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Stoiss

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Everything posted by Stoiss

  1. If you want a blocking function, you should make it in the PM_GetSaberStance in bg_pmove, or in bg_saber.c before the PM_WeaponLightsaber and call a button call above some where in the code. w_saber.c is for the action of how the saber needs to bahave for blocking like incomming attacks and special attacks and trace of the saber and more.
  2. Looks like disney is fucking up Star Wars for sure now. https://www.youtube.com/watch?v=AZ3n_D1zBrg
  3. watch out for does fixes @@eezstreet 6 mounth later you have done more then you ever wanted to do
  4. JKG was awesome with all its weapons and also when the saber system was working sadly we had to close it down.
  5. the npcs don't need a bot class system to behavie like we did it in EoC, that was for bots and not npcs npcs has its own class system setup, and it is not the class stuff there is broken, but how the npcs does its stance, i remember seeing this for OJP:E source where //[stanceselektion] is done in some of the npcs code. where it tells it to Swift stance more in combat
  6. just becours the full source has been released, does it not mean it is more easy to make it happen.. it still use a diff way of how the npcs behavie and works in sp for how they do in mp, the npc code in mp was a really pure port of the sp code, and has always been a pain to work with, maybe thats why no one really never have done somthing awesome with them, i only know one mod there have improved npc ai, witch was JKG, and later got a huge improvement in my mod.
  7. then take that edit text you have in you config at put it in to the openjk.cfg in My Games/OpenJK/MODNAME, it should work fine with that. i have done it a mil times without problems
  8. Use OJP:E or get a coded mod with it, desann and tavion styles is call the forbiden style, and need to get coded to work in the game if you have a high or low level depends on what sort of config you set up for it in the code, the cheap and easy way is, doing it in the sab. files but does servers you want to use it on need to have does files also
  9. awesome Job more models like this is needed a Custompack maybe with diff models and layouts
  10. Put it in OpenJK https://developer.nvidia.com/physx-source-github
  11. yeah there is some SW:TOR Look over it
  12. really nice @@Sentra
  13. Cool
  14. yeah i know, forgot about that when i posted it, but it could be putted in
  15. question, does this hud you make have a cloak and jetpack fuel bar also ?
  16. Stoiss

    Entities

    Boba did make a load screen where it show the % of data it was loading, but not all the weapons if i remember right, it loaded them in categories of each weapons types i think
  17. Yellow for MB2, and Ja++ and BaseJa Red stance red was always the hard part to learn to use right with you own play style so there for my Fav
  18. i have check that or else it would be pointless send it to him
  19. it is just the map it self witch was playable is that what you want.. so you can decompile it or what is the project with it
  20. i still have does maps if it is a need
  21. getting the dialog to work the way me and Pande did it was pretty cool, i should still have does files around somewhere, but i don't know if the lua code works as it should in JKG atm. and port over JKG Stuff to to JK:E is not somthing im intresting in, i have my own little project im sitting with atm, as for if eez did do NPCs files and AI for to json i have a promiss to take care of it there
  22. 5 coders, 3 mappers, EFX artist 1 or 2. 3-4 moddlers who can do textures and UV stuff also some dude who can do UI stuff also 2 animationer i guess and it would get far with this
  23. Stoiss

    Winter's Gift

    that was one of the cools maps i remember it my VaS member days in that clan that give good memorys Nice upload 10/10 from me btw a lot of Jenova maps can be found here http://jediknight3.filefront.com/developer/JenovaRebirth;8982
  24. Yeah that was the good old days we had a lot of fun with it.
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