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Everything posted by mrwonko
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Hello again, I have some more questions
mrwonko replied to Zawarudo's topic in Jedi Knight General Discussions
JA++ mostly does what JA+ does (and is compatible with JA+ servers); unlike JA+ it's still being maintained tough. (JA+ is one of the most popular MP mods, with admin commands and some other stuff.) Look up command line arguments to understand the launch thing; you need to tell the game on launch to load JA++, e.g. using a .bat file Dunno.Mod limiter thing?Mods may increase limits, but I don't know if any do.Look into the guidelines; you're supposed to try contacting the author first, I believe, and if they don't answer you can upload it, although it will be removed if they object. -
Or a replacement.
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Mesh normals broken along UV seam in-game...
mrwonko replied to Archangel35757's topic in Modding Assistance
Correct, that would be the fix. -
Welcome back! Love your work! So I'm deliberating asking you to help out with this SP campaign a dozen years in the making; I can handle the scripting (but I haven't been, for the last couple of years), but one or two maps look a bit subpar. Should I ask you about that?
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Mesh normals broken along UV seam in-game...
mrwonko replied to Archangel35757's topic in Modding Assistance
Because a vertex in glm can only have one UV coordinate. -
JKA is on front page of Reddit
mrwonko replied to Xycaleth's topic in Jedi Knight General Discussions
To try to remake JKA on UE4. Would be kind of awesome if they succeeded, I doubt they will, and if they do Disney will probably shut them down. -
JKA is on front page of Reddit
mrwonko replied to Xycaleth's topic in Jedi Knight General Discussions
Oh, also: here's the actual link. -
JKA is on front page of Reddit
mrwonko replied to Xycaleth's topic in Jedi Knight General Discussions
So, time to plug JKHub? -
When was that? It's still in development, so the bugs may have been fixed and if not you should report them. No it couldn't.
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1. Well there's Ja++, which as I understand it is basically an enhanced Ja+ remake, that may have increased limits, but you'd have to ask @@Raz0r. 2. Skyboxes still work as they did in Quake 3; but what you have there is not a skybox shader, it's basically just a wall. But I still don't know what your issue is. And you're right, there's a slight difference in quality after all. 9. Length alone is not enough, you also need location, as evident in backhand sabers.
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1. Probably not; sadly one does not simply combine (code) mods. 2. I don't understand the problem. How are you creating your skybox? That shader doesn't look like a typical sky box shader. And I don't see a different between your pictures 200 and 206. 9. Another thing to keep in mind is that the model includes information on the location of the blade(s). That would also have to be overwritten with that of the default model. But I agree, it's in theory possible to allow for this on client side for sabers with one or two blades, it just requires additional code that nobody has written yet, and wouldn't work properly for backhand sabers.
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I'm not saying it breaks save games (yet), it just won't work correctly on base.
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Maybe #706 is not exactly a requirement for a release, but it's high priority; users need to be able to tell when a mod requires OpenJK in an idiot-proof fashion. By then it's too late; now the user has to go through the hassle of reinstalling/moving it.
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In my opinion: Crash reporting (#141)Custom archive format with metadata like required version (#706)Possibly some form of auto updating; e.g. a launcher (mentioned in #710)A launcher could also include a bug reporting toolInstaller which verifies the chosen directory contains Jedi Academy (related to #627, but kind of its own issue)
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Might be something OpenJK could add though... I'll take a note of it. You're talking about SP?
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Use a single fog brush. It's play of it's partially outside the map. I think there's also a global worldspawn setting for this; "fog" or "_fog" I believe.
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You know what's better than saying no comment? Not commenting. There's a Fluttershy model, it's pony though, not human.
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Efficient grass rendering would be a renderer thing (rd-*.dll), while camera code is gamecode (jampgamex86.dll) so they can be combined.
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Make sure it's set to SP Mapping Mode, I think that's in the Project Settings.
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Revival of JKA's modding community
mrwonko replied to Xycaleth's topic in General Modding Discussions
Megatextures is id Tech 5, not 4 (well, I think Quake Wars had them, but that never got open sourced). FWIW I don't think switching engines is the solution. -
No offence but that does not contribute to the topic in any meaningful way.
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A modern OpenJK renderer could greatly speed up grass rendering. Just saying.
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No, you must not move the bones unless you want to create a custom skeleton for just that model - but if you want a player model, you must use _humanoid, which means you can't change the skeleton.
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Revival of JKA's modding community
mrwonko replied to Xycaleth's topic in General Modding Discussions
Look up how many people worked on Far Cry 2 for how long. Given that much time, we may be able to copy it.