Jump to content

Raz0r

Members
  • Posts

    1,135
  • Joined

  • Last visited

Everything posted by Raz0r

  1. Ah these people
  2. It's legacy Q3 code. It has a function in Q3, but JA modified that memory system, and com_hunkMegs is no longer used.
  3. What about seta?
  4. I think it was a birthday present in 2004, because I liked messing with JO.
  5. I kind of maybe mistyped something in the master sticky, and I seem to have some trouble noticing any advertising posts. Oops.
  6. This. plz.
  7. It's always been silly fun and amusement to me. Because I break stuff. Over and over.
  8. Raz0r

    im chalk

    Ohai Chalk =]
  9. Something like "VISIT US OR DIE" would do fine. linux
  10. 1.6, with mrwonko's JKA gamepack and such. Unfortunately I have major mouse input issues with both 1.6 and 1.5, so I often use 1.4
  11. I like to break things. Many things. Over and over.
  12. All the information about it can be found here. From what I remember, the developers simply moved on in life. Some people occasionally post and contribute some mapping, but nothing solid has been released.
  13. But then I won't get my weekly dose of e-drama from JA's SUPERHACKERS.
  14. Guns confirmed for real man usage.
  15. You haven't played JA until you've played Siege and CTF with the regulars :3 Give it a shot guys.
  16. Raz0r

    Cau!

    I love you Sil =D
  17. Thing is, JKHub.org isn't 'new', it was only recently launched and much planning went into it. They can't claim copyright over the JKHub name legally, and it's not like JKHub.org is pretending to be them. They can cry foul, but no one cares.
  18. Raz0r

    Hai

    I break things on a daily basis. You've probably seen me around, breaking things. If you want something else broken, let me know =]
  19. With regards to Xonotic, the XPM/Xonotic Promode they want is more to do with item balance (tiered armors, timing) The default Xonotic movement is close to CPM physics, but there are some differences. Osiris was suggesting it be tweaked in XPM to better match CPM. Some of the CPM code was released, and that has found its way into many projects. Xonotic also has some QuakeWorld and Warsow movement code (or perhaps a reimplementation) And I trust Astral to stay true to well-known strafing and trick-jumping - I play DeFRaG with him almost daily.
  20. I have a feeling you can use /ui_load rather than vid_restart. Maybe.
  21. The MD3 format uses vertex animation, and saves several 'frames' which are used for animations. I haven't looked at how to export an MD3 with several frames, or how it would be created. These commands are useful for debugging: ============================================================================= MODEL TESTING The viewthing and gun positioning tools from Q2 have been integrated and enhanced into a single model testing facility. Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>". The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. Testgun will cause the model to follow the player around and supress the real view weapon model. The default frame 0 of most guns is completely off screen, so you will probably have to cycle a couple frames to see it. "nextframe", "prevframe", "nextskin", and "prevskin" commands will change the frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in q3default.cfg. If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let you adjust the positioning. Note that none of the model testing features update while the game is paused, so it may be convenient to test with deathmatch set to 1 so that bringing down the console doesn't pause the game. ============================================================================= // ... { "testgun", CG_TestGun_f }, { "testmodel", CG_TestModel_f }, { "nextframe", CG_TestModelNextFrame_f }, { "prevframe", CG_TestModelPrevFrame_f }, { "nextskin", CG_TestModelNextSkin_f }, { "prevskin", CG_TestModelPrevSkin_f }, I'll be using animated MD3s for my "q3pro" mod, but I'm focusing on the code first (aka I'm a terrible artist and you should do it for me) The MD3 weapons in base are animated too - the Flechette's barrel model for example.
  22. The proper method requires a server-side and client-side code mod, and I recently used it in "q3pro" None of it is in efx files or such, it's all hard-coded. http://www.youtube.com/watch?v=8Z1lKcWcfa0
×
×
  • Create New...