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CansecoDev

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Posts posted by CansecoDev

  1. I was wondering how this mod was doing... but, I can't say anything good. I just downloaded your latest (November) release from four VK site just to see that you still release all the entire game, but in a more "gray" place, I can just download and play, no installation or game dependency needed.

     

    I don't want to be "that" guy, but by supporting this mod, you're all supporting an illicit activity.

     

    Edit; I mean, some parts the mod looks great (I say some because I saw some incoherences), but you should cut off any assets that are from the original game and pack the rest as the "mod", so people need to actually install it on the game, not just, download and voilà, thats piracy.

  2. Please update sounds to be accurate :)

     

    I did, Its one of the things that is not finished because I'm no expert in sound editing, I'm trying to replicate the sounds from TCW to avoid any copyright issue, but if I fail on that, I may just try to release it with a cleaned rip taken from the serie.

     

    btw, this is off topic I'll release it a soon as I finish it and get permission from Jose Carlos.

    TheWhitePhoenix likes this
  3. I though that making a post for the suggestion was a good idea to keep the issue tracker clean, sorry about that.

     

    On the topic, I'll do that then, I can understand that this, even if it would be accepted,is a low priority thing. So I'm going to check the "unknown command" block from the released JA code and compare it to the actual one, then make a Cvar to switch to toggle from one mode and another.

     

    Thanks for the suggestion about the pull /r, I'll do it as soon as I achieve this.

  4. Since this has been discarded as an issue (which I now understand why), I would like to post it as a suggestion.
     
    To have an option to enable this feature as a client Cvar.
     

    The fact that you can't use the console as chat (without the say command) is a little annoyance, its something that was possible in vanilla and a quality of life feature for chatting in-game while doing other things.

     This has been possible since JKO.

    Something like, cl_ConsoleSay, 0 by default, and when you set it to 1, you enable this feature.

     

    This was removed by design to prevent sending chat of commands that don't exist such as typing in a typo of rconPassword and sending your password to the server.

     
    I understand why this was removed, but I see this as a very specific situation, and even more because you can auto complete with [TAB]. Also, using the console as chat, is a very specific situation too, but removing a feature completely because of a very specific situation, instead of giving an option to enable it is a bad thing for OpenJK.

  5.  

     

    I seem to remember that the only additions to Jedi Academy MP are Team Heal and Team Energize, as I don't recall ever seeing them in Jedi Outcast MP.

     

    Those are on JKO as well.

     

    I think you're going overboard a little bit with the force powers.

    I feel like some of the force powers you suggest are too complicated.

    And, to speak to force sight specifically, if you remember, JKA actually had some puzzles

    that required your force sight ability, but there were only about three such puzzles in the entire game.

    Most of the force powers JKA added felt gimmicky and unnecessary.

    I'd like to see force powers focused around movement and combat primarily.

     

    There are no new force powers on JKA

  6. Sorry if this sound dumb, I'm no expert on mapping, just a bit imaginative, but this may be an idea to use as workaround.

     

    With the misc_portal_camera outside facing the exterior, an skybox of the interior of the ship on the outside, and a misc_portal_surface linked to the misc_portal_camera facing the outside, you may achieve this.

     

    Concept:

    0xaPdUr.png

     

    This may works  :kylo:

    The hard part may be that skybox of the interior...

    NAB622 likes this
  7. Man, I hadn't considered the falling ship level. That one is going to suck. I wonder if you can rotate an entire level after having it mostly complete. Dealing with those angles the entire time in Radiant wouldn't be fun, but complex geometry might crash the editor. Still, that's a really long way off, so best not to worry about it now.

     

    The falling ship level is something I always wondered when I look at this mod, how can that be done on this engine? I can't just imagine.

  8. I see fully working binaries of x64 linux at http://builds.openjk.org/ so I decided to stop this automated daily builds, but if someone for any reason wants to download some previous version of the binaries, there is a link with the archived binaries compiled here.

     

    https://drive.google.com/folderview?id=0B-kXTiDu0alySTZtbmFnRHhibjA&usp=sharing#list

     

    This backup belongs between 12 May 2014 and 10 September 2014 and the date format is; openjk-year-month-day-hour-minute-linux.zip 

     

    E: Sorry for the bump, I must announce.

    Didz likes this
  9. Hello mates, I recently done my own "buildbot" for keep updated my server, It makes a build everyday at 5:01 GMT+1, but sometimes I force the build when I see some fix or feature that I want to test from OpenJK. So, just for sharing I only added some lines to my script and this Directory Lister, I hope you find it useful.

     

    The compiling process has based on the guide from GitHub by JACoders.

     

    -> Daily Builds

    -> Latest Build

     

    Anyways, if you only wants to keep updated your server or something like that, you can use:

    wget http://c4n.eu/blasster/openjk/builds/l64/daily/openjk-latest-linux.zip

    I made this from scratch so, if someone wants to make their own, and do not know how, just tell me and I'll create a tutorial when I have some time free.

    Morabis likes this
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