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About mrwonko
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Germany
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Jack of all Trades
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mrwonko's Achievements
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mrwonko started following Blender Questions and Unexpected EOF in COM_parseInt
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Can you share a pk3 with everything required to reproduce the issue?
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Clear out the skin setting in the import dialog when importing glm files without skins.
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How to prevent saber staff NPCs from using fast style?
mrwonko replied to RebornKyle's topic in Modding Assistance
What exactly is the bug? Do NPCs sometimes turn off one blade to use fast style, or do they use fast style with both blades extended? -
Cellprocesses liked a post in a topic: Is it possible to adjust weapons behaviour in a mod?
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mrwonko liked a post in a topic: Possible to add brushes without decompiling the .bsp and breaking the map?
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Possible to have multiple opening crawl files? In OpenJKA
mrwonko replied to RebornKyle's topic in Modding Assistance
The way I remember it, the title crawl comes from a single image file, which is hardcoded, and it only plays before one specific level. So there's no way to combine multiple mods with opening crawls without modifying the code. Keeping each mod in its own mod folder is probably the easiest way to handle it. Restarting the game to change mod is not so bad, and helps avoid other potential incompatibilities between the mods as well. -
Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
If you're on Windows using Visual Studio, there's a dropdown to select the type of build to perform, I think typically in the top bar. If you're on Linux/Mac using make, I don't know. -
Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
There are a lot of assertions that you can run into when running a debug build. If it's a new one caused by something you added, it's worth understanding why, but don't worry too much about the ones that already trigger. Just do a release build and they'll be ignored, that's how Raven "solved" the issue, too. -
It doesn't come with an official Linux/Mac release, but the tool is written in Python, so chances are you can get it running without too much trouble. These are done using the scripting language Icarus, which is typically written using the behavED editor that comes with the JKA SDK. The compiled .ibi versions of the scripts can be found in the scripts folder, and they get referenced by the map by using target_scriptrunner or by setting the spawnscript/usescript/...script property on an NPC. There's a tool called DEvaheb for decompiling .ibi. The menus don't use Icarus, they use an extended version of Quake 3 Team Arena's .menu files. For level selection, there's a bunch of hardcoded logic in the engine related to storing progress in a cvar and retrieving it again, but I'm not familiar with the details. I don't think anyone has generalized it for modding yet, but it would be a good idea. Same for the force selection menu. I think you can just use force sight to get the dodge ability yourself.
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Torki liked a post in a topic: Removing seams on the textured from moved vertices
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Removing seams on the textured from moved vertices
mrwonko replied to Torki's topic in Modding Assistance
What do you mean by "mark"? Are you referring to the sharp shadow? Lighting is based on normals, if there's a seam at that point you may want to merge the involved vertices or align their normals for smooth blending. -
Torki liked a post in a topic: Removing seams on the textured from moved vertices
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Removing seams on the textured from moved vertices
mrwonko replied to Torki's topic in Modding Assistance
Look for Blender UV Mapping tutorials, it should be fairly easy to fix once you know how. -
Cellprocesses liked a post in a topic: Further options for improving the original single player campaign.
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There's a limited bsp editor in the files section, though I think the version on GitHub is newer. It cannot change the level geometry, but you should be able to edit the enemy placements. I believe you cannot increase the number of selectable levels per tier without coding, but it's probably possible to insert additional levels in the multi-level sequences in-between (Hoth/Vjun/Taspir). You can also replace existing levels entirely. Look for a target_levelchange using the bsp editor, that should define which level to load next, or if the game should go back to the level selection.
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Is it possible to adjust weapons behaviour in a mod?
mrwonko replied to Cellprocesses's topic in Coding and Scripts
It could be implemented, but it's probably outside the scope of the OpenJK project. I think some multiplayer mods like Jedi Knight Galaxies have explored the idea before, but I'm not aware of anything for singleplayer. -
NAB622 liked a post in a topic: OJPEnhanced .bat to .sh Steamdeck Launch?
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ImperialRemains liked a post in a topic: OJPEnhanced .bat to .sh Steamdeck Launch?
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OJPEnhanced .bat to .sh Steamdeck Launch?
mrwonko replied to ImperialRemains's topic in Modding Assistance
I believe "start" just launches a program in the background, it's used so the .bat doesn't cause a command line window to stay open while the game is running. The shell equivalent is putting a & behind the command, but you probably don't need that when launching through Steam. The "+set fs_game ojpenhanced" are arguments sent to and interpreted by jamp.exe, which are the same on all operating systems. I understand that you're trying to run Windows binaries through Steam/proton, but if you were using native linux binaries instead and not running through Steam, the equivalent shell script would look like this: #!/bin/sh ./jamp +set fs_game ojpenhanced & Note that linux binaries don't end in .exe, and you have to prefix them with ./ because the current directory is not part of the search path for safety reasons. But for this you'd need a linux version of both jamp (or one of the sourceports like openjk) and OJP Enhanced. I'm not sure if OJP Enhanced provides pre-built linux binaries, or even builds on linux at all. Since you already have it working through Steam, I wouldn't worry about it, unless you encounter bugs. -
mrwonko liked a post in a topic: New staff & the future of JKHub
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mrwonko liked a post in a topic: New staff & the future of JKHub
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Aldro Koon liked a post in a topic: (Jedi Academy) How do you assign Boss Kyle's abilities to other NPCs?
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Please don't ask the same question in two different places. I have no solution, I don't use Unity.