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Boothand

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Everything posted by Boothand

  1. Suggestion: Being able to click a hotlink when someone is quoted to be directed to that post, instead of manually going to, for example, the previous page and finding it.
  2. Oh damn! One does not simply walk into Photoshop... I'll get on it.
  3. Has anyone tried this game yet? It's under development, but playable for people who've bought the pre-release alpha. I can really vouch for the combat system. It's absolutely great. All about lightning fast reflexes and creativity. The developers really seem to know what they're doing. And it's very highly moddable. Here are some videos: http://www.youtube.com/watch?v=UTJX-YY23b0 https://www.youtube.com/watch?v=QhWHIkvfa90
  4. As long as it doesn't become too competitive, having contests and awards could be nice and could surely inspire people to contribute more I think. Maybe make the awards as subtle as possible. On polls I'm usually the "I don't know" guy, but since those options weren't there, I clicked in the middle and it became yes on tutorial days. However, I've come across several tutorials on different things around the web that are more destructive than helpful, haha. Maybe the "let's see if I can squeeze one more tutorial in to get that award... hnnng!" could cause some actual misleading tutorials, duplicate tutorials or even unnecessary (if possible) tutorials. How to open Pakscape. Just passing thoughts. Good initiative though!
  5. Would love to contribute. I play mainly guitar but also drums, can record high quality and have made lots of music if you need help on arrangements.
  6. Anyone who's used the Dragon software? I can't get the console to open.

    1. Show previous comments  9 more
    2. katanamaru

      katanamaru

      I've seen new animations in JO anyway.

    3. Boothand

      Boothand

      Yeah I've seen new animations too. There's a tiny difference between the skeletons, including a tag weighted to the left hand bone (which I think might renamed, if I remember correctly). It just seems like the JA skeleton included in Dragon is the only one compatible with the software though, in the way the bones are parented to one another. The JO skeleton breaks at each limb, and glm files from base don't have a prepared bone hierarchy that can be used either.

       

      In the...

    4. Boothand

      Boothand

      In the meanwhile I'll look into whether I can use 3ds Max 2010/2011 to import animations from JK2.

  7. Yeah, added tl;dr version in the post. It would be missing out on some features but it would be a great compromise if the more ambitious is out of question. Also added a very important thing I forgot to include when I wrote it first, about requests!
  8. I wasn't sure where to post this, so feel free to move it to the most appropriate location. I have a suggestion which I've been thinking about for a good while, something that really inspires me. Perhaps in light of the recent porting discussion it becomes even more relevant. I've come to realize that I make a lot of resources, assets, for this game but I'm so incredibly inefficient with making releases such as maps and other mods. What I'd like to hear from you guys (everyone and anyone, including staff), is whether you think this would benefit us modders, and if you think this is a good idea. The suggestion is as following: A library of user made JK assets Files made from scratch I would like to make an own page where good quality assets made from scratch by members of JKHub would be shared and free to use. I suppose the most relevant things would be textures and sounds, perhaps map objects, but also other things people would be glad to share with everyone. This means that you're actually the person behind this - textures made from pictures you've taken with a camera or made from scratch in Photoshop, sounds you've recorded yourself of real world sounds. Not pictures taken from a google search or sounds recorded from a game or movie. Users The page could be directly relating to JKHub, perhaps though the "Resources" section, and could for example have the existing JKHub member database. If not, it could have a user system with profiles similar to JKHub at least. Uploading the assets and feedback central When I make assets, I spend a lot of time quality checking them. I mainly make textures and record sounds. I want this site to encourage high quality work. Therefore I would like a section with quality approved assets, and a WIP section (or a more appropriate name) where users' submissions are given feedback on, until they are good enough to be put in the other section. This doesn't mean you can't upload casual files. A rich library of both general purpose-assets and more specific use-assets are welcome in my opinion. You would be able to download assets from both sections, but I think it could be very beneficial to anyone aspiring to become better at modding, to have an area where file submissions are quality checked and discussed before "approved". A team of picky asset inspectors with an eye and ear for game design could serve as moderators, or just quality checkers. Previewing assets I would like a simple way of having each individual submission be viewable with some kind of feature. I know there are things like Sketchfab which lets you see 3D models with textures and all. I think for textures, there could be a feature to view the texture tiled x amount of times, or for a more advanced feature, applied to a couple of geometric models to choose from. As for sounds, it would be most important to simply play them directly from the site, but having a feature to loop the sounds would be necessary in order to effectively showcase ambience and other looping sounds. Requesting assets Lastly, there could be a section where modders talk about what kind of textures, sounds, assets they need, and inspired individuals could make and submit such files. My role in this I'll be a file submitter just like anyone else, and most likely part of the picky asset inspector team. One shouldn't ask without offering anything, so I would at this point like to share the better work I've done, instead of keeping it to myself and "never" getting it out there anyway (PS. I'm still in the process of adding files to this dropbox folder). I don't have any proper training in web design, but I know there are people here with a lot of competence. If the design was based around the theme of JKHub, it could also greatly lessen the work I suppose. If there is any interest, and I'm asking everyone now, please make a post simply stating that you're interested! Or if it's a bad idea, unnecessary, counter productive and so on, I'd like to hear that too. And how do the staff think of something like this? Here is the link to my dropbox uploads (two links for now because of some difficulties... I'm on a bus!). Textures: https://www.dropbox.com/sh/tsg5jwkxz4od8ij/zotXe-Npv5?m= Sounds: https://www.dropbox.com/sh/czi223mmu8zd0d5/I1kI-sgIx_ I would also like in this post to announce a change of user name from @Gnur to @Boothand. tl;dr version:
  9. Boothand

    Dragon

    There's just no way I can get that console to open, even when inputting alt + 0126. There's not a bind for the console in any of the cfgs either.
  10. Anyway, if someone can confirm that adding that single line is gonna do the trick, that would be superb. It must be running my compile, after removing all signs of the OpenJK build I downloaded, but the cvar doesn't show up. What would be even better though, would be if there was an equivalent solution editing the JK2 1.02 source code.
  11. Hello status world. Is it possible to disable the mouse1 + mouse 2 special moves in JKA?

