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Posts posted by ensiform
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RTCW had SP and MP separated. And being in same executable doesn't mean they don't have separate teams working on it.
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That is the way most games are developed with multiple systems like that.
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Let's see.... Start by making the renderer in SP use a pointer, make the common interfaces identical... Implement all features across the board whether used or not... Then what?
Qboolean is the tricky part. Its a #define qboolean int in SP and an enum in MP. Therefore the interfaces will still likely have issues
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GIMP has an image dump converter!
TheWhitePhoenix and swegmaster like this -
What does that change as far as models?
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They are scripted to use alt fire either via Icarus or directly in the code I'm not sure.
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It's not very easily feasible in the current engine or renderer. @Darth
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Because the icon is in sdl_icon.h The text used is defined in q_shared.h iirc.
Teancum likes this -
Always has.
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Most of those are just warnings to you. The 2 errors with > 1000 were the issue
Asgarath83 likes this -
Better yet... Host on github with git lfs
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Care to explain why it should be in the editor?
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This is single player only you know. And only rough support for the feature. Eventually you'd want to have it disarm not so easily map placed ones of course. Detpacks in the map will not be removable as those are scripted events anyway. Why should there really be a challenge, just because splinter cell had a challenge especially for your own personal placed explosives.
They are only able to carry a limited number of them at a time. But you can place infinite numbers of them in the world now instead of just 10.
eezstreet likes this -
Jk outcast doesn't indicate when there's an item to be used and I think the idea is to keep it that way so you have to learn the puzzles etc.
eezstreet likes this -
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The hand icon only exists in jka assets
eezstreet likes this -
Looks like Star Wars Galaxies maybe?
Darth Sion likes this -
Unfortunately swapping out the pictures won't magically make the map look like the reddish hue though.
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You'd need to have the ttf or otf of Aurabesh to make it available for console to port it to the console glyphs still. It's different from what's used in the game font rendering.
Hack font is best. I also use it for MSVC and now IRC too.
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Well it really makes most sense that it works automatically for your own, I mean you planted them they aren't encrypted with the enemy's passcodes or whatever.
Archangel35757 likes this -
I didn't say specifically in JKA but it is canon in general.
I also don't see the purpose of having to disarm your own ammo. You should just be able to regular use it and pick it back up. Same thing works in armed trip mines in CoD zombies even.
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The jedi don't use ciphers to open doors. They use the force or saber locks.
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I only like that idea if its for the map ones and not your own placed ones. Your own placed ones should just be usable since they're well yours.
Adding a secondary fs_basepath?
in Coding and Scripts
Posted
You would just need to set the default fs_game value to dfmod and presumably restrict it.