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Everything posted by Boothand
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He probably meant flipped normals on the polygons? The polygons we found on the inside are unrelated to that, but you could always make the normals consistent with CTRL N, in case you run into flipped normals. They are usually identified by being black or darker than usual.
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Welcome! Question #1: If you saw delicious candy in the hands of a small child, would you seize and consume it?
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Had a playthrough of this with 3 others and we were very impressed! A big (!) and detailed map in the spirit of the old Forest House and other =LM=/Shroomducky maps. It's a very spectacular map visually, and has a nice structure that loops around in many ways, that eventually is easy to navigate. Great ambient sounds to further integrate us in the feel of the map as well. It has a very fun thermal grenade "golf course" in big parts of the map and will let the players know if you score with a sound. Did I mention it was big? This stuff is more than worthy of a download, and should work both in JK2 and JA! And it's not even the final version, so expect great stuff! 5/5
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- Containing NPCs
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But it's not only a discussion forum, so the decision would depend on whether you wanted social interaction or not (which I think suits this forum quite well). And the social aspect will always have some sort of possible drawbacks, since popularity comes into play. But judging by my own perspective in this forum, the like button is mostly harmless and just like a polite little tribute. But I would understand if other people felt the opposite, it's already clear that there are cases with quite contrasting perceptions of how someone's post is directed. But I have to admit it's been quite a while since I've read a lot of posts here. I might be missing something.
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The like button is a good way to acknowledge/appreciate someone's presence in your thread without making a response to each person, though. That's nice. A dislike button sounds a bit harsh, or could lead to some unwanted interaction.. After all, if someone said A New Hope was lame, the disapproval could already be felt through the force. A stackoverflow style of "best answer" would be nice though, given the amount of request threads/questions. And it's already half way there since the OP can choose the best answer him-/herself. Edit: One of the positive outcomes of a dislike button is sort of a quality assurance on answers, as in.. you wouldn't trust a youtube video with more dislikes than likes. But having it here sounds a bit violent to me, actually. It's not exactly a big community.
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JKHub doesn't have a JK2 server, but I could probably put it up on my server (the host is in germany though) for a bit.
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I really like what I see here
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Perfect!
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Not sure how easy it is to change that after making changes - but that model as seen on the screenshot is only 4 extrusions on a cylinder, so it shouldn't be much work to re-do and play around with polycount still A quick start with shortcuts: 1. Numpad 1 (place yourself in the front viewport). 2. Numpad 5 (orthographical view, unless you're already in it). 3. Shift A (Select Cylinder and choose amount of sides down to the left). 4. Tab (into edit mode). 5. A (select everything). 6. G (move it into position). 7. S (scale it until it fits the top of the reference, use button X, Y or Z to contrain axes while scaling, moving or rotating) 8. Ctrl tab + 3 (face selection and select the bottom of the cylinder). 9. G (position it at the next point), S (scale), then E (extrude downwards). 10. Repeat extrusions and scaling until done. If that helps ^^
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Looks pretty good I would recommend having a lower poly count though, that is a quite high amount of vertices. You can set the amount down to the left, right after creating a cylinder shape. As for selecting vertices behind what is shown, uncheck a button called "Limit selection to visible".
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[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
Thanks! If it only runs serverside, not well at all The animations bug out for clients who are less responsive. So I hope to eventually clean up the mod enough to offer a clientside. -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
It is played altogether without force, by the way. The plan is to make it location based damage. Something like 60 hp for legs, more for torso, and 125 for head, maybe. Have had long discussions on speed and pacing. Originally I had set g_speed from 250 to 201 to encourage more close combat, but not everyone thinks this is the best choice. As for walking vs running, I think this boils down to playstyle. Don't want to enforce that. But it's interesting how one playstyle influences the opponent. Just saying there might be ways to get what we want simply by playing in a certain way... but too early to tell how all these mechanics should be before we get the saber mechanics balanced and fair. -
Your proportions are of importance here, not the scale itself. Unless you mean that you fear you'll make it too long/wide, this isn't something you have to worry about until you've made the gun You could also import a player model with mrwonko's importers, and compare the size to the character instead of to another gun.
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How long have you been a part of the JK community?
