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Everything posted by Boothand
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If you compare this one @ all-or-nothing transparency with this one @ gradual trasparency, you probably see what I mean. Hard vs soft edges. I'm trying to replicate how it looks in 3DS max as closely as possible. The current shader is thus: Actually now that I think about it, I recall failing to implement gradual transparency with lightmapped shaders, in a previous thread. Surprised I didn't realize that before. You answered that one actually! If it's still undoable in 2014, it's fine the way it is though (although it seems almost that only a bug is holding it back..) By the way, you said to use twosided. Does it differ from cull disabled, which I had?
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Hmm yeah I had already tried the GE128 + the depthfunc equal option I'm afraid, and it gives me all-or-nothing transparency. It looks good from a distance, but loses some credibility up close compared to what I had in the previous shader (although very buggy and unusable). I replaced blendFunc with the alphaFunc, otherwise it had no effect. Wasn't aware of the lightmap ("lighted") spawnflag! Thanks. I can't quite realize the difference between blendfunc and alphafunc and their roles in each others' lives. Further suggestions appreciated!
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@@Szico VII, do you perhaps know anything about the issue in my previous post?
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The reason why I'm skeptical to replace them is because it would replace the sounds no matter if people were playing on your map or not. So if you switched out one of the default footsteps to something more convincing, but people would rather play with the sounds they're used to, they'd have to take your map out of their base. What do you mean about adding gfx/sfx to a shader? What do you want to make happen?
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I remember I was searching desperately for this too. I think I even asked the OpenJK guys to add support for it before I realized what OpenJK was. From the shader manual: I don't know if that's entirely accurate for JKA, but it could seem like there's not a way without code editing to add new sounds. I'm a tiny bit skeptical to include new builds of code with my maps too though, since people would have it in their base and it would be affecting/possibly crashing with other mods(?)
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Made some gameplay footage today. 1.02 FF: https://dl.dropboxusercontent.com/u/58757568/23.dm_15 1.02 CTF (I'm not a master of CTF...): https://dl.dropboxusercontent.com/u/58757568/ctf1.dm_15 1.04 spectating 1/2 servers with human players I found: https://dl.dropboxusercontent.com/u/58757568/104_1.dm_16 1.04 spectating the only other server with human players I found: https://dl.dropboxusercontent.com/u/58757568/104_2.dm_16 1.04 seems a bit dead when peeking at it. There were quite some servers but they were all inhabited by bots and an occasional player among the bots in some servers. I don't know about 1.03. 1.02 is quite well and alive. I tried to compile it, but got a Cmake error stating project files may be invalid. My expertise kind of ends there, on that area unfortunately. That's the source code for 1.04 only though. I think I tried to compile the 1.02 code from here some time and got errors after the compile. But people have modded the source code for some time, so there's gotta be a compilable version.
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How long is it until we can expect a JK2 version, more or less?
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It's not in 1.02. I know there's an option for first person sabering in Nerevar and Scharp's modbuilder, but it's totally unusable since you can't see the hands and you lose all control that you have in third person. So how does cg_fpls 1 look in the other versions?
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Wow. Completely stunning. Really can't wait to try this out, hopefully! Very impressive
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Oooh! That's definitely interesting. If you do, make sure it's compatible with 1.02 I'm currently using a demo camera mod made by Nerevar, which is really good actually, but it has some bugs that makes it very hard to use unless you have a lot of patience. It has most of the features I could ever ask for and more, but bugs like the camera suddenly spinning 360 degrees around between key points (70-80% chance of happening to 1-2 of your keypoints if you have around 10-15 points), and 60-70 % chance that the image gets frozen like a "leak" but the audio continues. No games crashes though. Would love to have something like PugMod, although this camera has most of its features I think, it's just that it's buggy. Here's a movie I made last year with that mod. Could have made it a lot better, but felt restricted by the bugs. Some cool scenes are at 1:45, 3:06, 3:54, 7:04. I feel a lot more ambitious now, and with functioning tools, I have the patience to make quite neat stuff. http://www.youtube.com/watch?v=7uqBZUhk00c If your mod is what you used here, I'd be very excited!
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I think I would point the shader to a custom folder, rather than to a default assets folder. Also if you're making a map, I would personally have all shaders in one common .shader file (but it depends on the size of your project too I guess). For example textures/CustomMapName/Narsh_final skyParms textures/CustomMapName/narsh 1024 - But what's really important is what you name the .shader file itself in which you store the sky shader. If you call it "RavensCustomSky.shader" you have to add RavensCustomSky to the shaderlist. The "skies" entry doesn't matter here, because it refers to the shader file called "skies.shader".
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It would be possible in icarus, you can do math on floating point numbers (haven't tried using other than whole numbers yet though. I tried doing it on vectors yesterday for hours, but didn't manage to get past floats!), but unfortunately this is for demos, and icarus scripts don't work with JK2's multiplayer either So I can't use mods that aren't for JK2 either. For now I'm doing fine by writing it out in the cfg files.
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I'm almost 99% sure that there is nothing like this in JK. But I have to ask anyway. Is there an equivalent way in .cfg files to say for example: while timescale < 0.1 wait 10; subtract 0.05 from timescale or handy things like... wait 10; timescale - 0.05; wait 10; timescale - 0.05; etc wait 10; timescale + 0.05; wait 10; timescale + 0.05; etc What I'm doing here below isn't quite as smooth as I want it, and instead of making huge scripts to make it smoother, I was just wondering if there was another way
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Will it be possible to adjust the amount, as opposed to QFX?
