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Everything posted by CansecoDev
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Biggest Saga NPC Pack Ever Created - Community Project
CansecoDev replied to RJA's topic in Mod Requests & Suggestions
Jan Ors without the googles I may try to to that, should be easy. -
Biggest Saga NPC Pack Ever Created - Community Project
CansecoDev replied to RJA's topic in Mod Requests & Suggestions
DFII NPCs -
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: This may works The hard part may be that skybox of the interior...
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Roadmap to completion, possible???
CansecoDev replied to minilogoguy18's topic in Dark Forces II Mod
I see, it's like the train level illusion for the non playable (outside) area, I wish you the better with the func_moving stuff, on my head that sounds like a nightmare work to do, an entire level with func_moving parts -
Roadmap to completion, possible???
CansecoDev replied to minilogoguy18's topic in Dark Forces II Mod
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. -
Ask me anything about the Jedi source code
CansecoDev replied to MGummelt's topic in Coding and Scripts
I have no questions about JK code for you Michael, I'm sure there is people on this community that can ask a lot about that... but I want to thanks you (and everyone involved at Raven) for the best saber combat system ever made on a Star Wars video game. I really thanks you. -
From now to forever, I'm seeding that torrent on my personal server and made a backup on my home storage. A also have another backup of jk3files but is 43GB, I suposse something was missing there.
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Is there any fix for those black shaders?
CansecoDev replied to CansecoDev's topic in Mod Requests & Suggestions
I made this replace to all the shaders: rgbGen lightingDiffuse --> rgbGen identity 590 Edits in total Result: Looks like this works, any possible side effects? -
I always saw this models and a few others with black shaders like this: As you can see the X-Wing and that boxes have black shaders. Is there any fix for this?
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Woah
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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.
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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.zipI 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.
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Episode 5!
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- 11 comments
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- Personal Skin or Model
- Star Wars Related
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[FIXED!] +openJK +JA +MP Creating a new weapon.
CansecoDev replied to CansecoDev's topic in Coding and Scripts
int ufix; // Ugle Fix .. .. .. // Fix for the new weapons. If anybody has a better idea, I will accept. if (num == WP_REPEATER) { if(cg.weaponSelect == WP_BURST_REPEATER) { num = WP_REPEATER; ufix = 0; } else { num = WP_BURST_REPEATER; ufix = 1; } } if (num >= WP_BURST_REPEATER) { if (ufix == 1) { // Do nothing } else { num += 1; // Add one per new weapon } } I fixed this using this code, THANKS @@Scooper, really.