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Posts posted by ensiform
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Repurposing other people's packs with their readme in tact... The readme should be there yes but did he take the time to read them? I bet most say no taking without permission or at least some do.
Model packs aside, the issue with the whole project still exists. Serenity Jedi Engine or w/e and I assume the EOC which uses it are now known to be in direct violation of the GNU GPL v2 licensing. While you can claim lost source, died hard drive etc, that is really not of my concern because it is only out of laziness that you continue to release a project after which the source is lost and it is also only out of laziness that one neglects to actually use github or other source control hosting. Sure maybe not knowing how but that is your own fault for not seeking help to set that up if you full well intended to make a released product which in this case they did.
TheWhitePhoenix, swegmaster, Futuza and 2 others like this -
Of course I would only like to see that extra line about if I forgot... if you make an effort to actually credit enough in the first place.
Darth Sion, Ramikad and Futuza like this -
IMO disable the crappy wall sticking though, but keep the moves.
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I'm not sure I understand. Why can't the arms and hands from the player model get used?
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I'm wondering though... Wouldn't it make more sense to be able to have the hands from the player model? CoD does this nowadays.
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Lol why did someone disable cheat codes?
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I'm also going to suspect its a very old version of OpenJK
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My take is this, all credits should be given and at the very least should be making attempts to secure permission before including it. And in the readme a simple "If I forgot someone and you see your work, please let me know because I didn't intend to and may have forgotten" is the most courteous option for people making this type of mod.
Sentra, eezstreet, swegmaster and 4 others like this -
He had a trello board a while back. Weather and surface sprites don't work yet. Flares don't I know for sure.
Tempust85 likes this -
Well the dark forces mod was already quite complete for the content that it has right? Just not all of the maps.
One thing we'd like to eventually see with OpenJK engine is to move as much code to mods as possible so that you aren't restricted to specific weapons or binds being forced via the engine like force powers are currently too.
Tempust85 and TheWhitePhoenix like this -
but why? I have openjk installed
also, if that's not the reason, what is?
Well then I doubt you're actually using it (the engine portion).
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Unknown cmd which means you're using jamp rather than OpenJK same goes for treating it as chat without the /.
Shouldn't matter in general as to why your issue is happening, just mentioning that those changes are specific to OpenJK.
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I always prefer playing q3 engine games in windowed. Used to be all games I could but now that I have a better PC I try to run most other games full screen.
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Mentioning in the thread won't be much better than messaging. It's only going to give a notification up above when logging in.
Darth Sion likes this -
It's not included or part of any public releases. It's an early development branch that currently isn't working though that might change soon.
eezstreet and dark_apprentice like this -
Correct but that means running full screen.
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Shadowplay is only supported with DirectX. And its independent of the games themselves, not some API to enable it.
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@@ensiform, are you saying misc_models can also have LODS?
Oh one more thing I found some days ago, that tool I mentioned before Wall Worm Model Tools, its main purpose is to make CSS/CSGO maps in 3dsmax. The thing is , those maps can be converted to our format of a .map.
Now what I actually wanted to say is it also has this tool called Brushify, which turns models into brushes (not a pro in exactly how but it does). This means that those .map exporters or via another route, you should be able to get those stuff as brushwork in a .map format. Hope that makes sense? As lots of those .map exporters that are around the net don't actually work for most stuff
Here's a link to it : https://wallworm.com/store/index.php?route=product/product&product_id=63
They can have LODs if you manually make different LOD versions with _1 etc. But just walking at a further distance away doesn't use them I'm pretty sure its only for different settings giving lower LODs.
Since when can you convert displacements to Quake 3 map format though?
JAWSFreelao likes this -
You should not be using model statics for map geometry in place of regular model. They should be used sparingly for simple objects like the flag stands are. You can bake lods with regular models too afaik with certain q3map2 options.
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I do wish the df mod released for jka was at least updated to not use JK2 assets and has proper mod support. Currently its still pretty much a hack lol.
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You have to use regular misc_models if you are going to use them for terrain. And I would manually place clip brushes rather than use the 'solid' flag as its only approximate, I think? The BSP size will balloon up quite a bit using models just saying
Langerd likes this -
Well if you were on windows I would say that hide file extensions was turned on but since you're on a Mac I don't think that applies.
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It changes the scale of a bsp not a map.
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I don't think it exists for 1.5. I use several Radiants depending on my tasks. The smoother the terrain is, the more brushes you have - that's true. However in smaller maps you'll get the better results with smooth terrain and a larger amount of brushes. In large maps it can be hidden via fogs, some props, etc. A big maps are suaully made for vehicles or space.
Scale works okey in Radiant if it's offered to Scale option from the menu. If you try to rescale the objects manually, it will result in errors and devastate your map.
You can scale the whole map approximately with q3map2 scale option too I believe.
**OFFICIAL** Dark Forces Mod revival topic
in WIPs, Teasers & Releases
Posted
Well the original DFmod really couldn't because the source was not available at the time