long as the audio is within these specs. But MP3 has a smaller file size for roughly the same quality, which compliments the download time for your mod. Also, make sure that your character has a "sounds.cfg" file in "models/players/yourcharacter/", and that you've placed your audio files in a folder (corresponding to the name given in the "sounds.cfg" file) in "sound/chars/yourcharacter/misc/".
  25. Cerez

    Easy Entity Modding

    Yupp! You can add new entities to a compiled map (without the need to recompile it). Which makes map modding, level scripting, and camera work a lot easier. @@ensiform, I'm indebted to you for this one.
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