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Boothand

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Everything posted by Boothand

  1. Boothand

    opensaber

    Are there still any Opensaber servers around? Did it get used/played? As an outsider to JKA who only ever enjoyed single saber duels, this sounds like something I could give a try, granted there are any willing players (I'm european fwiw).
  2. 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
  3. So you didn't want this for multiplayer, but singleplayer? If it was MP, there would be no need for a conversion if you had JK2MV, but won't work for SP.
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. Oooh, thanks! Works.
  9. SDL2.dll is missing from the Release build too, though. So still can't run it.
  10. 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.
  11. 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?
  12. 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
  13. 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.
  14. 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.
  15. 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.
  16. Will be streaming some modding at http://www.twitch.tv/boothand
  17. 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!
  18. I'll send you something in a little while (today). Doing some changes to a couple of start/swing animations now.
  19. 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
  20. 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.
  21. Kyle defeating Desann at Yavin
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