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 Post subject: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Tue Mar 18, 2014 11:56 pm 
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Posts: 48
Hello. I am glad to introduce you a modification for Jedi Knight 2: Jedi Outcast - joMME. It's a port of q3mme with most of its features and some new ones.
The mod is designed to make moviemaking much easier. Also it can be just a good demo player where you can pause and rewind to analize gameplay or something like that.

Download: http://jkhub.org/files/file/1861-jomme/
Source: https://github.com/entdark/jk2mp/tree/joMME

Features:
- supporting versions: 1.02, 1.04
- demo playback control (pause, rewind)
- free camera mode
- chase camera mode
- time speed animation
- capturing motion blur
- capturing output in stereo 3D
- different output types: jpg, tga, png, avi
- playing music on background to synchronize it with editing
- saving depth of field mask
- overriding players information: name, saber colours, hilts, team, model
- dynamic glow effect from Jedi Academy
- recording audio to wav
- replacing world textures with your own
- replacing skybox with one solid colour (chroma key)
- capturing in any resolution
- off-screen capturing
- capturing a list of demos

How to use: http://jkhub.org/forum/76-tutorials/ (it's for jaMME, but everything is same)

Installation: either extract the archive to "GameData" folder or extract anywhere, then create folder "base" next to folder "mme", put in there ("base") assets0.pk3, assets1.pk3 (+ assets2.pk3, assets5.pk3 otionally for 1.04 support) from "base" from your original game path. Then run start_joMME.cmd file and enjoy the mod.

If you have problems like crashing, be sure you installed the mod correctly, be sure demos don't crash on jk2mp.exe. If you are sure then feel free to bug report here or on github with attached demos and full explanation of your actions if possible.

Have fun.

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UPD:
Updated download link which brings a bit updated version of joMME. Redownload.


Last edited by ent on Mon Jun 16, 2014 5:42 pm, edited 3 times in total.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Tue Mar 18, 2014 11:59 pm 
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Genius! Instruction looks so long, Gnur says it's very easy. However a video tutorial would be appreciated :o Also I've read it's a "\capture tga 30" system. Is it possible to record it with Fraps optional?

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 12:36 am 
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Great work, ent! Really enjoying this.

@Nerevar, would you be interested in porting over the dismemberment code to a cvar in joMME?


Last edited by Gnur on Wed Mar 19, 2014 12:40 am, edited 1 time in total.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 12:37 am 
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Kaiser wrote:
Genius! Instruction looks so long, Gnur says it's very easy. However a video tutorial would be appreciated :o Also I've read it's a "\capture tga 30" system. Is it possible to record it with Fraps optional?


You can record to avi, which is recommended I guess. It will also save audio to a seperate file.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 3:56 am 
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For ppl who haven't seen it yet. Gnur's Test. I think it looks promising :D

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 8:00 am 
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I didn't test this yet, but bloody great job if you made this work for both versions with the animation problems and other version inconsistencies fixed. gonna try this out soon and edit my comment


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 9:53 am 
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Kaiser wrote:
For ppl who haven't seen it yet. Gnur's Test. I think it looks promising :D


Note this was before the current version was released.

I'll upload a video with 4 demos in 1080p, saber glow and with sound, later today!


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 10:05 am 
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Nice job! Can't wait to try :D

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 10:07 am 
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Gnur wrote:
I'll upload a video with 4 demos in 1080p, saber glow and with sound, later today!



Waiting :D

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 11:58 am 
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Kaiser, yes. Just play a demo as usually and start capturing with Fraps. Editing does not depend on capture.
Oh you probably would like to hide demo hud which autohides when you start capturing (command /edit none).

le01l, seems likes I fixed incompatibility fully.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 2:09 pm 
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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 2:19 pm 
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I see you taught bartender to not lie anymore.

mov_chatBeep 0, btw <:

UPD:
lol nvm, I forgot to add that :(


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 4:42 pm 
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Gnur wrote:

Amazing! :)
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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Mar 19, 2014 8:46 pm 
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Updated download link which brings a bit updated version of joMME. Redownload.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 1:12 am 
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ent wrote:
Updated download link which brings a bit updated version of joMME. Redownload.


What did you update?


