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mrwonko

JKHub Staff
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Everything posted by mrwonko

  1. A well made game-specific editor will always be better than some general one. Would your hypothetical good editor with an open source map format know how JKA's file system works and read its textures accordingly? Would it support Jedi Academy's entities? I believe you're underestimating how much work it would be to support a new map format and customize its editor. I'm curious, what existing good editors did you have in mind? Tell that to the tons of indie developers that make great games nobody buys. There are tons of articles out there on why and how you should start advertising early, and since we're essentially (re-)launching a game here they apply to us as well.
  2. That's what I said. Spirits of the Sith, made by 3D-GET, mostly before I joined them in 2007 or so.
  3. The problem is twofold: Make the game attractive again and let people know about it. So one part is doing a huge relaunch, the other part is making the news with it. I've already mentioned that a relaunch should include better tools and a mod manager. To be interesting to players it should also contain some great, big mods. A new singleplayer campaign*, Jedi Knight Galaxies, what have you. Making joining into mod game modes a smoother experience would help, too. Display information on the mod being played in the server browser, along with an option to download it, or allow the user to filter by mods they have or serverside mods. * I used to be (and technically still am) part of a mod team that used to work on one... Development slowly ceased when it was ca. 80% done, but I'd still love to finish it some day. Maybe I will. I probably should. --edit-- As for MP vs SP: People stick around longer for MP, but more people care for SP, in my experience.
  4. Huh. Interesting.
  5. The natural representation would be an Empty Object, which just has a location and a rotation, and that's how it's done in the MD3 exporter. But those can't be weighed to the skeleton, and that's why we have the workaround of using a triangle. (Which is also why how they are saved in the GLM, so it's somewhat obvious.)
  6. One more thing - there's no rush. We may only get one shot at this, if we don't do it right, people might quickly lose interest. I think it's better to do it properly than do it soon. A huge relaunch, if you will. So before we go ahead and start writing new tools, I want them to be thoroughly planned out. I'm thinking waterfall - we have a fixed game we're targeting, so we don't need to be very agile, we want something cohesive. So first lay down the precise requirements (i.e. a big wish list of cool features), then design the interface & features in detail, and only then start working on it. If it were for me we'd be busy planning until Qt 5.7 is out (currently aiming for April 28th, Beta in March, Alpha in February), which will introduce thorough C++11 support. If we're done planning before then, we can start with implementing the packet manager infrastructure, whose backend probably won't use Qt, and continue improving OpenJK. The whole SP/MP dichotomy is so annoying... I feel like an effort should be made to merge as much of the code base as possible while keeping compatibility. It's probably a lot of work and quite error-prone, but I think it would be worth it, if it's possible. (I'm not familiar enough with the differences to really tell, but I feel like it should be to some degree.) But I think this might be going off-topic, unless we're talking about making modding the engine code more attractive.
  7. Q3Map2 is running out of memory. This may be due to map complexity and/or using memory intensive compile options. You're probably using a 32 bit build of Q3Map2 - that will run out of memory at 2GB. Since you have 8x that, I suggest you start by finding a 64 bit build - there's at least one out there, but I'm not going to go looking for it.
  8. How to revive JKA's modding community? I propose this: Have players (you got that right )Have those players discover you can mod the gameHave great, easy to learn modding tools and tutorials to enable those players to make mods themselvesAnd how do we achieve that? Like so:No idea, you think of something.An integrated mod manager, akin to the Nexus Mod Manager, would help; as would Steam Workshop integration, but I don't think that's possible due to the GPL.Our existing tools aren't horrible (or are they?), but...An editor specifically made for JKA could be way cooler than the Radiant. I've been thinking about creating one for quite some time, I have a couple of ideas for improvements... And I'm not just talking about displaying misc_model_static and visaulizing target2/opentarget/... connections.We have plenty of useful modelling tools, but the process of getting a model into JKA is way too complex. My Blender exporter has many shortcomings, and only some can be solved while keeping it a Blender exporter - ideally there should be a separate tool that can import common model formats (FBX et al), load a GLA skeleton and let you do the skinning and dismemberment preparations; it would know about the required hierarchy, names, have native support for tags (nigh impossible in Blender), shader preview, anim-event preview etc. Again, this is something I've been thinking about creating for a while, given infinite time I'd definitely work on this.Just about any file you need to manually edit/create could be made more user-friendly using guided forms - files like .arena, .npc, .sab etc. In a monolithic suite, these could also be linked where appropriate - for example have an "add new NPC" button when placing an npc_spawner in your map, which by the way should have a dropdown/autocompletion for npc names.Well, forms are probably not appropriate for .shader files - those also need a realtime preview, and thorough explanation as well as templates.Packaging the final mod could also be automated. Why should I have to manually find all the files that go in the pk3? Oops, I forgot the texture from Jedi Home! (Which is also why assets from other mods should only be loaded on demand, and/or explicitly marked as such.)In short, I believe I may be proposing UnrealEd for Jedi Academy. With lots of integrated help and builtin publishing to mod repos. Ah, there's another idea - don't have a single mod database, but allow for multiple ones, akin to packet managers, so there's no single point of failure.In short: build a whole lot of tools and infrastructure to allow just about anyone to create mods, and make sure everybody who boots up Jedi Academy knows about it. Point in case. --edit-- The compiler could also be improved, starting with more useful errors.
  9. Yes. Though cvars are presumably just a means to an end here, you may want to just add whatever you're trying to achieve using cvars to ICARUS. What exactly do you mean by active player settings? You can query the difficulty level, for example, is that a player setting? Are we talking MP or SP? But I suspect the answer to your question is no.
  10. Not possible without programming.
  11. mrwonko

