Jump to content

mrwonko

JKHub Staff
  • Posts

    1,583
  • Joined

  • Last visited

Everything posted by mrwonko

  1. Multiple waypoint entities connected via target, target2 etc. Use "nav show all" to check them ingame. Only works in SP.
  2. You almost never need more than one navgoal; it's just a matter of having a proper waypoint network. That's what the ordinary waypoint entity (without navgoal) is for.
  3. Customization might not have a proper default skin; usually most surfaces will be *off. Try selecting a skin in the outliner on the left.
  4. I think it probably has nothing to do with your resolution, but I can't tell what causes it. Are your drivers up to date?
  5. mrwonko

    Donation Time!

    Here, have some money.
  6. It's a Q3Map2 feature; compile-time projection of decals onto surfaces. See the q3map2 manual.
  7. mrwonko

    Waterfall Missing

    I had some other issues, but those were obvious enough that I caught them.
  8. mrwonko

    Waterfall Missing

    I was afraid I might break something, rewriting all of the effects parsing... Thanks for the heads up, effects with the useAlpha flag should now work again.
  9. According to the Changelog: Apparently multiplayer only?
  10. OpenRP is released with a GPL2 license, so you're free to make modifications as long as your code is also open source and uses the same license, basically. But if you're going to modify it you'll need to create your own builds anyway; so why are you looking for linux serverside builds?
  11. mrwonko

    Donation Time!

    It's currently up to date.
  12. mrwonko

    Donation Time!

    Given its widespread use I'm sure it was considered (and rejected, evidently). That has to be done manually, so it may not always be up to date, but generally yes.
  13. According to someone on #jacdoers, Opera 33 on Windows does not work; headers: Request parameter Value Requested URI /headers Request Method GET Remote IP Address 186.215.54.145 Remote IP Port 62343 Protocol version HTTP/1.1 HTTP Header* Value Accept text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,*/*;q=0.8 Accept-Encoding gzip, deflate, lzma, sdch Accept-Language en-US,en;q=0.8 Connection keep-alive Host xhaus.com Referer http://www.xhaus.com/headers Upgrade-Insecure-Requests 1 User-Agent Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/46.0.2490.86 Safari/537.36 OPR/33.0.1990.115
  14. Looks like a WIP shot from some modelling tool; where did you find this? Are you sure this is a Jedi Knight model and that it has been released?
  15. 5xx errors (like error 500) are always on the server's end, not your fault. @@Caelum may know more?
  16. Oh wonderful, Lugormod is one of the few mods I actually played back in the day.
  17. Mines/Detpacks explode when on a lift that moves up; you could create a floor shader that behaves like clip (i.e. you can shoot through but walk on it) and have an invisible lift move up and down 1 unit forever below that.
  18. Disregard what I said; I did some further experiments and it doesn't quite work. The idea is to have a gradient in your texture alpha channel; then that gets multiplied by 0 to 1 depending on how faded out the piece is. Then you use an alpha function (say GE128) to only display parts with high alpha. But what you want is adding 0 to 1, not multiplying by it; as it stands, the best you can get is the bars being invisible for the first 50% of the tick, then build up linearly over the last 50%. (fwiw: the shader is something like gfx/hud/force_tic_1 { { map gfx/hud/force_tic_1_gradient alphaFunc GE128 alphaGen vertex } }with a texture that goes from 100% alpha to 50%.)
  19. How do the hp/ammo/... bars work? Do big chunks turn transparent or do individual pieces disappear? Because the latter can be achieved with some clever shader trickery; I'd be happy to help with that if need be.
  20. Yay, I can play now! It's pretty damn Star Wars*, that's for sure. Looking forward to playing more of it in the coming days. * Star Wars is an adjective now.
  21. I am aware of that, I just needed to complain about not being able to play.
  22. It appears SET_ORIGIN and SET_TELEPORT_DEST don't work in MP; I've had success with SET_COPY_ORIGIN and using a target_teleporter though. Here's my test map.
  23. I've certainly successfully used SET_ORIGIN in singleplayer before... looked like this: set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "cin1_cam1", ORIGIN)$ );Icarus also provides some other ways of setting the origin; I found these: set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_TELEPORT_DEST", $tag( "my_ref_tag", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_COPY_ORIGIN", "my_target_position" );You could also try using a target_teleport. Are you doing this in MP or SP? I may be able to put together an example map.
  24. Lies, it's not coming out until Thursday!
×
×
  • Create New...