Jump to content

Raz0r

Members
  • Posts

    1,135
  • Joined

  • Last visited

Everything posted by Raz0r

  1. Raz0r

    Site Technician

    Eh, the best I can do is offer a helping hand, I can't pledge myself to full-time service.
  2. No shader warnings in the ingame console?
  3. It's really nowhere near that easy. I reverse engineered parts of JA+ to get things working in JA++. There is no human-readable source code for JA+ available, only machine-code which can be disassembled into assembly language. You also can't just "add" things to it that easily. You'd have to add it to the unavailable source code and recompile it. You can't just "edit" a DLL.
  4. It's easy to modify entities/weapon spawns without mangling the texture and lighting data.
  5. t2_dpred uses surface sprites. The reason it's not mentioned in the general Q3 manual is because it was added by Raven for SoF/JO(?)/JA Your next best bet would probably be deformVertexes on manually placed models, with LoD support.
  6. If you're using JA++ for cgame/ui code mods (i.e. japp_bins.pk3) then it won't work with OpenJK because the latest public release uses runtime memory modifications that only work on Raven's jamp.exe The latest version on github runs fine with OpenJK, but you'd have to compile it yourself, and I can't really help with that beyond providing the Visual Studio project files. ->See also<- JA+ works fine with OpenJK because it doesn't use runtime memory modifications. I know people who are using the server on Windows+Linux and the client on Windows, so no issues there.
  7. Raz0r

    SP Ideas

    cg_saberTrail 0-1 to enable/disable saber trails cg_hudFiles 1 to disable using the .menu, use hard-coded simple HUD instead.
  8. I think there was something like there can only be ~16 NPC types spawned at once...in multiplayer? Or was that only vehicles.. There is also the overall size of the .NPC text files combined, and maybe a per-file character limit too. It's not too much of a problem, you're more likely to run into errors with too many vehicle NPCs.
  9. Raz0r

