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Everything posted by Cagelight
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- 8 comments
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- city
- botroute support
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(and 1 more)
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I don't suppose you'd consider releasing source for this map? I always enjoy poking around map sources, and also recompiling them with higher lightmap resolution (with a JA modded to be able to use such). Thanks for your hard work, especially so long after this game's release, it makes me incredibly happy to see big maps still being made.
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InGame frankensteinmodel bug - Blender
Cagelight replied to WizardMKBK's topic in Modding Assistance
The problem is that the GLM importer at the moment does not preserve normals, a very old problem from long before I started working on it, I might be able to fix this eventually but for now the normals must be manually repaired using a Data modifier on the meshes referencing a disabled, combined version of the model. It's kind of an advanced topic in Blender and I've never been good at describing things. It should end up looking like this though: https://i.imgur.com/HO0FZx6.png -
If we do it, we will not be forking Radiant. It's an unsalvageable codebase with little room for improvement (without more effort than its worth).
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Remove "float: left;" from the color classes (.color0, .color1, etc.), and add "text-align: left" to relevant text container classes (serverName and playerName)
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I have just enabled HTTPS on the ParaTracker server.
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It's been open this whole time, I've posted the link in this thread before. I suppose it's not in the OP though so it's not obvious. https://github.com/cagelight/jaownt If anyone is actually interested in helping out, they can feel free to message me for a direct line of communication. I'm the only programmer at the moment.
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I believe he intended for you to modify Hugeflat - Dark. Once you've made changes you like to that, you upload the .css file somewhere that accepts hotlinking (like your server) and use the last option in the skins list, Custom.
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It seems there's a bug with the iframe link generation. Will be fixed shortly. In the mean time simply find "enableGeoIP" in your generated iframe link and set it from false to true manually.
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I'd just like to point out in case you weren't aware, ParaTracker does offer a JSON option for high degrees of customization if you're feeling up to it. The lack of the need to refresh makes it fairly straightforward.
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I don't think bullet would be very useful for a particle system, simply the wrong tool for the job. I would like to see the particle system improved though it's not very high on my list to be honest. As for destruction, better breakables is something I want to tackle at some point. It should be fairly easy to procedurally generate chunks by adding disecting planes to the brushes.
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I'm not sure what you mean, could you elaborate?
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Don't mind at all. The project is being kept here: https://github.com/cagelight/jaownt If you want to talk to me about it in greater detail, I can chat on steam or discord.
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Unfortunately yes, I've completely removed the SP component from the project. It's just not worth it having to maintain two entirely independent codebases. If it's any consolation, NAB622 wants to restore a lot of the SP functionality into MP so that the campaign is playable in MP. (Synergy/Sven Co-op style)
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Yes, ropes and grappling hooks are very doable, I know exactly how I'd implement that. Generally speaking, if Garry's Mod can do it, I can do it as well. Unsure about getting a snowspeeder to be able to take down an AT-AT... Would be amazing, can't promise that though.
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No, at the moment Ghoul2 is not being used for physics. I would love to integrate Ghoul2 into the physics eventually, but it's no small task. I got a whole lot of other things I want to do too.
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At this very moment, client prediction is broken. I know exactly what I need to do to fix it however so it's not really an issue. (it'll take a bit though) Players have been moved to the physics engine entirely, so they get the full range of interactivity that would be expected. That includes standing on them, pushing them, having them push you on impact, etc.
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Oh I see, I didn't notice that. Sorry for confusion, he must have misinterpreted me. I'll get him to edit that later. That would be great. I'm neither a modeler nor a python programmer though so I'm unlikely to ever get around to it, especially with all the other stuff on my plate.
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OBJ is not intended to replace MD3, especially for things like that. OBJ is mostly only for props and basic meshes, as it's a way more friendly file format to use with modern software. Even if this 3ds max plugin works great, 3ds max is proprietary, costs money, and is Windows-only. (three deal breakers for me)
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Any triangulated OBJ model will work. Each subobject in the OBJ model will be given its own convex hull shape in the rigid body, allowing the concave collision you see in the video. The shader used by the subobject is determined by the usemtl field. Here you can see the two test objects used in the videos for reference: https://github.com/cagelight/jaownt/tree/master/base/models Any decent modeling program should be able to export OBJ, it's a pretty common format these days.
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Suuuure, finding bugs. I'm more concerned with creating the funnest most interactive map ever, without an entity limit, assuming it can be removed, which I'm sure it can.
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Sup NAB, how about that TPCv4?