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Everything posted by Boothand
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Fau/V-tec made something like this. It's possible you could get code snippets or even some kind of port, if you ask, though the code is on Github. Good luck! https://jk2.info/viewtopic.php?f=38&t=435
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Looks SO good! If Battlefront 3 was moddable, I'd suspect you could get some serious results in that engine! However even with baked maps, I'm confident this will look exceedingly amazing for Jedi Knight. Would be interesting to see this on Sketchfab, since it supports normal and specular maps and so on.
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Maybe this would be @ShenLong Kazama's cup of tea? He had some great stuff in this thread: https://jkhub.org/topic/6884-need-an-idea-for-next-pictureartwork/ Especially the Kyle beats Desann one.
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Stopping a blaster projectile in mid-air
Boothand replied to Lancelot's topic in Mod Requests & Suggestions
I would begin by trying to modify force push to stop the bullet instead of sending it back. Then most of the work would be done for you already. You would also need to find a way to keep it from timing out, but I'm sure one of the structs for bullets have some kind of timer you could modify. One of the entity structs should have an array called "velocity" (use ctrl F to find usages of it). Nulling out the velocity should be a matter of bullet->something->velocity[0] = 0; bullet->something->velocity[1] = 0; bullet->something->velocity[2] = 0. Then if that works, you could perhaps try to make it a new force power afterwards. -
Ouned did this with JK2. As for me, I haven't even figured out what a raspberry pi is yet, other than a.. chip Source
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Where's the eyes?
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Oooh, thanks! Works.
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SDL2.dll is missing from the Release build too, though. So still can't run it.
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Yeah, building all three, but I don't get any SDL2.dll generated or something. As for a process being used, I tried closing Cmake, restarting computer before opening visual studio again etc. Though only Release stops mid-compile, debug also says cmd.exe exits with code 1, but I'm left with the three files. VS2015 community.
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Generated with cmake, JK2sp engine, game and renderer -> Debug gives files but they tell me SDL2.dll is missing from the system. I try Release, they tell me, in the middle of the compile: The latter happens consistently, taking it out of git directories, restarting computer etc. To clarify, JKA isn't needed to run JK2SP on OpenJK, right?
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[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
Two new swing animations that can be used to intersect incoming blows to the head (block button not being used). https://jk2.info/viewtopic.php?f=32&t=378&p=2943#p2943 -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
The best fight from a test yesterday. Also I guess the first little teaser: Thanks ent!!!!!! For more info about the mod, see here: https://jk2.info/viewtopic.php?f=32&t=378 That's where I'll post updates, but I might poke some videos etc here every once in a while too. -
What time would everyone want to play?
Boothand replied to eezstreet's topic in Jedi Knight Galaxies
If I can join (with european ping), that would be cool. Like, today? Tomorrow? There's another event 5 pm tomorrow (central european time), other than that I'm free today and tomorrow I think. -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
That's a 5 hour session done. Whew.. Made mouse movement blocking available through ss_blockingMethod 2, for each client's own preference, and lots of testing with fau/vtec. Mouse movement blocking not perfect, but not horrible. -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
Will be streaming some modding at http://www.twitch.tv/boothand -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
Yeah, no singleplayer. I don't feel that would be much point without delving deep into JK2's AI, and this is a lot more interesting vs humans. At a later stage, it's possible I could do some light modifications to the bots, but it's not a priority until the mod is stable and well, and until I know how it's like for humans to play vs each other. The animation you saw in the start of the video was removed after the first time I tried it in-game and was gone by 0:13 btw! -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
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[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
I'll send you something in a little while (today). Doing some changes to a couple of start/swing animations now. -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
I've left DFA, dbs and special moves out of the game. They kind of break the gameplay. In the old version I made DFA only possible from a range, not when close to someone, but from a game design perspective, that's pretty weird and suggests it shouldn't be there at all -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
Well, the duck and the horse are without 'caps', so when they lose a limb there's a see-through surface underneath. Also their hands/fingers aren't rigged as well as the base models, so they will sometimes not appear to hold the hilt properly. -
Need an idea for next picture/artwork
Boothand replied to ShenLong Kazama's topic in Art, Media & Technology
Haha, nice! Nice. -
Need an idea for next picture/artwork
Boothand replied to ShenLong Kazama's topic in Art, Media & Technology
Kyle defeating Desann at Yavin -
[JK2] Boothand's manual block system update thread
Boothand replied to Boothand's topic in WIPs, Teasers & Releases
So far, only yellow style has been enabled. An idea is to make yellow the slightly faster, technical and close-distance style (though still well within most people's reaction time), and red style a slightly slower but more range-seeking sort of big-sweep style. If blocking animations are different based on your style, that would be only eye-candy at least. I just added upper diagonal block animations, and I'm happy with the animations, and semi-happy with how it feels like to see them triggered in game. Like I said, they are triggered automatically if you choose the correct side (left/right). I don't know if that sounds lame, it sounds like something I could be skeptical to, out of context, but blocking is already difficult. Three directions are plentyful when combined with JK2's movement (though slowed down), using movement keys for blocking as well. I'm considering a stab/thrust, starting from something like a "pflug" (http://www.encasedinsteel.co.uk/wp-content/uploads/2015/06/Cod.44.A.8_001v.jpg, the guy on the left), which would either require a fourth block direction, or would be blockable by forward/backward/nothing movement. Just to be on par with Mount&Blade M&B's advantage is that the movement is so clunky that all the focus falls on the weapons. We'll see..