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 2:25 am 
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Fixed console notifier colours in NT demos, added mov_chatBeep, fixed center print message, fixed fading text, new scoreboard for ctf, fixed missing cursor texture in demohud.
Nothing special.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 9:05 am 
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Hmm have you done something to the animations in the last update? Some animations are not right now, there's a slight difference making it look wrong. I notice it specifically in the bs and DBS (backslash in red and yellow) and in the forward red hit. The forward red hit actually isn't synced either, so when you hit the player in the demo, the saber hasn't reached that spot yet.

Some other issues:
-Rage sound starts, but the loop doesn't happen.
-Still get spikes when players connect.


Last edited by Gnur on Thu Mar 20, 2014 4:42 pm, edited 1 time in total.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 2:17 pm 
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Nothing, you imagined. If you don't believe: https://github.com/entdark/jk2mp/commit/979d3d9e0c018efe5f64132e54f6ce818cacd443

Send all your problematic demos.

UPD:
According to the code, rage never had looping sound, at least in jk2.
"-Still get spikes when players connect." - explain, please.

UPD2:
Just compared with Jedi Academy, and there is a fix for that missing looping rage sound, and speed and sight. I guess you were comparing with Jedi Academy.

UPD3:
I just played jk2 1.04 a bit to check, and there were looping sounds. I bet remade sound code is a problem. Gonna get those sounds back.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 4:51 pm 
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There's no problem in the demos themselves, so I don't think it should be necessary to send any (I will if you need to debug or anything though).

The animations are defintely different. I believe you haven't changed them, but I'm quite sure it didn't look this way in the earlier downloads of jomme. If you don't know JK2 that well, it might be hard to notice. Might be a side-effect of something? Anyone else here might help me pinpoint what's wrong?

What I mean by lag spikes, is that instead of loading the players that are going to connect, before the demo starts, it loads them when they connect, just like in-game if you haven't deferred player models. Even if I managed to defer loading player models, it would still load them if I died I guess, making a lag spike.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 5:14 pm 
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Do you want it pre-load all the models?

Btw, I got back force looping sounds such as speed, absorb, protect, rage and seeing.

UPD:
Does this one have old animations: http://www.speedyshare.com/KtSZW/download/build.zip ?


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 7:13 pm 
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Yeah that would be great.

Yeah, that one seems fine!


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 7:35 pm 
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it's 66 megs of data, is the problem really critical? After rewinding a bit back does not it have the lag again, right? I think it's not worth of it.

The version you just tried uses 1.02 anims interpolation which is laggy. You were complaining that it skips some frames, so I used 1.04 technique, which solve choppy anims. But I guess I will leave it as is if those broken anims are fine for ya.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 8:32 pm 
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ent wrote:
it's 66 megs of data, is the problem really critical? After rewinding a bit back does not it have the lag again, right? I think it's not worth of it.

The version you just tried uses 1.02 anims interpolation which is laggy. You were complaining that it skips some frames, so I used 1.04 technique, which solve choppy anims. But I guess I will leave it as is if those broken anims are fine for ya.


I'm just afraid it would be a problem when doing offscreen capturing, where it's not already loaded.

I can't speak for everyone, but the anims look correct now, and would like to keep it that way :)


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 8:43 pm 
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Everything will be fine if you are capturing with built-in tools (not Fraps or anything).
And yeah, anims are like before but on 0.1 or lower speed you can notice laggy interpolations which you found some time before.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 8:50 pm 
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Ok I'll keep it in mind!

What do you mean by the built-in tools? I really like the demolist feature, it's a great time saver. I thought everything would be preloaded though, since you're able to skip to next kills etc (I think?). Nerevar's cam mod preloaded everything, I'm sure, so there were no skips when someone joined.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 9:26 pm 
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Build-in tools is everything that mme brings for capture.

Should I repeat that you won't have problems if something loaded during demo playback?

