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@dusty22 dusty22 commented Jul 18, 2016

So. I have this here. But I'm not sure the best way to go about doing this. At first I was thinking I should port some of the lighter features to OpenJK first and then start manually adding in the rest.

Or should we just kind of shove it all together at once pull request style on another fork or branch?

redsaurus and others added 26 commits January 8, 2017 18:27
"ignitionFlare" and "ignitionFlare2" in .sab file. For black saber
blade, "ignitionFlareBlack" and "ignitionFlareBlack2"
like in MP. only controls force regen for player
Galak Mech tweaks
Set fs_game back to "" and fs_basegame to "jaenhanced"
unless using katarn saberstyle. new saberthrow bind always works.
multiplier for saber ignition speed
turn on with cg_gunMomentumEnable 1. from
Razish/japp@7d384bb
dec1f7
Now allows 0...80 instead of 4...80.

Also made gfxinfo not display lightmap texture bits unless explicitly set to a non-zero value since when 0, the regular texture bits are used.
I’d missed a few of these when adding stuff onto latest OpenJK (and
added a .write where a .read should have been causing issues…). Affects
force powers, entity tints, SFX sabers, custom sabers, holsters,
ignition flares, weapons and saber crystals
redsaurus pushed a commit that referenced this pull request Jun 9, 2017
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7 participants