Search found 413 matches

by Tr!Force
18 Jan 2016, 12:53
Forum: Modding discussion / WIP
Topic: Saber Shenanigans (dev thread)
Replies: 30
Views: 124825

Re: Saber Shenanigans (dev thread)

you keep the qvm's updated on the git repo? (base/vm)

i want try it today
by Tr!Force
18 Jan 2016, 00:03
Forum: Modding discussion / WIP
Topic: Saber Shenanigans (dev thread)
Replies: 30
Views: 124825

Re: Saber Shenanigans (dev thread)

finally a mod with a "realistic" saber combat :D

i definitely want to try it :O
by Tr!Force
17 Jan 2016, 19:46
Forum: Movies and compilations
Topic: CoS # Ferox ancient render
Replies: 2
Views: 14504

Re: CoS # Ferox ancient render

nice video! whats the music name?
by Tr!Force
16 Jan 2016, 23:08
Forum: Help / Suggestions
Topic: Version 1.04 ruins SP gameplay too
Replies: 7
Views: 27726

Re: Version 1.04 ruins SP gameplay too

u should use OpenJK for JK2 Single Player, actually there is no SP 1.04, just 1.02 and 1.03... so, if the bugs u mean arent fixed on the lastest SP version (1.03) i think is not fixed in the older versions... unline u will have more (or anothers) bugs. :?
by Tr!Force
16 Jan 2016, 20:36
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

inconsolata is a good one, same with source code pro, but i think these fonts are very similar as the base one ocr_a, what do think? in that case would be better to use the base once ocr_a? to keep the "jk2 game font style" untouch? idk how looks with the anothers messages, like the vote m...
by Tr!Force
15 Jan 2016, 20:22
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

yeh, was strange at first, i had to check the height between lines, the first time was :shock: but looks fine, the font is little bit "stronger" but nothing weird, is just fine. but if u want know my personal opinion, i preffer a lighter font for those, so much "strong" fonts on ...
by Tr!Force
15 Jan 2016, 18:11
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

I'm not going to waste my time hand-crafting such a terrible font. You wont find a similiar one because, as I wrote earlier charsgrid_med.tga is some sort of badly monospaced, condensed helvetica clone with terrible non-ascii glyphs. It was manually monospaced (from non-monospace helvetica or simil...
by Tr!Force
15 Jan 2016, 17:27
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

fau wrote:It is the same font.
oh i see, what about converting the console font (or search the same font) and convert like the others to show properly? i think "replacing" with another existing font isnt a good idea, the only similar font is ergoec, but is not lighter like the console one...
by Tr!Force
15 Jan 2016, 15:38
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

No, they are not: s = CG_GetStripEdString("INGAMETEXT", "SERVER_CHANGING_MAPS"); // s = "Server Changing Maps"; w = CG_DrawStrlen( s ) * BIGCHAR_WIDTH; CG_DrawBigString( 320 - w/2, 100, s, 1.0F); CG_DrawBigString, CG_DrawStringExt, CG_DrawChar and Co are left-over from...
by Tr!Force
15 Jan 2016, 13:32
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

but actually these fonts (the "server changing maps..." or the "jk2mv-version" message) are from FONT_MEDIUM cgDC.Assets.qhMediumFont = trap_R_RegisterFont("ergoec");

is related with the charsgrind_med.tga???
by Tr!Force
14 Jan 2016, 23:58
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

I recently tested, is very impressive how looks now :shock: :P +1, but i have some notes: first: http://i.imgur.com/Fzx6oRK.png some numbers are not themselves from fonts, i think need to be remade from the currents .tga files, these are: qhandle_t numberShaders[11]; qhandle_t smallnumberShaders[11]...
by Tr!Force
14 Jan 2016, 23:18
Forum: Modding discussion / WIP
Topic: [MVSDK] Suggestion List
Replies: 20
Views: 93653

Re: [MVSDK] Suggestion List

Well, I can tell you that there are plenty of bugs, even game-crashing ones in sdk code. Maybe jk2mv fixed all exploits, dunno. I would prefer to have them fixed, as many as possible. At least for jk2mp.exe users. Hell, the first thing I did in my mod was debugging and fixing a bug in Info_RemoveKe...
by Tr!Force
14 Jan 2016, 20:57
Forum: Modding discussion / WIP
Topic: [MVSDK] Suggestion List
Replies: 20
Views: 93653

Re: [MVSDK] Suggestion List

fau wrote:I don't care about "multiversion", all I want are bugfixes for original codebase :F
why? daggo said "Most of them are fixed already, including many that weren't listed here."
by Tr!Force
14 Jan 2016, 20:55
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

nice,i will try today :P i know is a beta, so i will try with the basejk I 'll be commenting .zip archive I attached contains patched cgame.qvm and ui.qvm so don't put it in base, put it in a new mod-directory. ya, i mean with basejk = without another mods :D in another topic, about this: What I di...
by Tr!Force
14 Jan 2016, 17:51
Forum: Modding discussion / WIP
Topic: Generating JK2 font from .ttf
Replies: 49
Views: 215144