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Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
I set up a test as simple as possible. Still get the error. assertTest.bsp, .map, and script found here: https://dl.dropboxusercontent.com/u/58757568/z_assertTest.pk3 What can be done otherwise? It works in-game and the script is properly set up. That's why I think it's rather a bug than a mistake. Anyone correct me if I'm wrong though. //Generated by BehavEd rem ( "comment" ); if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { sound ( /*@CHANNELS*/ CHAN_ANNOUNCER, $get( STRING, "SET_PARM2")$ ); } -
When we're on this topic, what is the max entity limit, and is it for the whole level, or only for entities visible at the same time? (SP & MP) If I'm not mistaken, misc_model is baked into the geometry at compile, and thus not counting as an entity, whereas misc_model_static stays an entity?
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Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
This is the latest one from http://builds.openjk.org/ Edit:@@eezstreet You sound so surprised The bug happens on the regular jamp.exe too. I'm assuming this error belongs in code somewhere. Is it something that could be fixed in OpenJK? -
Skin files point to image files (.tga), in every case I've investigated at least. Any of those images could be a shader, but that shouldn't affect whether it shows up in-game. You say they the icons don't show up in-game, but what do you see instead of the icons? Or did you mean that they were missing from the character menu? Could you post your skin file here?
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Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
(Yeah, cancel, try again or ignore) If I press cancel, it just closes. It doesn't give me the option to debug, which I've seen in other crashes before, if this is what you meant. If you wanted me to do something with Visual Studio and code, I would need very specific instructions, heh. However! I have a bit mixed feelings now. Clicking ignore actually takes me in-game, and it works perfectly. It gets the parm properly with no console errors. But it's a must-fix of course even though it works. -
Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
Progress update: Confirmed that affecting more than one entity with same script_targetname doesn't work. It picks one of them, in this case the most recently added ones. Any workaround for this is greatly appreciated! I'm kind of stuck before I solve the "Assertion failed!" error. I get this error everytime I try to *get* the path to a soundfile through one of the parms. If this worked properly, it would resolve a whole lot of things. Eezstreet said I was passing a blank parm somewhere, but I've narrowed it down and found that this happens even when I add only instance of "sound *get parmX". The alternative seems to be to add each sound in the script, which is very inefficient! I think I'm gonna summon some more people for this one! @@eezstreet, @@Raz0r, @@Xycaleth. Tag anyone who might know. Here's the pictures again: And the code snippet regarding this error: -
This is my tribute to the Jedi Knight Series.
Boothand replied to DashStar's topic in Art, Media & Technology
Nice! I was hoping someone would explain the sabering system in Jedi Academy in depth, and thoroughly. Looking forward to that. I think that's the only thing that can possibly make me like it, although the chances are small I've been playing with the thought of making an in-depth video about Jedi Outcast's 1.02 multiplayer sabering system, actually, on several occasions. I might be inspired to go through with that because of your video(s)! -
Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
Ahh! Of course. Will try this at once, it makes very much sense. Thanks! Yep, works! Now I gotta find out how to get the sound-file through parms without getting that assertion error thing... -
Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
Hmm. It seems that *getting* the sounds through the parms is causing it at least. Replacing it with the path of the sounds fixes the issue, although a disadvantage. A temporary solution. I'm having a different problem now. Using only *if*, it will execute all the if statements in one go, because they become true immediately, instead of waiting until next time the script is run. Using *else if* the way @@MoonDog set it up gives me an "invalid else found!" error in-game, and doesn't execute the script any further. //Generated by BehavEd rem ( "0 = none, 1 = whole, 2 = half, 3 = quarter, 4 = eight" ); if ( $get( FLOAT, "SET_PARM1")$, $=$, $0$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "1" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/bootland_mp/sequencer/C3_whole.wav" ); } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $1$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "2" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/bootland_mp/sequencer/C3_half.wav" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $2$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "3" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/bootland_mp/sequencer/C3_quarter.wav" ); } } else ( ) { if ( $get( FLOAT, "SET_PARM1")$, $=$, $3$ ) { set ( /*@SET_TYPES*/ "SET_PARM1", "4" ); sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/bootland_mp/sequencer/C3_eight.wav" ); } } else ( ) { set ( /*@SET_TYPES*/ "SET_PARM1", "0" ); } -
Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
Ok, ran into a little bump here. This would be a problem no matter what method I use, I think. I'm in the process of setting up my first script, according to how I planned it in this post. Just when I add the usescript to any of my usables, I get a crash when starting up the map. I've tested the sounds themselves, and they run in-game. Here is the script: And here is the error: And here is what g_utils.c says: Entity window: -
Trigger field activating what it touches? (Music sequencer thread)
Boothand replied to Boothand's topic in Coding and Scripts
Thanks! Ok, so basically passing on states to global variables, during sequencing, and then during playback you check the states in each block and play the corresponding sound. Hmm. The disadvantage I (think I) see, is that you'd need such a script for every available tone. Say 24 scripts. It could work. But hmm. I would probably want to re-use this script for the horizontal notes, and that kind of leaves me wondering. How would it know that it should execute a whole row of blocks at a time, not horizontally, but vertically? I'm worried that it would play at once the sounds of all the instances of "block1_note", which would be all the notes from left to right of that particular tone. I don't know how to go around it without doing what I feared, which is to make a script for every block, which would never be worth it. I really hope I could get away with using 9 or 10 parms on each entity. BehavEd has 16 available parms though. The reason why I used parms 10-14 was that it corresponded visually with parm1 = 0-4. Any coders who could clarify on this? @@mrwonko, @@eezstreet? Would be fantastic if that worked, or something similar worked. I'll see if I can do something with global variables if my plans above are foiled. EDIT: But I'm not using more than 8 parms am I? I just realized, I'm only using parm1 for setting 0-4. Then I'm using 5 (maybe 4 actually) other parms to hold paths to sounds.