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Posts posted by Stoiss
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Smoo likes this
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well if i knew why i not could get ingame it would help me a lot to host the server but i didnt get any respons from you @@eezstreet
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i get no connection on screen when i get ingame on my server with this lates build
i don't know if i miss some server config or somthing else is up here
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are you stating it on the bat file or the exe file ?
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btw what maps will be there when it is ? is it that we need a updated version of the maps and have a link for it so everyone has it ?
Smoo likes this -
weekend for me so im sure i can be there to test it
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if its a play test we need i will come and join up and do it with you, but i can't provide any service to host a server anymore as i lost my router, i can host a server on my main computer but wont be a 24/7 thing anymore
Smoo likes this -
@ShadowPhoenix im always here keeping an eye on you guys
TheWhitePhoenix likes this -
the botlib error just need to be turn off in the build settings, if it is the same one there always have been with jka sdk.
Smoo likes this -
I played that Addon for MD2 with the blocking that Serenity made.It was awesome,considering that access to the code was NULL back then,I thought it was an ingenious idea.
I also played the first EoC mod by you stoiss and serenity.And ive played your excellent mods for about 5 years now.I'm one of the lucky ones who hand no problems with the mod.
happy to know you like the mod, but i only worked on it on til 2012 and gave it over to serenity as i wanted to do somthing else then EoC, me and Serenity didnt have the same ideas for the mod at that time so we split up but are still god friends today
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There is real manual blocking in SP, I'm surprised no one knows this.
Set g_saberAutoBlocking to 0, and then bind "+block" to a key. There is no autoblocking at all (attacks hitting your saber cause you to stagger), but it's actually kind of overpowered. You can block saber attacks that don't guard crush and blaster bolts almost perfectly. Visually the animation looks a bit weird because it's kind of slow and your character just holds the up block pose.
As for Serenity's mod for Movie Duels II.... I didn't really understand how it works. It seemed he was just telling you to press Use to block, but that he didn't actually add anything... unless maybe... in base SP, when you press Use and you stand still, your character just holds his saber stance without doing any animations, which actually lets you block almost perfectly which is pretty OP in my opinion (but this is just a basic feature of the game). And then if g_debugmelee is 1, you can press any direction to hold lean animations. Maybe he replaced the lean animations with block animations and forgot to switch on g_debugmelee. There was another mod called Saber Realism that used this to make manual blocking.
the manual block there was done for MD2 was done with the dodge animations and replace with parry animation to do that i remeber that becours it was the good times where me and serenity join together for EOC and formed it there and i maked a coded manual block for EOC after that for MP
JaceSolarisVIII likes this -
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last update Uniqueone did a update was the 12 aug.
* Improved volumetric light system a bit by changing depthmap colors to black for occluders and white for background objects. Now shadows are more visible and light is a little brighter.* Experimental adjustments to the grass (r_foliage 2 only) system.* Adjusted grass images to take up more of the image to improve FPS by spending less time thinking about blank areas.* Adjustments to the FPS tweaks in the last commit.* Changed a few default cvar values.this is lates changelogi could be wrong but i think he is having a break atm -
was it ever tested ensiform ? becours it was just removed from the openjk project without trying to be worked on and get it to a finish beta stage. i have never seeing gameplay of it at all but would have been nice to see
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if i remember correct the mission generator in jka was also there but was never finish and was removed from OpenJK from long time ago
but it would be cool to see somthing new like this in some way or maybe a better map format as @@UniqueOne has been talking about before
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OpenJK can compile in VS C++ 2010 there is a bat file for that in OpenJk's folder that you can use after have make the cmake setup
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every version ? i don't beleave in that becours i starte EOC and i never putted in Mac support for it at all.
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EOC has always been for Windows only so it is not a option for it at all besides if you use a Virtual Machines program to run it with
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if you don't know what you are doing here and you want to alter the sp code for outcast to have ojp saber system you will get stuck really fast.
outcast don't use the same codes as OJP does. first of SP is done in C++ and OJP mp or Jka mp is done in C. you will end up get a really big mess out of it.
SP is combind with codes for both saber system stuff and force powers. but give it a try learn from each mistakes you do with it each time.
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i think it looks awesome. really good job Uniq keep up the nice work you do with this mod.
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This stuff here is real. i have seeing it with my own eyes the other day.
edit my bad i think i miss readed you last night here @@ent no hard feelings ???
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i saw some Zabrack models in the google drive folders some time ago. i don't know if there was a female model of it but that could be change if a modeler could fix it
Smoo likes this -
Ok.. Wow..
There are many files , many changes that makes everything very complicated.
The glm model works fine but MD3 model (i think it is viewmodel.md3) Has strange paths.
Use modview and use MD3viewer to find the textures You need. The pain in the ass will be creating new folders just to make the model paths work.
The other problem is that ... It will not load in the game. The default game allows 1000vert model in FPS . This one has more than 2000... So It needs editing in blender for example to work in normal game :S The JKG modification could overpass the limit.. the default game.. will not load the model.
just what i said a few post ago.
Langerd likes this -
the viewmodels is not needed. the only one you need is the model.md3 and glm. but you need to import and export the guns to fix there muzzle flash points as they are turn in a diff way then the orginal is maked.
[Discussion] Versioning
in JKGalaxies Development & Modding
Posted
Go for it @@eezstreet, it was me in the days who putted the 1.45 version number, becours of the version there was before that, but there was some good progress in that version we used to have so it was the reason i putted it like that, but reversion is fine by me if its give a better track on what version we are on