-
Posts
481 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by Stoiss
-
-
nice i like how they act like doing the shift betwean each others whne the get close and then go back and sit down for ther turn
-
relax guys i have plans for making a new video at some point ofc Uniq could show the fps in his pic
the scope view is still a little buggy as it renderer 2 times on the same screen i hope this can be fixed at some point. but im pretty happy how the scopes works now
-
its not that a big of a hit. Uniq have done a pretty good job with this
-
the md3 is for proj and view model eez glm files is the one there is in the players hand when you see him in 3 person view for what i can understand from it
byt the problem Mau has it that he needs to turn the grenades hand tag so it is in side the hand and not out side as it is seeing in this pic here.
@@DT85 knows how to to it, so he might be able to help with this one here
-
-
thats not true i just get over 150+ in fps atm and i also think the new nvidia driver for my cards did somthing. but after i turn off rend2 sun "somthing cvar i got high fps" shoots still impact the efx but not as heavy as it used to be
-
New Scope mode, we can now scroll with some of the weapons, depends on its spec on it.
the zoom is only in the middle of the scope and as you can see it blur out side and around it
Darth Sion, Omicron, Bek and 4 others like this -
he already got them all from me DF
Futuza likes this -
-
im mostly free all day long so let me know when you want to have it done
who is running the server ?
-
was not mine i came to jk3files and jk3 files forum in the days to look for new stuff, moddb was also the place plus lucasart forum both for models, coding and so on but lets face it, that site has been done for many years and all what is good and left for jka is in here on jkawesome hub
Wasa likes this -
Nice to see a new Hud for JKA its been long time sense we have seeing that
-
Found the dependece in clientthink function, but is deep inside, into the core of the code.
Clientthink is a function too much important and too much things depend on it. edit function or make a new "clientthink2" function only for a force power is not really a good solution. i wanna try with this edit:
void ClientThink( int clientNum, usercmd_t *ucmd ) { gentity_t *ent; qboolean restore_ucmd = qfalse; usercmd_t sav_ucmd = {0}; ent = g_entities + clientNum; if ( ent->s.number<MAX_CLIENTS ) { if ( ent->client->ps.viewEntity > 0 && ent->client->ps.viewEntity < ENTITYNUM_WORLD ) {//you're controlling another NPC gentity_t *controlled = &g_entities[ent->client->ps.viewEntity]; qboolean freed = qfalse; if ( controlled->NPC && controlled->NPC->controlledTime && ent->client->ps.forcePowerLevel[FP_TELEPATHY] > FORCE_LEVEL_3 || controlled->NPC && controlled->NPC->controlledTime && ent->client->ps.forcePowerLevel[FP_CONTROLMIND] > FORCE_LEVEL_0 ) {//An NPC I'm controlling with mind trick if ( controlled->NPC->controlledTime < level.time ) {//time's up! G_ClearViewEntity( ent ); freed = qtrue; } else if ( ucmd->upmove > 0 ) {//jumping gets you out of it FIXME: check some other button instead... like ESCAPE... so you could even have total control over an NPC? G_ClearViewEntity( ent ); ucmd->upmove = 0;//ucmd->buttons = 0; //stop player from doing anything for a half second after ent->aimDebounceTime = level.time + 500; freed = qtrue; } } else if ( controlled->client //an NPC && PM_GentCantJump( controlled ) //that cannot jump && controlled->client->moveType != MT_FLYSWIM ) //and does not use upmove to fly {//these types use jump to get out if ( ucmd->upmove > 0 ) {//jumping gets you out of it FIXME: check some other button instead... like ESCAPE... so you could even have total control over an NPC? G_ClearViewEntity( ent ); ucmd->upmove = 0;//ucmd->buttons = 0; //stop player from doing anything for a half second after ent->aimDebounceTime = level.time + 500; freed = qtrue; } } if ( !freed ) {//still controlling, save off my ucmd and clear it for my actual run through pmove restore_ucmd = qtrue; memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) ); memset( ucmd, 0, sizeof( usercmd_t ) ); //to keep pointing in same dir, need to set ucmd->angles ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; ucmd->angles[ROLL] = 0; if ( controlled->NPC ) { VectorClear( controlled->client->ps.moveDir ); controlled->client->ps.speed = (sav_ucmd.buttons&BUTTON_WALKING)?controlled->NPC->stats.walkSpeed:controlled->NPC->stats.runSpeed; } } else { ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; ucmd->angles[ROLL] = 0; } } else if ( ent->client->NPC_class == CLASS_ATST ) { if ( ucmd->upmove > 0 ) {//get out of ATST GEntity_UseFunc( ent->activator, ent, ent ); ucmd->upmove = 0;//ucmd->buttons = 0; } } PM_CheckForceUseButton( ent, ucmd ); } Vehicle_t *pVeh = NULL; // Rider logic. // NOTE: Maybe this should be extracted into a RiderUpdate() within the vehicle. if ( ( pVeh = G_IsRidingVehicle( ent ) ) != 0 ) { // If we're still in the vehicle... if ( pVeh->m_pVehicleInfo->UpdateRider( pVeh, ent, ucmd ) ) { restore_ucmd = qtrue; memcpy( &sav_ucmd, ucmd, sizeof( usercmd_t ) ); memset( ucmd, 0, sizeof( usercmd_t ) ); //to keep pointing in same dir, need to set ucmd->angles //ucmd->angles[PITCH] = ANGLE2SHORT( ent->client->ps.viewangles[PITCH] ) - ent->client->ps.delta_angles[PITCH]; //ucmd->angles[YAW] = ANGLE2SHORT( ent->client->ps.viewangles[YAW] ) - ent->client->ps.delta_angles[YAW]; //ucmd->angles[ROLL] = 0; ucmd->angles[PITCH] = sav_ucmd.angles[PITCH]; ucmd->angles[YAW] = sav_ucmd.angles[YAW]; ucmd->angles[ROLL] = sav_ucmd.angles[ROLL]; //if ( sav_ucmd.weapon != ent->client->ps.weapon && PM_WeaponOkOnVehicle( sav_ucmd.weapon ) ) {//trying to change weapons to a valid weapon for this vehicle, to preserve this weapon change command ucmd->weapon = sav_ucmd.weapon; } //else {//keep our current weapon // ucmd->weapon = ent->client->ps.weapon; // if ( ent->client->ps.weapon != WP_NONE ) {//not changing weapons and we are using one of our weapons, not using vehicle weapon //so we actually want to do our fire weapon on us, not the vehicle ucmd->buttons = (sav_ucmd.buttons&(BUTTON_ATTACK|BUTTON_ALT_ATTACK)); // sav_ucmd.buttons &= ~ucmd->buttons; } } } } ent->client->usercmd = *ucmd; // if ( !g_syncronousClients->integer ) { ClientThink_real( ent, ucmd ); } // If a vehicle, make sure to attach our driver and passengers here (after we pmove, which is done in Think_Real)) if ( ent->client && ent->client->NPC_class == CLASS_VEHICLE ) { pVeh = ent->m_pVehicle; pVeh->m_pVehicleInfo->AttachRiders( pVeh ); } // ClientThink_real can end up freeing this ent, need to check if ( restore_ucmd && ent->client ) {//restore ucmd for later so NPC you're controlling can refer to them memcpy( &ent->client->usercmd, &sav_ucmd, sizeof( usercmd_t ) ); } if ( ent->s.number ) {//NPCs drown, burn from lava, etc, also P_WorldEffects( ent ); } }
Should work with the two powers, not only with FP_MINDTRICK level 4. now i will test. :
AH YES! IT WORKS! YEAAH!
Now i need just to end the forcefreeze!
you could also take does if statements and make them in to a new function name, and then call them from clientthink and do a sec one also for you new mind control stuff like have one function call MindControle(); and Mindtrick(); in clientthink but looks like you got your stuff working so nvm
-
im also getting website not is up on opera but if i reflash and load it again it is there.
-
No man's Sky for me that game looks badass awesome in its own way
but sadly its not a game release of this year so i guess SW:Battlefront
-
Razor did a portal gun mod years ago eez
-
Nope, Serenity work on this with Matt, i retired long time ago
MattFiler likes this -
making a reboot contents on jkhub, should be a jkhub thing really,
reward should be a cool design of a sig where it says date and year and a name say best skin artist of the year like how jk3files once had it, if this is a success we could move on with models and so on
not that your skin is a cool idea but i think jkhub should take this up and try it out
Lancelot and KillerRebel359 like this -
change you[models/weapons2/morch/columnchunk.md3]to{models/weapons2/morch/columnchunk.md3}
-
First person? D: Not Third person ? (The camera on back)
Some of the weapons glm use diffrent flash coordinates as base glm file that i used so i must put it a little closer to the hand.
ofc third person
Langerd likes this -
if you continue like this you will be a great creator of mods in the future like DT is, have multi talents for mapping, modeling, efx and so on.
only thing i see is needed here in does pictures is the muzzle point in first person there needs a fix
Keep up the good work m8
-
if i remember right, japlus had some dance animation you could use
-
just to let players know, Rend2 need cards there support the minimum required version of OpenGL 3.2. if you don't have that you wont be able to play the mod
-
we have nothing out atm, we still test and improve so it will be better play able at some point, i will make a post in here when i will put up a beta for testing
Star Wars Warzone (W.I.P)
in Star Wars: Warzone
Posted
it is playable, but even if it is playable, it would still have many bugs and issues there can crash and involved the experience of a good play time of warzone