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Posts posted by ensiform
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Until its packaged correctly and set to upload it waits.
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Okay so I have permission with map source file to port the Q3A Custom CTF map, "Moonstone". And I have started some work on getting it into JKA but I'm not really an expert mapper by any stretch. Particularly in the lighting and item balance placement. Currently I think some items are placed just as 1:1 from Q3 to JKA semi-equivalent.
http://lvlworld.com/media/moonstoneThe map was designed for Q3 so, it takes liberties in the lighting because Q3 uses the overbrightbits and map overbright bits options which makes maps brighter overall and JKA doesn't. I would say just brighter enough that people can see well while playing. So it doesn't have to be perfectly same as the Q3 version.
I can give out what I have in PM or something if anyone is interested.Stoiss, Omicron and Asgarath83 like this -
Imagine how much of a pain it would be to integrate and it would not work with a vanilla OpenJK, you'd be making your own engine+mod at that point.
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Please return to rd-rend2 discussion.
AshuraDX likes this -
I think there is supposed to be somewhat of a time lapse between missions. Hard to say though because of the Rosh going missing bit. How long would they "wait" to go rescue him.
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Compiling?
in OpenJK
This sounds similar to what can happen when you delete a custom player model that was referenced by a save file in SP in debug mode.
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Nope. That's not it, Futuza.
All the NPC files are loaded into a buffer, so its possible. Especially in the regular sp/mp engines.
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You only need the assets from Steam. OpenJK will still work if Steam is offline.
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Cleaned up saberload parsing code in SP to match what was changed in MP by us. Might be a bit faster on parsing than before due to hash table lookup.
Futuza likes this -
Tweaked the setForce* cmds so they display correct limits for all and descriptions for the JKA added powers.
setForceAll <no args> looks like this:]setForceAll
Current forceHeal level is 3
Usage: setForceHeal <level> (0 - 3)
Current forceJump level is 3
Usage: setForceJump <level> (0 - 3)
Current forceSpeed level is 3
Usage: setForceSpeed <level> (0 - 3)
Current forcePush level is 3
Usage: setForcePush <level> (0 - 3)
Current forcePull level is 3
Usage: setForcePull <level> (0 - 3)
Current forceMindTrick level is 4
Usage: setForceMindTrick <level> (0 - 4)
Current forceGrip level is 3
Usage: setForceGrip <level> (0 - 3)
Current forceLightning level is 3
Usage: setForceLightning <level> (0 - 3)
Current saberThrow level is 3
Usage: setSaberThrow <level> (0 - 3)
Current saberDefense level is 3
Usage: setSaberDefense <level> (0 - 3)
Current saberOffense level is 7
Usage: setSaberOffense <level> (0 - 7)
Current forceRage level is 3
Usage: setForceRage <level> (0 - 3)
Current forceProtect level is 3
Usage: setForceProtect <level> (0 - 3)
Current forceAbsorb level is 3
Usage: setForceAbsorb <level> (0 - 3)
Current forceDrain level is 3
Usage: setForceDrain <level> (0 - 3)
Current forceSight level is 3
Usage: setForceSight <level> (0 - 3)Futuza likes this -
That's a fontdat problem.
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Increased max number of shader files allowed in SP to match that of MP. (1024->4096)
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Except for those new-fangled laptops that don't have disk drives ...otherwise I would be playing all the games on mine
Buy an external optical drive then. Probably like $20.
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I don't know what the bugs still are if many off hand. We were just not really focusing on Jedi Outcast for the longest time it was kinda "Use at your own risk". Now that we separated it to its own exe/renderer (openjo_sp/rdjosp-vanilla) and fixed some of the visual problems I think its mostly better. Possibly some issues on the other platforms still, but I'm not positive on that.
I do know there are some things plaguing both games such as random NaN assert issues pertaining to impact marks among other things. Saves don't work cross 64/32. Memory leaking in save/load IIRC, can't reproduce it right now though.
Also, the UI code in SP is essentially all JASP's code. So there are definitely some issues when running on JO game. And things like UI includes the JASP weapon headers, but the jk2game uses its own etc.
We'd love to have it done, we just weren't intending to include it in the first release hence why it does not get built with buildbot. Feel free to chat with some of the regular maintainers on the IRC channel and maybe we can give you write access
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In a good way. Its just fixing stuff in the engine portion.
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I don't really notice much of a difference with the OJK gamecode and at my resolution settings. (r_mode -1, r_customWidth 1440, r_customHeight 900, r_fullscreen 0) Monitor is 1680x1050.
Spacing looks a bit better I guess.
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WE_IsOutside isn't available to cgame.
I still don't see this being easily feasible. You can't run the mover code from cgame, which seems to be used. And I'm not sure if ICARUS interacts with them at all. And I don't know how you will get the origin information from the bmodel data in cgame either.
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I'm looking for some coders who would want to help investigate and work on trying to bring the g_rail.cpp (t1_rail) flyby stuff to MP. It'll likely require moving to the cgame module and adding some new functions to the cgame's import tables though.
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com_maxfps?
Can you share the config files you have for jamp and openjk? Some settings were increased to accommodate being 2013/2014 rather than 2003. So the requirements are actually higher. You're looking for jampconfig.cfg in your game folder. And the openjk.cfg would be located in one of the mod folders within C:\Users\USERNAME\Documents\My Games\OpenJK\
Please post them on a paste site like http://dpaste.de and link to them here.
Also, how are you "setting" one core, the OJK exe already does this on its own by default afaik.
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Lightning and thunder storm effects won't ever be integrated though.
Cerez likes this -
What map
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- fx_wind entity now works (t1_rail)
- fx_rain entity now actually can be customized same as SP. The count variable did nothing. (Everything should work except for lightning/thunder storm) Acid rain is visible only same as doing it via /r_we or an fx_runner
- NPCs with customRGBA now supports all the values ie random1, jedi_hf, jedi_kdm etc (random1 is used with weequay and rodians etc)
- forcesight surfaces now work with supporting cgame (OpenJK cgame is the only one so far)
- NPC_human_merc NPCs have a spawn entry now. Since they are pretty common, I thought it odd they weren't spawning in MP (via entity)
- Extra jedi NPC types (master, random students)
Just some quick little fixes for SP related content in MP. These all require new jampgame (the one included with OpenJK) (server side mod) with the changes except forcesight change requires new cgame + renderer.
isair, Omicron, Archangel35757 and 2 others like this
Funny screenies ^_^
in Jedi Knight General Discussions
Posted
FWIW [shot] would be preferable to using spoiler but I guess this board software doesn't support it.