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Cerez

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Everything posted by Cerez

  1. 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/
  2. 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.
  3. @@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?
  4. 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...)
  5. Trying to accomplish some more advanced scripting... Any way to set a CVAR through an ICARUS script?

    1. Tx606

      Tx606

      if you mean a cvar from a server setting, you can't alter those. if you mean something to use in scripts, you can declare a float,string and a vector using declare i think, and simply use set to set it to whatever value you want

    2. therfiles

      therfiles

      Nothing that I've found in all my tinkering! Sorry...

    3. Cerez

      Cerez

      Thanks guys. Apparently it's not possible in retail JKA, but in OpenJK we've had a coding feature implemented into ICARUS that lets you set a CVAR for the SP game from a script. I'm testing it now...

  6. 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.
  7. 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)?
  8. Well, in that case you are getting exactly what I have happening in this script, except it follows through with the turns and flips.
  9. 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.
  10. 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.
  11. 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.
  12. 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...
  13. 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.
  14. What's your g_dismemberprobabilities set on?
  15. Regarding the model dismemberment settings, have a look here: http://jkhub.org/tutorials/article/175-model-dismemberment-realistic-lightsaber-combat/
  16. 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.
  17. @, 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.
  18. Cerez

    Cached Compiling?

    It doesn't work. When the PK3 is placed in "GameData/base", the game doesn't copy it to "Documents/My Games/OpenJK/base", and the latter takes precedence in loading, where the game will copy the basejka DLLs and basically override your custom engine. So unless you place your PK3 in "Documents/My Games/OpenJK/base", currently your custom built engine will not work.
  19. Cerez

    Cached Compiling?

    Sorry, I meant "for us to place into for the game"...
  20. Well, in my case you don't have a body -- just like in first person with a gun in the game. It can be adjusted to show a semi-transparent body, for example (though this doesn't look nice with every player model), but by default I thought it would be best to keep the view clean: just your lightsaber blade and you. The only downside is that we don't get the hilt showing while you're holding the saber -- but it does show if you throw it.
  21. How so?
  22. I think there is already a mod for that, isn't there?
  23. I'm working on a coding/scripting project based on some of my personal tweaks that adds three new player view options to the Multiplayer game, activated by four buttons on the right side of the keyboard (namely , . / '). The views are: True View -- first person view, even with lightsaber: Action View -- closer to character and without reticle: Camera View -- third person, fixed point camera view: And of course there's the game's Default View (further away, with the reticle) to easily switch back to: These would work on online servers as well (on the client side). Would anyone be interested in seeing this released? Do you have any critical feedback to share or comments/suggestions for improvement/features?
  24. Cerez

    NULL Shader?

    If it's only happening with that model, then there's something wrong inside that PK3. It's either defaulting to Kyle because it fails to load Kylo, or Kyle and Kylo have the same folder name inside the PK3. Do you get any errors in the console when you are switching to the Kylo Ren model?
  25. Cerez

    NULL Shader?

    Does it happen only with Kylo Ren? Check the contents of your Kylo Ren PK3 and make sure it's not referencing Kyle anywhere.
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