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Futuza

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Everything posted by Futuza

  1. Should have at least allowed them inside of spoiler tags.
  2. Dunno. That's why I summoned Razor.
  3. As a small token of thanks for bothering, I present to you a joke: EDIT: Only dangnabittit you disabled them!
  4. I'm not sure about the saberhilt thing, that's probably a broken saber mod you've got somewhere. @@Raz0r JA++
  5. Okay I figured it out, I should have waited one more minute to discover the answer... "https://dl.dropboxusercontent.com/s/3fb4i41rek8eg6l/ERw2LuU6Jj8.swf" So change the "www.dropbox.com" part of the url to "dl.dropboxuercontent.com".
  6. Okay so I'm a moron and don't know how to change dropbox urls and can't seem to find the answer halp Here is a sample url: https://www.dropbox.com/s/3fb4i41rek8eg6l/ERw2LuU6Jj8.swf?dl=0 I know I can do a raw=1, but I need a direct swf file extension - how to change? @@Circa
  7. I dunno I just see it happening there all the time. That comes from personal experience not research.
  8. Link is broken, I'm guessing your file hasn't been approved yet.
  9. Does it do this with ONLY Texture Overload and no other mods (other then say openjk)?
  10. Well I guess it depends on what you want to do/are interested in doing. There's a lot of different type of modding you can do for JKA. Are you more interested in modelling, skinning, coding, mapping, scripting, or something else? Since it sounds like you're most interested in making inventory, you probably want to do some coding. eezstreet has a good starting tutorial here: http://jkhub.org/tutorials/article/145-compiling-openjk-win32-must-read-for-new-coders/ I suggest you first get openjk to compile then play around with the code and just try and change a few things. eg: projectile speeds, or something similarly easy Then when you feel you have a bit of experience, go hope on the jacoders irc channel and start asking some questions.
  11. Welcome! It's a 'dad joke' meme thing that originated on imgur.
  12. Yeah he's dead. Real ded.
  13. ^^TBH sounds like you were doing something wrong. If you're using multiplayer its /model instead of playermodel
  14. Did you try it on debug or release mode? I did my testing on release. Also possible it could be a linux specific issue or something. I could fire up my vm and try it, but that probably won't happen any time soon since I'm be pretty busy this weekend.
  15. ^^Aye, if there's a coder with some spare time I'm sure Caelum could find you a page to host such a script. There's no foreseable reason we would remove this before the stable release of openjk, so unless it has issues/someone finds a bug with it - it should be there to stay. (But that's why we need you players to help us find all the broken stuff we missed). It isn't really a "roleplaying" map issue, we were just generalizing, but yeah I'm sure there's other maps out there that used naughty shaders. BTW if you want to correct the shader errors, just open the map up and unpack (pakscape or whatever) and then find the shader files in it and either delete all the offending ***'s or ###'s or encapsulate them within a /* */ and then repack the files back into a pk3.
  16. @@BruceJohnJenner So I did some testing and it worked fine for me. (Well other then the fact that my models are broken as hell, but that's something else unrelated to the mod).
  17. I'll do some testing with it and let you know. Also, was it just singleplayer you tried or multiplayer or what? Mod not intended for multiplayer.
  18. Futuza

    NpcSP

    Has anyone encountered issues trying to use this mod with openjk?
  19. First map is Midgarv3. I have an updated version of Atlantica, but I downloaded the broken one for testing so you could have magic screenshots of broken shader warnings.
  20. For le lazy
  21. @@Rick here it is in action: Here's the build if you don't want to wait and compile yourself. I'm sure there'll be one up on the build page itself soon enough. edit: Atlantica fixed lookie:
  22. Nope you're right, I was thinking multiplayer for some derp reason. I don't know what kind of information it'll allow to be tracked by though, I haven't looked at it much.
  23. I hope no one sane would try to use # in their shadername. That's just wrong. Well don't scare him off, now that we have one captive to experiment with.
  24. Its possible sure, we have source code access nothing is stopping you. Has anyone implemented those things? No, not really. 1. JKG did this a bit, but that was multiplayer and it was still sort of broken (armor clips through player models occasionally). 2. JKG started to do this - this one should be significantly easier to create though in singleplayer. I wouldn't be surprised if there were a mod out there that tried this. 3. Lot of different mods have done this already. An older one was Open Jedi Project (OJP). 4. This could be easily done with scripts. 5. So replay maps? The problem is the engine doesn't keep persistent map data after you switch levels, but I'm sure you could easily store this info to a text file and then retrieve it when loading the map and stick it into the map/change maps cfg based on data. This would take a bit more work though. See below
  25. Well yeah, but he still has to go and open each pk3, open the shader file and then delete all the #####'s save it and then repack it. That's a bit of a time commitment when you have 30 maps and don't know how to write a python script to do it for you. At least I assume that's what he meant. Seems fine to me, I don't know of any reason why it wouldn't work. I'm not sure there really is a better route, and shader's don't use #'s anyway afaik so it shouldn't cause any problems if you ignore the rest of the line like that after encountering a #.
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