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NAB622

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Everything posted by NAB622

  1. I forgot you posted that one above, sorry. Way too much stuff going on, I'm completely scatterbrained. Okay, I'll see what I can do. It probably won't look exactly like that one, but I can get something pretty similar.
  2. There are a few things, like the dynamic tracker setup page, that have styles of their own. ParaStyle.css is intended for those styles. There's a few other oddball ones in there too but I can't remember them at the moment. Regardless - I have already moved the RCon, Param, and colorizer styles out of ParaStyle.css and into the individual skin files, and separated the skin files into a skins/ folder. The next time I have an update, they will be available. I'm going to get back to work on my own skins very soon, now that the back end is more stable and more flexible. Also - if you are having trouble with the css skins, just make an image mock-up of what you want and I should be able to do it for you. More skins is better.
  3. Another update! I am working on having the tracker auto-detecting games, and parsing them uniquely. So far, it is working well, but I still need some more time to make it completely flexible between multiple games, as it was not my initial intent. For now, I have some great news; I have a test HTML page for ParaTracker and a CSS file ready to go. So for those of you who want to play with the skins, you can do that now instead of waiting. Here's the download link: https://dl.dropboxusercontent.com/u/19603700/ParaTracker/ParaTracker%20TEST%20PAGE%20FOR%20CSS.zip To modify the skin, unzip the folder somewhere, go into the CSS folder, and modify the two CSS files however you see fit. Particularly, ParaSkinA.css is the one you'll probably be looking for. Now, all this being said, I have a question: should the styles for the param list be different for each skin, or the same? Now is a good time to make that choice, before I go any further, because it will change the file I put the styles into. Circa and Caelum, I look forward to your input, good or bad.
  4. Just an update, since I imagine some people are following this project with interest now. Cagelight saw a request for JSON on Discord, so he implemented it. Caelum and I spoke a few days ago, and his requests should be possible. Most of them, most notably XSS safeguards and flood protection, were already implemented. I have finished remaking skin A with all CSS, and will begin working on skins B and C shortly. The new CSS method is completely flexible and the end users can change literally anything they like about it. A few items, like the levelshots and player list, are grouped together to make them more useful, but other than that everything can be manually colored and placed anywhere. Circa, you'll have to let me know what you think when you get your hands on it, but I think you'll love it. Edit: None of these changes have been uploaded yet; I want to finish skins B and C first, merge the two code bases we are working from, and look into Caelum's requests.
  5. In the interim, though, ParaTracker is functional and can be used. Paratracker.dogi.us
  6. Unfortunately that is exactly what I am trying to avoid doing. I don't want to use a portal, because the wall will be large and round. But thanks anyway. I'll probably just have to leave it visible from both sides.
  7. Well the website for JediTracker is completely gone now.....did something bad happen to BlaSt?
  8. Sure, sounds like a bit of fun. I'm very *very* busy IRL, but I will be happy to switch gears back to here and make it work. The back end of the tracker and the UI were kept mostly separate for this reason, so it shouldn't be very difficult to rework the UI. Keep in mind also that ParaTracker theoretically supports any Quake 3 based game, not just JA. I would still like to get Xonotic levelshots and Quake 3 Arena levelshots, and I'll need to get bitflag data for each of them as well. Eventually.
  9. That's very helpful. I'll look into DIVs and the possibility of using them for the entire layout, but I really don't know what I'm doing with them yet.
  10. The design cannot be changed by the end user, due to it being controlled by the PHP. I am not very good with CSS actually. If you have a better way to do it, please share, since I am honestly way out of date with my HTML knowledge.
  11. Oh wow. Didn't expect that......especially since it lasted so long. Because of JAOWNT, I haven't been doing anything new for ParaTracker - skins A B and C are the only ones completed thus far. (Skins E F G and H should theoretically take very little time each.) And then there's the ASCII/ANSI bug I still have to figure out. Other than that, ParaTracker should be completely usable, to the best of my knowledge. If there is anything else you need added to ParaTracker, or if you're really itching for more skins to be released, let me know. My attention is elsewhere at the moment, but it can easily be diverted back to here. Just a reminder; you do not need to host ParaTracker yourself. We have one already set up that you can use, just like JediTracker. http://pt.dogi.us/
  12. Blast doors are already being worked on. Due to some limitations of the prefabs, however, I didn't go with death star style blast doors. A whirlpool room? Please elaborate.
  13. After looking up some sci-fi door designs, it seems that the door doesn't need to look very high tech - it's the frame that makes all the difference. So for now i made some decent looking door frames. Thank you, Railback, for the design, although i likely will not use it at this time. Added a hydronics lab and shooting range to the list of rooms to add. After some more thought..... I might be able to stretch this to 15 decks or so. It would be a lot of work, so I'm not sure I want to go through with it, but if I do, just about any room idea will have space.