As I told above, making that is not worth and not making that does not break anything - you will capture without problems.
And don't forget that's joMME is not that... "cam mod"(?) so why should I care about another's mod problem?
If you want that pre-loaded feature so much you can ask that guy to give me codes for that, any way I don't see a reason why you would need that and why I would code it.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Mar 20, 2014 10:21 pm 
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You don't have to repeat it, because I just asked what you meant ;) I'm glad it won't be an issue in offscreen capture then.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Fri Mar 21, 2014 5:46 pm 
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Great mod, good job guys.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Wed Apr 09, 2014 8:04 pm 
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joMME 1.0 is here with a big bunch of features and fixes: http://jkhub.org/files/file/1861-jomme/

Changelog:
Spoiler:
- fixed console notifier colours in NT demos
- fixed mov_chatBeep that did not work at all
- fixed center print message that prtinted text not on center sometimes
- added enhanced scoreboard for ctf
- fixed missing cursor texture in demohud
- avi now can save audio (mme_saveWav 2)
- added chatbox from JA
- added rgb sabers support for clientOverride feature
- added opportunity to override saber hilt with clientOverrdie feature
- fixed wrong animation angles (1.02)
- fixed missing looping sounds of force powers
- fixed missing rocket looping sound
- fixed missing entities (ammo/armor regeneration stations) (1.02)
- fixed trip mine ray visibility if it starts behind camera
- added support for volumetric shadows w/o developer mode requirement
- the mod now shows flag capture time
- fixed first person gun offset for landing non-predicted clients
- added railgun effect with spiral for disruptor
- holocrons(not tested) and seeker droids move smoothly in low speed
- added support for new NT mod version (1.02)
- fixed shown first person gun in spectator
- fixed colours of version in the console
- forcing core affinity feature now supports flags
- fixed crash in local server with dynamic glow enabled
- fixed fading shadow in center print message
- added mouse wheel support for demo browser in menu

To set custom hilt for a client be sure the hilt model is in the path outside or inside a pk3: models/weapons2/SABERNAME/saber_w
Use "clientOverride" command (read more about it in mme/cmds.txt), for example: /clientOverride 1 hilt SABERNAME. It will override 1th client's hilt model with SABERNAME model.
Try one of default ones: saber_desann, saber_luke, saber_reborn.

To set RGB sabers use "clientOverride" feature again, for example: /clientOverride all c1 yFF88FF. It will override all cleints' saber colour with light pink colour and 5th style of saber blade core.
There are 6 styles of saber blade, they are first letter in the colour code: u, v, w, x, y, z - last letters of english alphabet. z is for fully black saber.
The next 6 letters is the colour code in RRGGBB hex colour representation.

If you capture AVI then you could like it now can save audio inside AVI. Just set "mme_saveWav" to 2.
It works fine everywhere, but when I tried to open it in AfterEffects then audio was cut in timeline. I am probably doing something wrong, but it works very well in any media player, and encodable without issues.

Enjoy.

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Last edited by ent on Fri Apr 11, 2014 10:08 am, edited 2 times in total.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Apr 10, 2014 9:33 pm 
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Finally approved, sorry. You can download now.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Sat Apr 12, 2014 3:55 am 
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This mod literally begs for a nice 1.02 FFA movie! We really should revive our movie maker scene :P It still just amazes me that there is something like this released in 2014 :D

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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Tue Apr 22, 2014 4:51 am 
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thse vids look sweet, that kind of scenes are hard to achieve with nerevars cam mod, will try this mod as soon as i can, i guess im kinda late to the party, thanks for lettin me know kaiser

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edit: thread tldr all the features, is it possible to change the player model on a demo? (like the custom hilt cmd)


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 Post subject: Re: Jedi Outcast Moviemaker's Edition
PostPosted: Thu Apr 24, 2014 6:51 am 
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Sorry for long reply, I did not notice your edit, looked like a signature. x]

Yes, you can change player model during demo playback.
Use "/clientOverride clientnum model modelname". For example: "/clientOverride 4-7 model luke" will set model Luke to users with number 4, 5, 6 and 7.

You can also change name, team, shader (https://db.tt/sLFtqL1j) or attach an effect to a player (I attached golan alt shot effect: https://db.tt/9JfR7IZ4).
For more information check cmds.txt file which comes with the mod and placed in mme folder.
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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Wed Jun 25, 2014 3:13 am 
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Such a long list of fixes and addings in 1.4 :o Btw. where I've read all these graphic features like Qeffects has them, maybe there are even more in joMME, do you think you could bring out a version for live playing :D I don't wanna drop you from chair after all this works now but I'm curious about it - even depth of field and such. Ofc many PCs might suck for it atm but not for all and in future not less.. :P Anyways gonna test now!


