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ensiform

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  1. I can make a video later on, I can't at the present moment, but its just something that always existed in Jedi Academy. Basically the object would rotate around one direction, the same direction, on its side, and then it will always land on its side, with half the object going through the floor. Probably where the model "center" was.

     

    This always looked strange to me, especially since med packs have that trapezoid shape.

     

    Just load game in single player, and force pull a medpack and watch it spin and land. Doesn't have to be a medpack, any item should do, just most noticeable with medpacks.

     

    This isn't an issue in multiplayer, since they just bounce around like balls. Which of course is because the MP engine doesn't do half the stuff the SP engine does.

     

    Xycaleth, do you need help porting your code?

    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

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    Cerez likes this
  3. 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
  4. 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.

  5. 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).

  6. 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
  7. 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.

  8. 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
  9. 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?  :

  10. 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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