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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. According to the Changelog: Apparently multiplayer only?
  2. 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?
  3. mrwonko

    Donation Time!

    It's currently up to date.
  4. 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.
  5. 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
  6. 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?
  7. 5xx errors (like error 500) are always on the server's end, not your fault. @@Caelum may know more?
  8. Oh wonderful, Lugormod is one of the few mods I actually played back in the day.
  9. 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.
  10. 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%.)
  11. What exactly is your question?
  12. 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.
  13. 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.
  14. I am aware of that, I just needed to complain about not being able to play.
  15. 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.
  16. 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.
  17. Lies, it's not coming out until Thursday!
  18. I moved the thread to the right section. Numerous things: When using an entity, you supply its targetname, not its script_targetname; the latter is for running scripts on entities, but if I remember correctly use takes the targetname.Just an optimization: you can have strings as parms and then get those as the use targetsAnd generally you don't teleport people by using a target position (or at least I never heard of that method); you want to set SET_ORIGIN to the origin of the desired target_position. I can go into more detail later, I don't currently have access to the modding tools.
  19. Quoting images such as this one: apparently also adds lots of html garbage; we'll have to look into that.
  20. mrwonko

    Donation Time!

    Apparently the free forums are all a bit shit, so we need another solution. Currently we're using IP.Board, but XenForo is better in some way as determined by people who know more about this than me. Personally I'd prefer a custom-written website, but that would take forever.
  21. In that case the issue is with the bsp -> ase conversion, not with ase importing.
  22. Why not simply place more waypoints? Pretty sure OpenJK added the option of easily loading additional entities from a separate file.
  23. As I said it already should, you just need to create the missing textures.
  24. After taking a quick look it seems to be using the textures/skies/stars shader, which is already a proper 6-sided skybox shader (from shaders/skies.shader). It should just be a matter of having files with the right suffix.
  25. You don't need to change the map at all, just change some shaders, I think. Are you familiar with those at all? (I need to judge how elaborate an answer to write.)
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