  14. https://www.youtube.com/watch?v=CO1bVeZuhaA
  15. Noted and added to the OP. Most dreadnaught art has "blisters" on the outer hull that contain the turbolasers - so if I do anything with mannable guns, that's probably where they'll be. It's tricky because it'll involve slicing through the outer hull, which is mostly curve patches. But I'm sure I can make it work. Edit: Another thing I'd like to know - does anyone have any cool door ideas? I don't want them to be traditional doors that go up into the ceiling, but I also don't want to make them simply move sideways.
  16. As promised, here are some screenshots from within Radiant. Please keep in mind this is VERY WIP and a lot is subject to change. All comments are welcome. Outside of the ship: The hangar area (There is only one hangar for now, and I will probably add an identical one on the bottom of the ship later): VERY early shot of the bridge area: Finally, pictures of the aforementioned hallway prefabs. The red light strip in the middle of the walls is going to be a light bar that turns on for red alert only, but it has to be visible for editing:
  17. So, I am mapping my version of an Imperial Dreadnaught as part of Jedi Academy Of Weird New Things. I am not at home right now, but I will post pictures when I have some time. In the meantime, I actually have a question for the JK community. I'd like to know what you all would expect to see on a Dreadnaught. Let me give a little background first; I am planning seven or eight decks, with turbolifts and emergency stairwells connecting them. I would like a tram or two to run the length of the ship on each deck for quick travel. I have prefabbed some decent looking hallways that I can cut and paste into place to connect everything, and I plan on making a blueprint on graph paper at work for each deck, then translating it into Radiant at home. I already have one hangar (Possibly two), an engine room, a bridge, a brig, a large central storage area, two cafes, and a bar planned and/or done. I want a security office on each deck, and maybe a master office as part of the bridge. There will be at least one very large barracks area that will span multiple decks. What I need from the community is to know what else they expect in a large ship like this. I plan to map out as much of the ship as I possibly can, and other than snazzy looking hallways, I need to fill the space. Single deck room ideas: Conference room (Ready room) Briefing room for officers Officer quarters Hydroponics Communications room Chemical storage Battle bridge Sickbay Gravity generator Shield generator mannable weapons bays, gun/cannon turrets Multi deck room ideas (Rooms that have entry points on multiple decks): Briefing room for troops Garbage crusher Stormtrooper practice range Droid maintenance Weapons control Atrium (Maybe two?) Science lab Power plant Please let me know if any of these rooms sound good or bad, or if you have better ideas. Thanks!
  18. Off topic - did anyone else know that the "angles" key works on func_doors, in place of the "angle" key?? I just found that out today. It would have been the single most awesome thing to make use of, back in the day...
  19. Worst case scenario, if it isn't possible, I'll find some way to tone down the polygon count of the room, but it'll look awesome if I can pull it off. Thanks for the heads up.
  20. It looks like Antiportals might do what I am looking for.....and they might work for my application because it is unlikely/impossible for them to line up with any structural splits, since the wall is curved. I'll have to check them out.
  21. I'm mapping an Imperial Dreadnaught, inside and out, with my own embellishments. I want to make a very large room at the front of the ship, with two of the walls being a huge, curved glass window that can see into space, so if anyone is flying around, outside, they are visible. But from the outside of the ship, all anyone will be able to see is the ship's hull. I know I could use a misc_portal_camera and misc_portal_surface to do this, somewhat....but I don't know if it would work correctly, as it would only open some leafs to each other, and not all of them. The other problem is that I don't want players flying around outside to hear sounds from inside the ship - there will likely be music and carnage inside.
  22. Scripting is super easy. It's the easiest way. A long time ago, someone suggested to me to use a shooter (I forget the entity's name....target_shooter? Misc_shooter). How it works is, you hide the shooter off in an inaccessible area of the map, and aim it at another entity a short distance away (I think it was a damage-activated func_door). Then, put several func_doors in the way of the blaster fire, and connect them to your buttons. Voila, conditional door without a script.
  23. I had loads of issues with func_train. It is quite a hackjob and I don't like to use it. Unless there is a specific reason you're using func_train, you should switch over to using a func_static and move it with an Icarus script. It is actually easier and a lot more flexible.
  24. That will work as far as hiding the inside of the room, yes, but the game would still be drawing the inside of the room. I'm trying to prevent that, both for sound leakage reasons and for rendering speed. I intend to have a LOT of stuff in this room.
  25. I know patch meshes can be used to make one way walls and walls that can be seen through on one side, but is there any way to make an area of the map able to see another without the reverse being possible? I am trying to make a room in the front of a large ship that has a large glass wall that looks out into space. Due to the large number of polygons in this room, i want to use a wall texture on the outside of the ship, and seal it off. But i still want people in the room to be able to see into space. Is there any way to do this without using portals? Sorry for the hasty post, I am actually at work trying to figure this out on my head and I have no idea how.
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