Edit:
- first thing that striked me:

Dismemberment (1 or 2) crashes a lot
Do I enable cg_trueSaber with cg_thirdperson? Because that was how the trueSaber cmd started affecting the view.
Other things:
- the camera can be bottom up some times with truesaber
- the view isn't automatically "trueview" from the eye perspective - for me it is at the center/belly button

Is it normal that it takes like 5-10 seconds per frame? lol
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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Wed Jun 25, 2014 6:08 am 
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What are you talking about? None released 1.4. Can't help with it, sorry.

P.S.: someone has to learn to not hurry.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Wed Jun 25, 2014 11:11 am 
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Why none released 1.4? It's up at JKhub :D

I still can't figure out how to get truefov with the intended perspective working.

Anyways some pics from playing around with blur motion and depth of field:
https://vimeo.com/99120879 (activation takes a while)
or

Image
Image
Image
Image
Image
Image
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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Wed Jun 25, 2014 6:40 pm 
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Just a submitted file. I did not release anything, as I told.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sat Jun 28, 2014 10:36 am 
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joMME 1.4.3 released: http://jkhub.org/files/file/1861-jomme/

Changelog:
Spoiler:
1.4.3
- fixed thinkness of drain effect
- fixed inability to play background music
1.4.2
- fixed some incorrectly looking 2d objects with enabled ratio fix
- fixed rotating thrown saber if demo is paused or its speed 0
- fixed sharply rotating objects (mainly thrown sabers) due to null trajectory time
- fixed crash in the renderer initialization if r_dynamicGlow was set to anything but 0 or 1
- fixed rare drawing drain effect on low frame update
- fixed double drawing of head (dismembered and attached to body ones) with enabled trueview
- fixed trueview view position for dm_15 demos (bodies were bended too much)
- fixed double drawing of dismembered limbs
- added new commands to sun and rain
- fixed crash with enabled dismemberment when it was scanning for invalid client (-1)
- fixed incorrect randomizing that caused a lot of effects look same
1.4
- fixed wrong zoom mode detection for non-predicted clients that caused never "joining" to scope view
- fixed displaying crosshair when non-predicted client dead
- fixed crazy view shake after rewinding (default view vibration)
- added an opportunity to see activated absorb on everyone with mov_absorbVisibility (see cvars.txt)
- added tips on the loading screen

- added an opportunity to change colour of rage, protect and absorb forces (see cvars.txt)
- fixed game crash in force selection
- added an opportunity to switch ratio fix during demo playback or gameplay

- added enhanced weather system from Nerevar's Cam Mod (see cmds.txt)
- fixed a bug that caused scrolling the console with mouse wheel when it is minimized in main menu
- made shader animation with triangle waveform be interpolated smoothly
- fixed allocating 2x more megabytes than needed

- added support for smooth dynamic light from JA and new dynamic light style with r_dlightStyle cvar (see cvars.txt)
- fixed sound interruption if its volume too low
- fixed a bug when the game tried to load audio files that have more than 4194304 samples (~2 MB default jamp mp3), now joMME has it unlimited like in jk2mp
- fixed endless loop in demo loading if it loaded background music in mp3 and it had variable rate
- fixed a game crash when user did not type demo name when started recording demo
- deleted left part of cd checker which did not let play on local server (disconnected often)
- fixed inactive input in demo hud
- made adding entities to snapshot use raven's way because of some problems with ghoul2

- added an option to remove mme demo after finishing watching it with mme_demoRemove cvar (see cvars.txt)
- fixed a bug when mme demo crashed because original one had some invalid old snapshots
- added an option to precache client information such as models, skins and sounds with mme_demoPrecache cvar (see cvars.txt)
- made the game load dlls only
- fixed animmap not being smooth if game time is too big
- fixed missing 3d models of some pickable items in local server or in regular demo player
- made non-predicted clients have smoothly interpolated speed trail
- fixed disruptor 2nd and next rays being drawn with wrong start origin
- added hide feature to clientOverride command to not draw players if necessary
- fixed frag message drawing place when client is non-predicted
- non-predicted clients now have screen tints
- made flag icons become semi-transparent when flag is dropped
- added ratio fix to more 2d objects
- changed fov control behavior and added saving camera flags (mainly for fov) to project
- fixed weird camera movement after switching position interpolation type
- added crosshair to demo editing modes which exists in q3mme

- added dismemberment feature from Nerevar's Cam Mod (see cvars.txt)
- fixed missing/silent sounds in intermission (other part in ''remade stereo capture'')
- fixed and made falling vector/blackout work with non-predicted clients too

