Jump to content
The website was recently updated, and consequently some things are broken. We will be fixing minor theme bugs in the background over the course of the next few days.

MGummelt

Members
  • Content Count

    116
  • Joined

  • Last visited

Profile Information

  • Modding Interests
    Coder
  • Gaming Specialty
    Dueling
    Competitive Play
    Capture the Flag
    Siege
    FFA
    TFFA
    Full Force
    Speedrunning
    Singleplayer
  • Operating System
    Windows

Recent Profile Visitors

805 profile views
  1. Full Video: https://www.twitch.tv/videos/486308187 For those who missed it live!
  2. Full Video: https://www.twitch.tv/videos/486308187 For those who missed it live!
  3. Hey everyone, 3-4 of us original Jedi Outcast developers are going to be on a Twitch livestream with Gamasutra today answering questions about the game. 3PM EST Join us! https://twitter.com/Official_GDC/status/1176884282054168576 https://twitter.com/RavenSoftware/status/1176886571976581120?s=20 https://gamasutra.com/view/news/351066/Chat_with_the_developers_of_Jedi_Knight_II_Jedi_Outcast_at_3PM_EST.php
  4. Hey everyone, 3-4 of us original Jedi Outcast developers are going to be on a Twitch livestream with Gamasutra today answering questions about the game. 3PM EST Join us! https://twitter.com/Official_GDC/status/1176884282054168576 https://twitter.com/RavenSoftware/status/1176886571976581120?s=20 https://gamasutra.com/view/news/351066/Chat_with_the_developers_of_Jedi_Knight_II_Jedi_Outcast_at_3PM_EST.php
  5. Looks like the fix has been submitted to OpenJK. The next build should have it working properly!
  6. The saber model folders are missing from the pk3 files.
  7. Hmm, not sure what that would have done for you - my OpenJK didn't come with any .cfg files.
  8. FYI, the correct cvars to set are: These are cheats, so you need to set helpUsObi to 1 first - best way to do this is in an autoexec.cfg in the base folder (it gets automatically executed). I'm not sure if OpenJK runs autoexec_sp.cfg in SP instead, but if so put these in there instead. This enables cheats:seta helpUsObi 1 The first cvar enables more kinds of dismemberment (0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head)seta g_dismemberment 3 The second one makes the saber do more damage (1) and in all parts of the animation (2)seta g_saberMoreRealistic 2 The third one allows a ch
  9. Totally reviving this thread to say I found the bug in OpenJK that is making dismemberment not work.
  10. That‘s why I showed you the RocketThink() function above. That will point the fighter at the target and chase it, like a homing/tracking rocket. I only showed that function for the math/logic in it. I don’t think you could call that on an NPC as you probably want to set the velocity directly on the NPC, not the pos.trDelta (which is for networked general entities). I would copy that function and make the new one work for vehicle NPCs by storing the resultant velocity in the correct field on the NPC.
  11. fabs() is just a function to turn a negative number into a positive number (f = float, abs = "absolute value). Dif is the difference in height between the top of the enemy and the bottom of me (remember, this was written for NPCs, not vehicles - so this is keeping the height of the flying NPC above the head of the enemy, which it assumes is on the ground - the flying NPCs were never programmed to be able to fight other flying NPCs). The obvious issue, here, is that both of them are trying to fly just above the head of the other, so they both just keep going up and up in a feedback loop.
  12. Hmm, I'm not sure what this is, I wasn't a map designer or tech programmer. Are they passing through the "front" side of the patch mesh or the back? Does playerclipping the patch mesh fix it?
  13. Awesome, glad to hear it! Yeah, direct control over velocity is probably best for what you're trying to do. If you want to see an example of how we make objects head to a target using velocity, looking at any homing missile code in Jedi. And example is rocketThink() in g_weapon.cpp. I pasted below, removing some stuff to simplify it to the important parts: //--------------------------------------------------------- void rocketThink( gentity_t *ent ) //--------------------------------------------------------- { vec3_t newdir, targetdir, up={0,0,1}, right; vec3_t org; float dot, dot
×
×
  • Create New...