    Cached Compiling?

    The game is only ever placing stuff into one location.
  12. mrwonko

    Cached Compiling?

    As always, if you don't want to run base you need to specify the fs_game on startup.
  13. They have not removed it, it was never there, as far as 1.6 is concerned. It's based on 1.4, so it uses the old "drag" method to move stuff.
  14. I remember this problem, though I'm not entirely sure what causes it. May be off-grid vertices. Can you set EasyGen to snap to 8 unit increments? I don't have it installed so I can't check. (Why don't I have it installed?)
  15. A negative scale mirrors it, but you need to re-align it. Or you can rotate it 180° with rotation lock turned on, then another 180° without it.
  16. I don't know about that... I'm going to create a nice index on my website, at which point everybody can just search it for any files they may need. No need for me to manually supply each link.
  17. You probably shouldn't, patches require more calculations for collision detection than brushes, so stick to brushes when possible. I once had massive slowdowns in a patch-heavy room...
  18. Incorrect, there are per-level cutscene animations, BOTH_CIN_N, in _humanoid_levelname. Oh, too slow.
  19. Uhm... Try reading the thread? *wink wink nudge nudge*
  20. Guess who's done uploading the files to his server? (Answer: me!) It's currently checking the files for integrity, but the upload's done, so the torrent is now available here. Go ahead and put my supposed unlimited traffic to the test. It'll be a while until I have time to create a nice http mirror, but this should suffice for now. Keep in mind that this is 40'000 files totaling over 60GB; some torrent clients may not take too kindly to that. I've had success with rtorrent on Linux and Tixati on Windows, your mileage may vary?
  21. If you want it sent to you, specify how. As it stands I can only offer you to download it yourself.
  22. I'd just put any additional animations for a given gla in a subfolder, e.g. models/players/_humanoid/_humanoid.gla/backhandstance.gla and models/players/_humanoid/animation.cfg/backhandstance.cfg, but that gets awfully close to the 64 character limit.
  23. mrwonko

    JK3Files Shuts Down

    Well, for the time being the files are still there: KOTOR/KOTOR 2. It's just the network page with the reviews and links to them that's offline.
  24. You don't paste the whole path, you use the base-relative path. Mind that you can't load a different skeleton that way; it's just for importing different animations.
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