    1. Show previous comments  6 more
    2. katanamaru

      katanamaru

      And what are it's details? Feel free to do a new status or a thread.

    3. Dusty

      Dusty

      Oh it's an SP command I didn't know you were talking about MP...

    4. Omicron

      Omicron

      Ah, I thought you were talking about MP :P, Nvm then, but thanks anyway.

  12. codemp/qcommon/q_shared.h code/qcommon/q_shared.h See screenshot above for details.
  13. -Added what you said to both q_shared.h I could find. Screenshot. -Reinstalled JKA, and got some more order in the files. -Downloaded latest build from http://builds.openjk.org/. -Game crash upon map load, running openjk.x86.exe. -Options > Mods > OpenJK loads OpenJK properly -Runs fine, map loads up. -Compiled my own code now that I knew it was clean otherwise. Success. -Replaced files in GameData, /OpenJK and files in the fabulous_openjk.pk3 from the compile folder. -g_debugSaberBox is nothing. Hope I'm not misunderstanding the proportions of what was necessary to do in Visual 2010. I literally placed #define DEBUG_SABER_BOX "anywhere" and compiled
  14. I realized some of the DLLs should be in base. I got a bit further but run into a very interesting visual concept + another crash: https://dl.dropboxusercontent.com/u/58757568/Screenshot%202013-12-30%2020.35.41.png My base should be pretty unmeddled with. What should be done?
  15. I assume you guys are referring to JKA now, with the forward yellow animation? In JK2, it leaves you open if you do that attack alone, but is very deadly if timed correctly and combined with a side hit. Very quick. If anyone knows what's wrong with my compile though, shout out
  16. Yeah they do, but that doesn't make them bad, to longtime players of JK2 at least. Nonetheless, there must be hitboxes to detect collision, and that happens regardless of the time it deals damage in the animation.
  17. @@eezstreet Compiling the code had no errors, but I got this when I tried to start up a level: ' I also didn't get that cvar recognized before that. I compiled MPCGame, MPEngine, MPGame, MPUI and the UseInternal defaults on the bottom.
  18. I haven't had the chance to test this out properly in JKA - but in JK2's multiplayer attack/block system, I have a couple of questions. JK2's no force gameplay is really good. It has so many aspects that I spend hours alone in servers with a duplicate of myself and trying to figure out how it works and how consistent it is. What I've definitely noticed though is that the blocking hitbox isn't very precise. Most of the time the saber is blocked even when you hit the feet (when the saber is pointing upwards for example), with some variation depending on which angle you hit from. There's a ton of more things I'd like to figure out. Nowadays I'm doing almost scientific experiments with it, repeating every variation of possible hits/blocks under most conditions 40 times per variation, using scripts and teleports to get the exact same circumstances each time. This is interesting, but time consuming and possibly demotivating in the long (very long) run. What I think would be super interesting is: 1. A way to visually see the hitbox in-game of the attacking saber and the blocking saber. but also 2. A refined hitbox that actually limits to the saber only, and not a variating area around the saber. Are any or both of these possible to achieve in code, without redesigning the whole game? And if so, would anyone be interested? If JK2 is out of interest, I would love to see this for JKA as well, but as I said, I'm not so sure how precise JKA is compared to JK2. If anyone knows that, please share PS. I realize I'm very nerdy on this topic, and that most people don't share my fascination to this extent!
  19. I think the "solid" spawnflag is quite safe on larger models with bigger triangles. It's known to be problematic on detailed models though, as I understand it.
  20. I always had this problem when exporting MD3 from any program, until I discovered that it never happened if I placed the model at 0, 0, 0 coordinates before I exported. So if I had several seperate parts in my model, I usually attached them before export, or adjusted their pivot point so that they all could be set to 0, 0, 0 and still look the way they should.
  21. Thanks for pointing that out! Noticed some other deviations from correct moose anatomy, and did a quick alteration there too. Hooves aren't textured yet.
  22. Update: The moose has been lying around longer than I intended, even after I fixed the things I wanted to fix. With that said, thanks to those who gave advice! I completely re-made the antlers. Today, I continued where I left off and made a UV layout that wasn't gonna squash my model when applying the texture paint (Zbrush), and it's ready to be rigged now. Will be interesting to see how that goes.
  23. To achieve the same result by scripting, you can use set_inactive (true/false). Drag a "set" into the task, and find "set_inactive" under booleans. To bring up the true/false alternatives, it's a bit weird, but this is the way I make it work: Click OK after selecting set_inactive, and then double click on it again to bring the event editor back up. Now click the "helper" button and then just click "Reset!" again, and it should now display a true/false alternative. So if inactive is true, the trigger cannot be used, and if it is false, it is active and can be used. So, put shortly, you can set it inactive in the task, and set it active again after the "dowait", with the same method. That means once it runs, it inactives itself, and after it is done (dowait) it becomes active.
  24. You mean if you spam the trigger button while the doors are already moving? If so, you could use the key "wait" on the door, in GTKradiant and set it to the equal amount of milliseconds that the door is moving. This will unable you to press the trigger until the door has stopped moving.
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