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minilogoguy18

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Everything posted by minilogoguy18

  1. While we're on the subject, will Rend2 support the legacy shaders?
  2. You should probably try to reduce the polycount some more, your main mesh is quite high.
  3. Just using the name "Knights of the Force" on your mod would be a bad idea considering what all is associated with it.
  4. I don't care if you use it, just give proper credit to me and AshuraDX. The DF2 mod desperately needs members in general, everyone but myself and Ramikad left, the mod has had almost no progress in the past year. It's a shame we can't attract members considering remakes of older DF/JK games are much more feasible than other total conversions that have been attempted. None of them require much changes to the game, the bulk of it is just content.
  5. https://jkhub.org/page/mapping.html I'm sure what you're looking for can be found there, especially since there is a backup to Rich Diesel's Mapping University which was known as probably THE largest mapping resource for the JK series.
  6. Sure, go right ahead, lmk what you think.
  7. Shaders are just simple scripts that tell the game how to blend multiple textures into 1 texture which can sometimes be animated. Open some of the games stock shaders with Notepad to get an idea.
  8. https://jkhub.org/files/file/2812-high-resolution-at-st/ It's been released for some time @@eezstreet. It is probably some sort of glitch with his save file if you're referring to what @@GLTh3Pr0 was talking about since I recently experienced some save file loading issues when swapping pk3 files out of the base that were there and on screen when the game was saved.
  9. @@Doby, make a thread in the advertisements area with your server's IP, Lugormod>all lol.
  10. I just checked in the AMD Vision engine settings, tripple buffering isn't enabled.
  11. Well that's reassuring, my console is constantly flooded with the error message that I'm like 2 frames behind or something like that.
  12. No idea, I'm not a mapper nor do I have Radiant installed.
  13. I keep trying all of the suggested answers and the only way it seems to run is as it is now using a .bat file with +set fs_game OpenJK contained within it. Removing the openjk.pk3 causes a crash where as moving this line from the .bat file no matter how I move around the .dll files causes a crash. I'm just gonna call it good for now since it works and move on to my Rend2 issues which is probably due to my old ass GPU.
  14. At best you should be converting the levels to use as a sort of reference, not to be used for the final product.
  15. That is done through proper level design to have the sounds used based on the surface.
  16. That jump sound needs to go away, it sounds ridiculous.
  17. CD version.
  18. DF2 gets worked on, without team members though progress is very slow to the point of not even bothering posting. Ramikad is still making maps and I'm still making models/animations. A copy/paste of the old games maps along with frankensteined models wouldn't be any good though. Original content along with the continuation of Rend2 is what's needed, the vanilla renderer hasn't aged very well. If you guys notice, the AT-ST I released was originally going to be for DF2 only and it includes shaders for it to run on the Rend2 renderer as well as normal maps.
  19. What would the names of these files be specifically that I should be deleting?
  20. I probably have too much garbage installed. I'm looking into building a new PC soon and a lot of shit is going to get deleted when the time comes to clone this HDD to a SSD.
  21. Bingo, it finally runs. The question I have now is, shouldn't it NOT be needed to have a batch file using +set fs_game OpenJK? Is there still some underlying problem that this is just putting a band aid on?
  22. @@Cerez, assets0.pk3 opens and allows me to extract files no problem. A few posts back Windows permissions was mentioned, I do have a totally fucked version of Windows that desperately needs reinstalling due to user account issues that I can't seem to fix. Any other ideas?
  23. There you go, I tried troubleshooting myself by copy/pasting the uix86.dll into all OpenJK related directories with no success.
  24. ^Quite a few BUT I've tried it with a clean base with no luck. I do have the DF2 mod but that was a fork of the SP OpenJK engine and has no MP exe or renderer associated with it. Could someone tell me exactly where it writes a crashlog? Or some way to make my own since the .bat file I'm using makes an incomplete qconsole.txt file.
  25. We are working on this, it just has gone a bit dormant for a bit, look at the bottom of the main forum. @@Ramikad, I definitely wouldn't wanna convert the original levels for use, only to use as reference. Also, since it's hard to catch you online sometimes, lmk if you need anything oddly shaped modeled out and I'm sure I can dish it out quickly since Radiant's tools are VERY limited compared to big 3D packages.
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