Boothand replied to Cerez's topic in Jedi Knight General Discussions
I have a clear memory of myself telling someone I was 13 years old in JK2 MP. So I reckon I started when I was 12 maybe.. that would be probably in 2005. I have played JK2 1.02 on multiplayer ever since, mostly force, then I discovered the no force gameplay little over a year ago and became a fencing fanatic. -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
I know, right? If you own Jedi Outcast, you can get JK2MV. www.jk2mv.org. It gives you access to all three game versions from the same executable/serverlist, and you don't have to mess with your pk3s and patches. If you have the 1.04 patch, install jk2mv, then look for a server called "Manual blocking system devserver". It's not online 24/7, only when I'm around my PC and working on it. @ @@Stoiss When it's all finished and cleaned up, I don't imagine it would be hard to port it over. However, this is actually pretty perfect for JK2 1.02, considering I'm using a lot of mechanics that are already specific to that game version, and it would be more work to port *that* as well over. I think with JK2mv it will be easier for people to get into this, since they don't have to downgrade - and also if it becomes popular, I don't want to split the community. But we can talk about such things when it's nearing completion For now, people with a ping higher than 120ish (hosted in Europe) are gonna see some stuttery animations, since their clientside interferes too much. I hope to offer a fix for this later... -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
I used timescale just for testing, as well as g_knockback 0. But it is to be played full speed. NPCs aren't in JK2. But I would like to modify bots to have some more intelligence, and use some blocks as well. -
Hi So I'm making a mod for JK2 that can be played just by connecting to the server and binding +button14 to a mouse button. It's a bit like Mount&Blade, but... more. And better, I think. Turning out very fun! I have a devserver up usually these days, working on it whenever I can (and a bit more). Just here to say it's actually playable now on a competetive level even.. but I would like some feedback if any of you wanna give it a try even though it's still just been one week of development. Current features: No idle block (only at the saber box).Choosing the right direction gives a guaranteed block (otherwise, you must aim very well)Block by direction keys.Block by mouse movement (option).Cancel attacks into blocks. Here's a clumsy video showing some of the last updates ^^ https://www.youtube.com/watch?v=IvlAhv3xEHc
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Thanks! All I needed was pm->ps->saberBlocked It runs even when you don't attack. Weee
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Moved from w_saber.c to bg_saber.c, still haven't found a new place to call from. Updated code here: http://pastebin.com/WeEWBUJF Locking now works, but still something keeps the animation idle when not attacking. Not sure if I should - debug and look for places where it forces it to idle, then add condition? - use another function more suited for the purpose? @@Stoiss, GetSaberStance only sets the lightsaber styles.. I don't wanna make new stances.. but could you clarify what you meant about that function?
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Hi, I'm trying to set a saber blocking animation to be held in place serverside while a button is being pressed. Using PM_SetSaberMove works, but only when I'm attacking as well as pressing the button. I don't want to mess with the code in that function too much, don't wanna break something.. What function should I use instead? My blocking function is currently in w_saber.c and called from g_active.c, but if you can think of a better place to call it from, do tell It's very unfinished, but want to sort out these animation issues before I make the controls properly. @@ensiform, @@eezstreet, @@ent http://pastebin.com/xU7dkDzd
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With so many skilled people here, of course there's going to be suggestions on how it could be better, both workflow and model-wise when you post a WIP . If you don't feel like changing the model now, you'll have plenty of time to look into polyflow and such for later models.. I started that relatively late, but have really appreciated feedback and lessons on that over the years. But it's not urgent. My first model for the game was pretty horrible, but my second one (in my avatar) is actually not too unpopular in JK2, despite some quirkyness. Your model is pretty good for a first one! For now, just try to get used to the process of UV-mapping and weighting the model and getting into the game without too much trouble.. and if you want to do bigger tweaks later on, perhaps look into some of the things that have been said about polyflow, and keeping it squares (except where you need to tri into bigger detail) is also easier on the eye Perhaps you could try retopology later, which actually is a pretty fun technique to model organic stuff. Basically - you have the shape (for example an un-optimal model, or a sculpt) and then you just click and draw out the topology edge by edge.
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JK2 2v2 duel tournament stream at 19.00 GMT+1
Boothand replied to Boothand's topic in Art, Media & Technology
http://challonge.com/2v2tournament03_22 Grats to Remkoe and Wesley for the victory! Big mistake on my part - didn't get the stream saved, but hopefully the last mistake of that magnitude. -
Hey. There will be a 2vs2 duel tournament streamed at www.twitch.tv/jk2community at 19.00 CET/GMT +1. Should be a nice watch, come and take a look! Game is Jk2 1.02.
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Tryin make playermodel in blender... didnt work
Boothand replied to Langerd's topic in Modding Assistance
I would really like some guidelines on dealing with JK series player models in Blender too.