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Boothand

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Everything posted by Boothand

  1. I'm guessing we'd need some kind of physics joint/constraint system to do that properly? Attaching rigidbodies and colliders to the bodyparts would probably result in some hilariously stretched models if they started sliding too far
  2. Again, superbly excellently goodly good! Hope we get to see even more recreated weapons from you
  3. Does caulk nonsolid generate VIS data the same way solid caulk brushes do? At least it doesn't have to generate unnecessary collision then. Map looks amazing!
  4. Hoooly mantracker. No one seems to put enough emphasis on how incredible this is. Did you actually play this with your hands, or did you make corrections to automated midi transcriptions? Was really cool to hear the part at 57:20 in your first link, as an example. I agree though that the melody sometimes could benefit from more emphasis. The transcription is brilliant (I've done a lot of transcription too and call tell!).
  5. It looks very good! You've done a good job updating and adapting the assets. Perhaps you'd be interested in JK2 Enhanced. With the new rend2 renderer, normal-, specular maps and the likes could be used to make it look pretty modern, and real time lighting in the best case scenario.
  6. Hmm, I'm not aware of any glitches like that in JK2, at least not with the start animation. It shouldn't have anything to do with the legs/torso division, rather just what animation frames are assigned and the harsh transition into those animations. I tried to fix it by excluding certain starting frames in animation.cfg, and it worked somewhat well serverside + clientside, but once I connected to another server, it became visible again.
  7. It seems more glitchy than that to me. It goes down into a completely unnecessary pose: http://imgur.com/gvIqyP6 http://imgur.com/i0TKqoM
  8. I haven't played very much JKA, but instantly noticed something very annoying this time, not sure if this happens for everyone. The animation glitch/jump as he transitions into a swing, and overall animations look very choppy in the 'seams', when going between the start, middle and end of the attack sequences. JKA gif with JK2 comparison: http://imgur.com/a/4wyLJ If this is a regular thing, have any clientside mods fixed this to your knowledge? (Happens with baseJKA and OpenJK)
  9. I've only tried starting a new game, as my previous saved games are from base JK2. It also happens when loading a map directly (/map kejim_post).
  10. Downloaded and built from https://github.com/JKEnhanced/OpenJK Didn't find any 'issues' tab on your GitHub, so posting here! Clean JK2 steam installation. Debug: Retry: Closes and doesn't ask me follow-up questions about debugging. Release: Silent crash when starting a new game.
  11. If you tell me how I can reproduce the issue where they jump (e.g if it's a special map and location, which NPC to spawn etc), I might have a quick look at it when I get home later today.
  12. I'm not sure if that statement is valid in C, I think it wouldn't compile in C# at least, but note the exclamation mark before cent. If anything, it would probably be interpreted as "if health stats is not less than 50". Your first post looked more likely to nail the issue. Either way, I don't really know the context there, and I would still suggest either: Doing a console print to determine if the jump code in question is run on the NPC (search for trap_SendConsoleCommand or Com_Printf with Ctrl F to see how it's done) In Visual Studio, press Shift F12 on the PM_CheckJump to get a list over all calls to the function, and see if it's being called in any AI related parts.
  13. I see! Thanks for the context. It probably did (now I see Rick Astley's loving face). Just seemed clever if no one could see the video of the proposed bug, although it would be even cleverer if you had coded something that looked like a major bug and recorded that
  14. I don't know anything about KOTF, but that was a really well played joke! I'd like to think the video being blocked in my country was a part of the play.
  15. I've barely ever looked into the SP code. Are you sure that this function is called for NPCs? Are they counted as 'clients'? Try to print a message to the console every time they perform a jump. If the message shows up, they use the function, and if not you need to check somewhere else. The condition itself looks correct though.
  16. Long story short, turns out PM_SetAnim actually does use blending, and I can't possibly remember what I did wrong yesterday (I found out by checking G_SetTauntAnim which ultimately called NPC_SetAnim, which is very similar to PM_SetAnim, so running G_SetTauntAnim does the same thing as running PM_SetAnim with blendTime 100). It turns out that when I increase the blend time above 100 (the default), it starts off blending into the animation slower like expected, but snaps into the final frame of the animation after some time. It's not a huge problem to use 100, but makes it a bit less 'smooth' than I'd like. Blend time 500: Blend time 100: Same result with other animations (that have more than a single frame). Might have something to do with the duration of the animation? I don't expect there to be a simple solution, but leaving this here for reference either way. PM_SetAnim(&pm, SETANIM_TORSO, BOTH_P1_S1_T_, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD, 100); //values above 100 causes him to snap into the final frame too early
  17. Doing an experiment for someone, trying to trigger a saber animation on keypress. ps.saberBlocked = BLOCKED_TOP, for instance, instantly snaps Kyle into the pose. In multiplayer there was some blending actually when doing this. I tried PM_SetAnim because I saw it had a parameter for blend time, but same behaviour as above. Saw references to animation blending with the SetBoneIndex G2API stuff, but didn't want to touch that. Calling from ClientThink_real in g_active for now. Is there a reasonable way to blend to a saber pose? @@MGummelt
  18. Hmm. All fine in 2.76b: http://i.imgur.com/57OvkWW.gifv
  19. Any animation mod will of course change the gameplay (not necessarily in a way that matters though), as there isn't a dedicated server in singleplayer to have authority over your character and the saber.
  20. The source code is out, so it could be fixed. I tested setting g_saberAnimSpeed to something low and it plays without glitching in force speed 3. So we can assume it happens because of some animSpeed modifier in the source code. Searched around for "animSpeed", "FP_SPEED" and looked through the saber functions, but didn't find much of relevance to the saber speed. Perhaps this is related (see screenshot below), if the 'weaponTime' addition makes the saber go faster (and in the case of that swing, too fast), though I thought that was only related to the time before the weapon is fireable again. Wherever it is, it might be solved by setting an upper cap on the animation speed whenever you do that that particular saber move.
  21. Level 3 seems to give the animation glitch you had as well.
  22. Not entirely sure what speed level that was. The one you have when you reach Bespin on Jedi Master.
  23. Hmm, you could try the 'code' button in the full editor. Might not be a huge improvement though. //sabers must actually collide with the attacking saber sabersDist = WP_SabersDistance( attacker, owner ); if ( attacker && attacker->client && attacker->client->ps.saberInFlight ) { sabersDist /= 2.0f; if ( sabersDist <= 16.0f ) { sabersIntersect = qtrue; } }
  24. It looks very nice, but those enemies health bars look more like boss fights. Any reason they have so much health?
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