Jump to content

Cerez

Members
  • Posts

    1,429
  • Joined

  • Last visited

Everything posted by Cerez

  1. What do you think Jedi Academy should have looked like or been like when it was released to bring a more authentic Star Wars experience? Feel free to share your own gameplay and visual ideas and collages. Here's my visual take (a custom setup I've collected and assembled over the years): Modded for personal use, but if you're interested, I've used these models/skins in my setup: Kyle Katarn: http://jkhub.org/files/file/1108-kyle-katarn-stealth-jedi-gear/ Luke Skywalker: http://jkhub.org/files/file/1700-luke-skywalker-return-of-the-jedi/ Alora/Alaora: http://jkhub.org/files/file/995-alaora/ Rosh Penin: ? (author unknown, received through private share) I've always thought that the vibrant rainbow coloured clothes the supporting characters were wearing didn't suit the Star Wars theme at all, and they didn't help with the immersion one bit...
  2. Nope. It's the Mattel Aquarius! (Although I've heard the latest versions of the Amiga OS are quite nifty in their own way, for real.)
  3. Thanks @@redsaurus. Is this a recent implementation into OpenJK? How long have we had this working? The reason I'm asking is because while I can set a CVAR from ICARUS, I can't seem to be able to retrieve one. My game crashes when trying to get a value from a CVAR. I've created this simple script to test it, but yeah... I'm getting this quite curious behaviour -- unless I'm doing something wrong and I'm not aware of it: declare( STRING, "playergen" ); if ( get(STRING, "cvar_sex") = "m" ) { set( "cvar_sex", get(STRING, "playergen") ); free( "playergen" ); } else { set( "playergen", get(STRING, "cvar_sex") ); set( "cvar_sex", "m" ); } Setting any CVAR works fine, but while getting the value from any, the game crashes and throws me to the desktop. Not sure what the issue could be... Edit: This is the line that's crashing it: set( "playergen", get(STRING, "cvar_sex") );
  4. I hug the ol'wrinkly one!
  5. That sounds a bit strange. Are you sure it's not just the type of NPC or a chance factor?
  6. But I can't do set("mapname", "yavin1b") right? I take it for game security reasons?
  7. So I could get(STRING, "mapname") in OpenJK? Or is it: get(CVAR, "mapname")
  8. Thanks Eez. I'll have a look into this. What about the current player model or skin(s)? Maybe ICARUS has a different means of accessing these settings than directly through the CVARs. This is crucial if I want to do any more advanced, interactive SP scripting for the game. Edit: But I take it it still can't set any of these values to be used by the game outside of the script, right?
  9. Thanks @@Circa. That's good, because it looks like I've just hit a dead-end with my SP approach/method... I'll check this out in a few days when my Internet is normal again. @@redsaurus, did you make any modifications/adjustments to the OJP True View source? Is there an option to not have the player model obstruct the view? (I haven't seen how OJP handles this...)
  10. Honestly, I'm not sure. Better asked here: http://jkhub.org/forum/51-openjk-discussion/ Or here: http://jkhub.org/forum/43-coding-and-scripts/
  11. Thanks. I meant it for SP, and yes, the difficulty level, or player's gender, etc. Game settings that the player accumulates during the run of the game.
  12. @@mrwonko, so in other words, I'd have to code this feature into the game (a.k.a. ICARUS interpreter rewrite)? What about querying the active player settings? Is there any way to do that through ICARUS scripting currently?
  13. In my experience, any issues with Windows software not running on newer releases of Windows generally has to do with either of two things: 1. Windows Update fucked it up (changed libraries, stability fixes and patches, etc.) -- usually to do with quite older software. 2. The proper drivers for your hardware have not yet been developed for the new, crappy version of Windows as, quite frankly, other companies don't care about the new release so much about as you do. Did I mention I hate Windows? And Mac? (And certain versions of Linux...)
  14. Yep, that sounds like a programmed cap on the model dismemberment, probably implemented as a safety (or performance improvement) feature. Edit: This topic should probably go in the OpenJK forum, as it's an issue specific to the latest release(s) of OpenJK.
  15. I have a (sort of) noobie scripting/coding question for the O'wiser ones: If I want to get and set CVARs as variables from within an ICARUS script, how would I go about that? I'm familiar with how to set variables, but I can't find any reference in the documentation to reading or affecting CVARs using ICARUS. Can I pass a variable value from an ICARUS script to then process it using the command line (through CFG)?
  16. Well, in that case you are getting exactly what I have happening in this script, except it follows through with the turns and flips.
  17. That would cause motion sickness in most people, with the view swaying constantly as the character runs. I don't know, I prefer a clean and steady FPS... I admit that a follow through with the flips and turns may somehow work and be nice, though.
  18. I can only tell you how it works for me: Depending on the NPC's settings, dismemberment is more or less likely to happen based on the kind of NPC, but overall there's about a 30% chance on NPCs' bodies getting dismembered. I have g_sabermorerealistic on 2, g_dismemberment on 3, and g_dismemberprobabilities on 40. I'm running an April 2015 release of OpenJK. The "the more NPCs the less dismemberment" implementation seems logical if we take game performance into consideration, so it's possible that that is a factor.
  19. I thought the g_dismemberprobabilities setting was percentage based in JKA... Try 99. Edit: Also, make sure that you have no mods installed that change the default game's NPC stats, as these may change the dismemberment settings on these NPCs as well.
  20. An update on this: on careful inspection, and with a few practical tests, I may have found a different way to accomplish this (a clear first person lightsaber view) in the singe-player game mode. I will need to write a more advanced script to handle it, though, and the hilt will show in SP. Edit: It may also be possible to create generic male and female hands to go with the lightsaber, but I think I'll reserve that for a later release of the mod. Also, there's the question of how that would look with a Rodian or Kel'dor Jaden...
  21. It puts you (your view) into a more vulnerable position, and therefore gives you a heightened sense of danger and reality. It also gives you a different perspective on blade distance. Plus, it's an old trademark of the JK series.
  22. What's your g_dismemberprobabilities set on?
  23. Regarding the model dismemberment settings, have a look here: http://jkhub.org/tutorials/article/175-model-dismemberment-realistic-lightsaber-combat/
  24. Cerez

    Cached Compiling?

    I know that the game loads the assets alphabetically, but backwards. Whatever is after "assets" will get prioritised. I called it "openjk.pk3", the same as in the latest official releases of OpenJK.
  25. @, I had a brief look into the SP code and the SP game is actually missing a player model opacity setting in its current implementations, so coding a first person view into it would be a whole lot more complicated. That SP True View mod that currently exists is actually really well done as far as the retail/base game allows.
×
×
  • Create New...