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Everything posted by ensiform
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A simple thing like the saber victims for dismemberment doesn't require floating point numbers.
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New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
So basically you never played the original campaign for jka then :-P -
2010 has been unsupported by OpenJK for I think at least 6 months now and the batch file for it was removed from the repository not to long ago to ensure people aren't trying to use it. 2010 still had the error, so this was a misconceived notion from whomever told you this. For what it's worth the "error" didn't happen in original JAMP because the game is so old and compiled with ancient and possibly crappy floating point precision back then. It was fixed by altering the floating point epsilon numbers to a more accurate value for newer compilers. The code itself hadn't been changed from the original JAMP even prior to the fix was made.
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New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
Bsp isn't really a bad system for maps, there's probably more efficient variants but unless you're making star wars galaxy, tile based maps aren't really going to be that great of an option either. -
Even if they do, they don't have most of the updates in their UI code that you require. OpenJK is two separate things. An engine replacement and a base mod replacement with fixes like the UI mod improvements.
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New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
You just pointed us to the quake champions video which is powered by the saber engine in conjunction with some idtech added but not a lot. -
New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
The saber engine :-P Sadly idtech is poor for strafing these days. Plus the amount of time saber interactive would have had to learn tech 6 would be way too much in hours and $. -
There's no liquid you can use for that purpose. It is hardcoded to the contents flag of the shader+brush. Space is a specific brush entity so you can just make it empty space with a skybox presumably for removing the choke death.
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Well I find it still happens with | in OJK too so im not sure why. This doesn't happen in the console unless the insert flag has been flipped. Turns out there's another code thing that chops the string regardless of the insert/overstrike state. Blame rww from Raven
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I'm telling you it is unchanged from insert mode. Was set, no longer set: https://github.com/JACoders/OpenJK/commit/06310990a9eb57f977411533d1c9907a88497190#diff-22befcee93cafe8b5cae49bb26debff5L4405 I literally just tested in jamp and it defaults to what you say you don't want to happen with overwrite mode with the _ and adding any letters in jamp removes the rest of the text in JAMP. It does not do this in OpenJK, because it uses insert mode to allow you to add text wherever in the string always instead of turning on overwrite mode upon entering any field. This is what happens in jedi academy and every other mod you describe as working fine: So I'm not sure why you think this should be intended behavior when you said its not what you want it to do... Because in this case the insert "button" (insert/overstrike mode) is not active at all.
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Shouldn't be. Are you using colors? The character position offset could be skewed if you have colors in both vanilla and OpenJK.
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What you would like is what happens by default in all of OpenJK unless you're using base or some old mod is what I was trying to say so I don't know how your stuff is configured. The | means INSERT the _ means OVERWRITE text to the left as you type (removing text) Our default has not changed, I fixed a bug that erroneously turns the overwrite mode ON at times though so I don't know what the issue here is. It's not based on some keyboard Windows state at all, its an internal value which is off by default ( with | no overwriting ) I've tested several times now and can't see how you get it with overwrite turned on by default without having to press the insert key yourself.
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So you're saying you like it when text on the right is deleted when you enter text in the middle of the word? And I'm quite certain this one I just described isn't default in jka.
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You mean that overstrike mode is on by default or is off by default? It's not that the insert button is active its that the Insert vs Overstrike mode is not changed anymore unless you explicitly set it. Because im 99% sure overstrike is off by default and stays that way (allowing you to insert where-ever rather than overwrite characters) and this was a fix because its annoying to have all textboxes put overstrike mode on when you unfocus them. There was a bug which would cause it to always set overstrike mode globally in the game when you left a UI textbox. Insert mode: (Doesn't delete characters if you aren't at the end of the string) (Fixed default behavior) What happens when you turn overstrike mode on: (Not very helpful most of the time) Which of these are you seeing that you believe to be broken?
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New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
Hl2 core is moddable or skeleton game base but none of their real games are beyond skins or server plugin hacks. Eezstreet a voiced main character is way better for Bethesda than not having any at all. -
New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
Apples and oranges and still applies what I said about Bethesda games. Even valve has moved away from modding more so than the little bit they allowed in the past. -
New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
Bethesda modding is half assesd modding IMO. Old game hanging on by a thread vs modern ideology of games going the way of being dead. -
New Jedi Knight Jedi Academy
ensiform replied to Darth Ronin's topic in Jedi Knight General Discussions
Because modding is basically dead. -
@@Rooxon Might you consider making high quality (and view model) versions of the tusken rifle + staff + the noghri stick? Might allow for some interesting new gameplay if those weapons could become usable in the future.
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HUD Editors: What would you like to see extended?
ensiform replied to eezstreet's topic in Jedi Academy: Enhanced
Well, a pop-up per say like that stuff technically is UI and not HUD. The HUD code can support most things already it's just they disabled and or stripped most of it out. Getting super dynamic HUD elements like adding a status with each NPC wouldn't be easy though. -
Botlib isn't even used directly by the mod code, only through trap calls to the engine.
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Just update the existing one? http://q3map2.robotrenegade.com/docs/shader_manual/contents.html Make a new shader editor? http://www.bpeers.com/software/q3ase/
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You'd need to do it from the Terminal in OSX. Pretty sure the openjkded is located in the OpenJK App isn't it? @@redsaurus can probably enlighten us on the correct parameters to launch an application from terminal with bonus arguments.
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Doesn't MB2 depend on its own engine which requires their fork?