    SP Ideas

    Somehow add ability to override HUD tic count. possibly through "special" keyword Add cg_saberTrail 0-1 from MP Add cg_hudFiles 1 from MP
  10. Can't see shit, captain. That's not good
  11. Issues with EffectsEd: * Path configuration + sourcesafe is a huge pain to get right * camera manipulation/world coordinates/scale reference is confusing and can lead to tiny/huge effects * dialog boxes everywhere for errors! * specifying shaders is ugly and painful * fov warping * No Mac/Linux support? * Nice graphics info... You can use an FxRunner to call another .efx file.
  12. dat qeffects =[ The colours look all washed out on that wall texture in the first picture. The colour grading and bloom don't compliment it, and the ambient occlusion look fairly ugly. The bloom could be done better with actual integration in a new renderer.
  13. No savegames, but checkpoints and level changes yes. I think it even keeps track of which missions you finished like in SP, and allows you to progress through the tiers.
  14. Cutscenes yes, camera shakes probably.
  15. We know =p SmileTheory was lurking #JACoders recently.
  16. The Github page provides all of that. No one ever got around to making a web site. Not sure it's even worth it, if we could do something like Github pages
  17. Find all "weaponModel[1]", Subfolders, Find Results 1, Entire Solution, "" G:\Projects\OpenJK\code\cgame\cg_players.cpp(1085): int modelIndex = cent->gent->weaponModel[1]; G:\Projects\OpenJK\code\cgame\cg_players.cpp(7676): && cent->gent->weaponModel[1] )//one in each hand G:\Projects\OpenJK\code\game\AI_Jedi.cpp(323): || NPC->weaponModel[1] <= 0 ) G:\Projects\OpenJK\code\game\AI_Jedi.cpp(339): gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->weaponModel[1], G:\Projects\OpenJK\code\game\AI_Jedi.cpp(398): || NPC->weaponModel[1] <= 0 ) G:\Projects\OpenJK\code\game\AI_Jedi.cpp(403): int boltIndex = gi.G2API_AddBolt(&NPC->ghoul2[NPC->weaponModel[1]], "*weapon"); G:\Projects\OpenJK\code\game\AI_Jedi.cpp(417): gi.G2API_GetBoltMatrix( NPC->ghoul2, NPC->weaponModel[1], G:\Projects\OpenJK\code\game\AI_Jedi.cpp(518): G_PlayEffect( G_EffectIndex( "scepter/beam_warmup.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 0, qtrue ); G:\Projects\OpenJK\code\game\AI_Jedi.cpp(532): G_PlayEffect( G_EffectIndex( "scepter/slam_warmup.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 0, qtrue ); G:\Projects\OpenJK\code\game\AI_Jedi.cpp(7307): G_PlayEffect( G_EffectIndex( "scepter/beam.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number, NPC->currentOrigin, 10000, qtrue ); G:\Projects\OpenJK\code\game\AI_Jedi.cpp(7332): G_StopEffect( G_EffectIndex( "scepter/beam.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number ); G:\Projects\OpenJK\code\game\bg_panimate.cpp(4473): && gent->weaponModel[1] ) G:\Projects\OpenJK\code\game\bg_panimate.cpp(5907): && pm->gent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\bg_panimate.cpp(6208): && pm->gent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\bg_pmove.cpp(11891): && pm->gent->weaponModel[1] ) G:\Projects\OpenJK\code\game\bg_pmove.cpp(13421): && pm->gent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\bg_pmove.cpp(13596): if ( pm->gent && pm->gent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\g_client.cpp(1860): if ( ent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\g_client.cpp(1862): gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[1] ); G:\Projects\OpenJK\code\game\g_client.cpp(1863): ent->weaponModel[1] = -1; G:\Projects\OpenJK\code\game\g_client.cpp(2454): if ( (ent->weaponModel[0] <= 0 || (ent->weaponModel[1]<=0&&ent->client->ps.dualSabers)) //one or both of the saber models is not initialized G:\Projects\OpenJK\code\game\g_cmds.cpp(1340): && ent->weaponModel[1] <= 0 ) G:\Projects\OpenJK\code\game\g_combat.cpp(158): if ( self->weaponModel[1] >= 0 ) G:\Projects\OpenJK\code\game\g_combat.cpp(3911): G_StopEffect( G_EffectIndex( "scepter/beam_warmup.efx" ), self->weaponModel[1], self->genericBolt1, self->s.number ); G:\Projects\OpenJK\code\game\g_combat.cpp(3912): G_StopEffect( G_EffectIndex( "scepter/beam.efx" ), self->weaponModel[1], self->genericBolt1, self->s.number ); G:\Projects\OpenJK\code\game\g_combat.cpp(3913): G_StopEffect( G_EffectIndex( "scepter/slam_warmup.efx" ), self->weaponModel[1], self->genericBolt1, self->s.number ); G:\Projects\OpenJK\code\game\NPC_combat.cpp(701): if ( ent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\NPC_spawn.cpp(660): if ( !ent->weaponModel[1] ) G:\Projects\OpenJK\code\game\NPC_spawn.cpp(664): ent->genericBolt1 = gi.G2API_AddBolt(&ent->ghoul2[ent->weaponModel[1]], "*flash"); G:\Projects\OpenJK\code\game\wp_blaster_pistol.cpp(120): if ( ent->weaponModel[1] > 0 ) G:\Projects\OpenJK\code\game\wp_saber.cpp(375): ent->weaponModel[0] = ent->weaponModel[1] = -1; G:\Projects\OpenJK\code\game\wp_saberLoad.cpp(2514): if ( ent->weaponModel[1] == -1 ) G:\Projects\OpenJK\codemp\game\NPC_AI_Jedi.c(6184): G_StopEffect( G_EffectIndex( "scepter/beam.efx" ), NPC->weaponModel[1], NPC->genericBolt1, NPC->s.number ); Matching lines: 33 Matching files: 13 Total files searched: 1077 That's why we use IDEs like Visual Studio, to do the searching for us.The rendering will be done in /code/cgame/cg_players.cpp, and it will be set somewhere in /code/game/*.cpp Process of elimination.
  18. Raz0r

    Siege improvements?

    I need specifics =p and probably not too many gameplay changing things. Maybe.
  19. You can do all of those with JA++ server-side, and it's still being developed =p
  20. How do you know they don't use it? Plenty of people seem to use it.
×
×
  • Create New...