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Posts posted by ensiform
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P.O. Box 10307
San Rafael, CA 94912Cerez likes this -
XreaL had experimental bullet support in its java version of the mod code, but it wasn't really going anywhere. Not even networked.
@@Lockgo do you have a video to explain the weirdness you are seeing? I don't really see any reason to be dealing with g_exphysics at all on item pickups. As they already have a think function which also already does simple normal physics as it is.
Smoo likes this -
You shouldn't even need to deal with g_exphysics.c for moving of items with relation to force powers. That could be your issue right there if you have weird things going on if you are.
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Are ragdolls even server side at all in MP?
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It should be entirely possible to code something similar but you'd definitely run into that issue as mentioned above.
We had a forcefield entity in Q3 Fortress/ETF which allowed for 1 direction pass throughs fine so long as you were looking in the correct angles.
It might also be hard to have prediction work correctly on said triggers.
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I thought one of the primary objectives of OpenJK was to fix bugs/mistakes made by the original Raven development team. I would consider these non-scriptable facial animations a big mistake that takes a lot away from the gameplay experience. I may be wrong, but I really don't see why this wouldn't be in the scope of OpenJK. The goal is to improve on the original product, is it not?
The purpose of this project is to maintain and improve the Jedi Academy and Jedi Outcast games, developed by Raven Software. This project does not attempt to rebalance or otherwise modify core gameplay.
Major enhancement changes are very low priority at this time unless patches are made available and which do not alter the core functionality of gameplay or the stock renderer itself.
Its up to you guys (ie the rest of the community) to make a mod or provide the necessary changes in a patch so long as it doesn't require changing of assets (if to be included in OpenJK).
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I had item pushing in my mod years ago. I forget where I got it from.
} else if ( em_itemPush.integer && CheckPushItem( push_list[x] ) ) { //rolling and stationary thermal detonators are dealt with below if ( push_list[x]->item->giType == IT_TEAM ) { push_list[x]->nextthink = level.time + CTF_FLAG_RETURN_TIME; push_list[x]->think = ResetItem;//incase it falls off a cliff } else { push_list[x]->nextthink = level.time + 30000; push_list[x]->think = ResetItem;//incase it falls off a cliff } if ( pull ) { //pull the item push_list[x]->s.pos.trType = TR_GRAVITY; push_list[x]->s.apos.trType = TR_GRAVITY; VectorScale(forward, -650.0f, push_list[x]->s.pos.trDelta); VectorScale(forward, -650.0f, push_list[x]->s.apos.trDelta); push_list[x]->s.pos.trTime = level.time; // move a bit on the very first frame push_list[x]->s.apos.trTime = level.time; // move a bit on the very first frame VectorCopy( push_list[x]->r.currentOrigin, push_list[x]->s.pos.trBase); VectorCopy( push_list[x]->r.currentOrigin, push_list[x]->s.apos.trBase); push_list[x]->physicsObject = qtrue; push_list[x]->flags |= FL_BOUNCE_HALF; } else { push_list[x]->s.pos.trType = TR_GRAVITY; push_list[x]->s.apos.trType = TR_GRAVITY; VectorScale(forward, 650.0f, push_list[x]->s.pos.trDelta ); VectorScale(forward, 650.0f, push_list[x]->s.apos.trDelta ); push_list[x]->s.pos.trTime = level.time; // move a bit on the very first frame push_list[x]->s.apos.trTime = level.time; // move a bit on the very first frame VectorCopy(push_list[x]->r.currentOrigin, push_list[x]->s.pos.trBase); VectorCopy(push_list[x]->r.currentOrigin, push_list[x]->s.apos.trBase); push_list[x]->physicsObject = qtrue; push_list[x]->flags |= FL_BOUNCE_HALF; }
There's a bit more to it than that, and other stuff that but is general idea of how to actually move them.
Smoo likes this -
Which is one of the reasons the "acting" in the JK games is really awful. I think this should be a point of improvement for OpenJK for the sake of all JK SP mods and machinimas.
Sorry but not in the scope of OpenJK.
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The OpenJK folder is the openjk version of the gamecode (MP). Same as any other mod. However... for singleplayer you must have the OpenJK folder with jagameARCH.extension (jagamex86.dll). We don't load the original one that sits in GameData for SP because it crashes.
Frankly, some cheap laptops just aren't meant for games. Even older ones since they have poor OpenGL driver specs.
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It wasn't about Matt Smith so much as it was about Amy Pond.
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... and NOW he tells me . . . :wacko:
https://github.com/JACoders/OpenJK/blob/master/CHANGELOG.txt#L18
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after I lostmy openjk files
http://builds.openjk.org/openjk-2014-06-30-69ff4e13-windows.zip is the newest presently.
Sounds to me like you are experiencing the bug of too many extensions string crash in the base game which happens on some/lots of newer cards depending on drivers if they fake the data sent.
Cerez likes this -
"Maybe you can use your lightsaber to cut those trees down and make a bridge."
Welcome to jkhub
Barricade24 likes this -
I see. But I take it some of the code related to this has been brought over from JKG?
Nope. What would give you the idea that OpenJK is using JKG-specific stuff?
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OpenJK isn't really planning to or working on changing it at this time.
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The bot AI is specific to JK2/JKA. Q3 uses AAS files instead of bot routes with waypoints. The NPC code and the bot code are two completely separate beasts.
The bots will only take the routes of the waypoints. If they get off course they just jump spam hoping to get back on course if stuck or whatever.
See:
int BotFallbackNavigation(bot_state_t *bs)
Cerez likes this -
I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p
So there will never be a good physics?
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We aren't planning/going to add any 'good' physics no. And certainly not in a renderer.
Not of the main scope of OpenJK.
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And those things have absolutely nothing to do with the renderer.
Additional addendum: PHYSX SDK (and specifically Apex portions) is not GPL compatible. Therefore not permitted to do so
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What purpose does moving them into the renderer solve? They don't actually do any sort of rendering. It just makes basic calls to the export system. Don't want to bog it down with even more bloat. The font and language code is still in there and doesn't need to be per-se as it is.
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Yea and what exactly is that code wise.
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What object limit?
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This was already answered with a yes, but not going to in the foreseeable future.
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r_ext_framebuffer_multisample 16 ? (r_ext_framebuffer_multisample isn't something we 'included' it was part of rend2 initially.
@@Xycaleth yea I thought MSAA was one of the newer techs.
Force power's interactions with item objects and npcs.
in OpenJK
Posted
Yes I know how it looks in SP. Doesn't mean you have to do it that way in MP. As previously mentioned
You obviously want items to return to their place if not dropped in MP ![:D](//jkhub.org/applications/core/interface/js/spacer.png)