Re: Generating JK2 font from .ttf

nice,i will try today :P

i know is a beta, so i will try with the basejk

I 'll be commenting
by Tr!Force
14 Jan 2016, 17:40
Forum: Modding discussion / WIP
Topic: [MVSDK] Suggestion List
Replies: 20
Views: 93653

Re: [MVSDK] Suggestion List

I understand that the work is halted, and you don't have time to continue it atm. How about releasing what you wrote so far so I can scrap it for bugfixes? :D It would help me a lot. Is it going to be GPL-licenced? i asked the same thing, ouned told him the same, but he doesnt want release any &quo...
by Tr!Force
13 Jan 2016, 14:17
Forum: Modding discussion / WIP
Topic: Handmade Quake
Replies: 5
Views: 31401

Re: Handmade Quake

ouned wrote:rewritten from scratch?
this guys is downloading the source and trying to get it working on a modern compiler from my looks.

Where is the part I missed?

EDIT: nvm got it :lol:
thats a clear example people never read :lol: hehe
by Tr!Force
12 Jan 2016, 18:48
Forum: Modding discussion / WIP
Topic: Handmade Quake
Replies: 5
Views: 31401

Re: Handmade Quake

quite nice to see the quake 1 source rewriten from scratch (i tried the original quake 1 source few years ago, and this new one is too much better), so is interesting how this guy explain how full video games are actually built. most of games nowadays are based in a standard source code, so this vid...
by Tr!Force
12 Jan 2016, 16:05
Forum: General
Topic: Star Wars The Force Awakens - Rating
Replies: 24
Views: 107204

Re: Star Wars The Force Awakens - Rating

Yeah I totally agree on point one and three. It was sad to see him just around 30 seconds but I'm sure they will fix it in episode 8 and we will see him for longer. yeh, thats a good way to keep people waiting for an ep. 8 :lol: Unless they do the same with him like with point one at this time :o :...
by Tr!Force
12 Jan 2016, 12:57
Forum: General
Topic: Star Wars The Force Awakens - Rating
Replies: 24
Views: 107204

Re: Star Wars The Force Awakens - Rating

i will not give a "very good" vote because:
- They killed Han Solo
- Luke Skywalker appears only 30 seconds at the end
- There were no many lightsaber combats :?
... c'mon! :evil:

anyways, the rest was really nice, was a good movie from my point of view 9/10 ;)
by Tr!Force
11 Jan 2016, 02:20
Forum: Other
Topic: What music are you listening to?
Replies: 5
Views: 33614

Re: What music are you listening to?

i like the music too, im a musician, a pianist :D so i like a lot of music styles :lol: the albums im hearing nowadays are: Episode (Stratovarious) https://www.youtube.com/watch?v=Q164TWsu-Tc&list=PL09DFA2DC296A5442 Apollo 18 (They Might Be Giants ) https://www.youtube.com/watch?v=up0NnJCxCW8&am...
by Tr!Force
08 Jan 2016, 23:47
Forum: Bugs & Suggestions
Topic: wut?
Replies: 5
Views: 31393

Re: wut?

Why do you post this in the JK2MV bug section, when it has nothing to do with JK2MV? :? Judging by your screenshots it is just q3fill :) As far as I can tell the screenshot was taken on the TFJ 1.03 server, which doesn't run JK2MV at all, or any mod with a fix for it. JK2MV already have a fix for t...
by Tr!Force
08 Jan 2016, 17:32
Forum: Bugs & Suggestions
Topic: wut?
Replies: 5
Views: 31393

Re: wut?

jozuf wrote:lel this shit is so oooold. q3fakeplayers or smth. ban IP gg
i thought was some of these q3haxs, im not very familiar with the jk2 exploits :lol: that was funny
by Tr!Force
08 Jan 2016, 17:11
Forum: Bugs & Suggestions
Topic: wut?
Replies: 5
Views: 31393

wut?

someone trying to hax?

instant connect players every second :?

Image
Image
by Tr!Force
07 Jan 2016, 17:19
Forum: Modding discussion / WIP
Topic: Scaling the speed of animations
Replies: 20
Views: 78593

Re: Scaling the speed of animations

nice, i thought it worked differently, i did these work a long time ago, so did not remember how it worked :lol: thanks for the clarification I have buttons for triggering block animations, but they are only a keyframe that it blends to over time - but what time is that? If anyone has a clue, do tel...
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