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Everything posted by Raz0r
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Unreal 4 Engine, does anybody have it?
Raz0r replied to CaptainCrazy's topic in Art, Media & Technology
You missed my point. These "game engines" are toolkits for artists that are built to be pretty and interactive. I think that's the wrong approach. I would design an "engine" from the first line of code to be clean and high performance. I'd use external tools for assets, and I care more for incredible performance on all machines (i.e. 120+ fps on an old computer) rather than the industry target of 30 (sometimes 60) fps on a modern computer. The behavior of the game should always come before making it shine, and I think you can only achieve that if you approach it from the right direction. These modern game engines aren't doing that (in my eyes) But, as I said, I'm harshly critical and idealistic. -
Unreal 4 Engine, does anybody have it?
Raz0r replied to CaptainCrazy's topic in Art, Media & Technology
In my harshly critical opinion, these are not game engines but interactive artist toolkits, and I wish they'd go away. Or put their effort into game/graphics technology research. -
Omi is correct. It's the development name for Siege, apparently started in JK2 and "finished" in JA as "Siege"
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There's nothing specific to a Steam version of JA - it's not even recompiled. That thread was made before we had access to the engine source, so it's even easier to debug the engine binary.
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To clarify, we've been able to modify the NPC and bot AI for something like 8 years now. The recent source release did not affect that. Also, I barely read the thread.
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tl;dw have better things to do. 1/10
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WRT anti-aliasing, you don't really need beyond 4x to be honest. Unless you like counting in seconds per frame instead of frames per second
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Both JA+ and JA++ offer SP and MP systems. Base only offers SP. JA+ tweaked the damages, collisions and block/parry behaviour forcefully. JA++ also tweaks some of those things in a less retarded way which you can activate with japp_saberSystem 1 - this is not an alternative to SP/MP, it works in tandem with that setting (d_saberSPStyleDamage 0-1) As for what JA++ is lacking, the only major thing I can think of is full-force duels and alternate dimension. I'm hesitant on adding alternate dimension because I think that's a bad way to handle the whole laming (so-called) problem. Anything else that's missing, I would be happy to receive reports on so I can add it with haste. That's the real benefit of using JA++; if you want something, you get it.
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I'd speedrun it.
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I can see some of the cvars are not at default values. Try removing/renaming all configs from My Games and where JA is installed
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I'm not sure why either, but long paths are often an issue - so could you at-least confirm my suspicion, considering everything else looks fine?
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What are your specs? OS, CPU, GPU, RAM. Try moving JA to a much shorter directory like C:\Games\JA\ Have you installed the proper graphics drivers? Not using a special profile for JA in your GPU vendor's control panel? e.g. forced anti-aliasing?
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Try using the top-level script =] i.e. don't run CMake from a folder like codemp, run it from the folder above that.
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But muh open source chromium ;_;
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Change "placeholder" for Lightsabers. (See post #16)
Raz0r replied to Rayce's topic in Mod Requests & Suggestions
Oh right. Forgot I changed that. Perhaps could disable saber offense force power. -
Change "placeholder" for Lightsabers. (See post #16)
Raz0r replied to Rayce's topic in Mod Requests & Suggestions
No, base. -
Missing/corrupt default saber, animations or Kyle model. Probably in the code though.
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Change "placeholder" for Lightsabers. (See post #16)
Raz0r replied to Rayce's topic in Mod Requests & Suggestions
g_weaponDisable 8? -
Engine source* The modcode source has been out for many years, which is how those features were added. Mostly by OJP. It's also MP, not SP, so it's not directly transferable.
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Should probably show the changes you made, because it seems to work fine without them.
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They may not provide binaries, but I don't see why it wouldn't work. The source will be available too. So yes =]
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Hm, you may be able to make use of the Q3 teleporter/camera/portal code. It's related to alphagen portal I believe there's also a value you can tweak for how far away to render it. Might not be what you want, but that's the closest I can think of.
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...makes it say what?
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No, you'll need to run code each frame and use a debouncer to check if they should be damaged. Simply changing the MOD_ won't make it a reoccurring event.
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Considering the shape of some of them, and the abundance of disk space, I would recommend going for 256x256 to avoid quality loss on the curves and finer details.