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Everything posted by mrwonko
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Well one issue I see with BS_WANDER is that given a proper waypoint network the npc will wander the whole map; if you only want it to wander in one area, you'll need a script.
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Dunno, but I think the limit may be 512. I can take a look later.
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Took a little longer than 3h but whatevs. Have a screenshot. Waypoints that don't appear to be connected use target2 etc., which (my version of) radiant does not visualize properly.
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I never investigated this, but I always assumed navgoals were not part of the network... I'll supply a screenshot once I'm home (give me 3h or so).
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Complain to someone else, idgaf. I've never had issues with the system and it yields good results; connecting waypoints automatically is done ingame during loading, so connecting arbitrary distant waypoints would be O(n^2), hence the limit.
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Did you connect the waypoints? They won't automatically connect beyond some distance (512 units?) so you need to use target[2-4]/targetname.
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Just take a look at the sp example maps to get an idea for how to do it properly; there's no need for a waypoint every 5 meters. Or I can create an example map in 10h.
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You'd need to place a navgoal at every corner anyway; just make it a normal waypoint, which can be connected at any distance and can also be used for path finding outside of navgoals (e.g. when an enemy tries to chase the player). You can send an enemy to the opposite site of the map if you have a proper waypoint network. Generally needing some kind of pathfinding network - be it waypoints, a navmesh or whatever - is super common, as is having to create it manually, especially in older games. (And even in modern games like Skyrim, where a first approximation can be automatically generated, you still need a lot of manual adjusting.) No.
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Multiple waypoint entities connected via target, target2 etc. Use "nav show all" to check them ingame. Only works in SP.
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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.
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Customization might not have a proper default skin; usually most surfaces will be *off. Try selecting a skin in the outliner on the left.
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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?
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It's a Q3Map2 feature; compile-time projection of decals onto surfaces. See the q3map2 manual.
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I had some other issues, but those were obvious enough that I caught them.
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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.
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Getting JA's NPC AI on par with JK2's?
mrwonko replied to Dusty's topic in General Modding Discussions
According to the Changelog: Apparently multiplayer only? -
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?
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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.
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Forums are broken on my Android cellphone
mrwonko replied to Archangel35757's topic in JKHub Feedback & Help
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 -
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?
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5xx errors (like error 500) are always on the server's end, not your fault. @@Caelum may know more?
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Oh wonderful, Lugormod is one of the few mods I actually played back in the day.