- added trueview feature
- added dof scripting feature (see cmds.txt)
- added dm_15 demo detection for regular demo player
- remade stereo capture
- fixed background music speed for different s_khz values
- fixed cl_avidemo and opening logic in demo command
- fixed endless drawing holocron glowing shader
- added new NT mod version detection
- fixed incorrect female sounds detection if sound config is missing
- improved saber clash fire to be more precise
- fixed lagometer in demos
- fixed 2d screen tints being opaque
- fixed wrong behavior of saber clash fire and its dependence on drawing fps in camera/chase mode
- fixed disappearing sounds when timescale is modified in local server
- fixed visible player models in intermission - they are invisible now
- added support for surfaceSprites flatten type which was missing from SP

- added teh's PBO for faster capture
- added s_mixSameTime to fix noisy sound when a lot of same sounds called at the same time
- fixed multiple drawing floating sprites above players' head
- fixed never interrupting death sound after respawn
- fixed ratio fix in inventory selection
- fixed AVI capture without sound
- fixed sound capture with enabled depth capture
- added avi capture for depth mask
- fixed personal assault sentry rotation animation
- fixed AVI+audio capture when motion blur is enabled
- fixed AVI+audio capture when it checks if we are capturing any video
- fixed AVI+audio capture if there is no capturing any video at all
- fixed AVI+audio capture in stereoscopic 3d capture when 2nd stream could add wrong time offset for audio
- unlocked some stuff that worked for predicted client only - now works for non-predicted ones too

New cvars (see cvars.txt):
Spoiler:
- mov_absorbVisibility
- mov_absorbColour
- mov_protectColour
- mov_rageColour
- mov_dismember
- cg_trueGuns
- cg_trueRoll
- cg_trueFlip
- cg_trueSpin
- cg_trueMoveRoll
- cg_trueSaber
- cg_trueEyePosition
- cg_trueFOV
- mme_demoRemove
- mme_demoPrecache
- cl_drawRecording
- s_mixSameTime
- mme_pbo
- r_dlightStyle

New commands (see cmads.txt):
Spoiler:
- dof
- clientOverride <> hide <>
- sun
- rain
- screenshotTGA
- screenshotJPEG
- screenshotPNG

Documentation of all cvars and commands, as usually, can be found in cvars.txt and cmds.txt files that are placed in mme folder.

At first, I'd like to apologize for so long delay to release. At seconds, I'd like to thank Nerevar for releasing the source code of his Cam Mod where I could take some new features from. Let's start from them.

Features from Cam Mod: dismemberment, sun and rain weather effects and precaching media files.
Dismemberment makes players sliced on pieces on their death by lightsaber. It looks like this (+ trueview feature): https://www.dropbox.com/s/1qnu6i003wnucc8/trueview_dismemberment_mblur.mp4 [VIDEO]. Use "mov_dismember 1" to activate it.
Sun looks like this: https://www.dropbox.com/s/rf2rvhargyfrl2a/sunsun.mp4 [VIDEO]. I added new features to this which lets you control sun size and position. Type "/sun" to see what you can do with that.
Rain looks like this: https://www.dropbox.com/s/xmj9k9t8eck8foz/hardRain.000.mp4 [VIDEO]. I enhanced it a bit and now you can change rain intensity and its range. It also plays rain sound on background. There are 3 different ones which depend on rain intencity. To activate or deactivate it just type "/rain a". Or type "/rain" to see all commands.
WARNING: the feature eats too much FPS if rain intensity is very high.

There is also a new interesting feature that originally comes from Open Jedi Project, called trueview. It lets you have view from model's eyes. It looks like this (same as in dismemberment feature explanation): https://www.dropbox.com/s/1qnu6i003wnucc8/trueview_dismemberment_mblur.mp4 [VIDEO].
The feature is controlled by "cg_true*" cvars. You better look at documentation in cvars.txt for more information. As start just set "1" to "cg_trueSaber" and "0" to "cg_thirdPerson" cvars.
WARNING: trueview only works with models that have actual eyes (part of skeleton), therefore model like desann or trandoshan won't work, because their eyes are part of head model, and models with helmets like stormtrooper won't work too. You can try such models as jan, kyle, luke, reborn etc. To change model just use "/clientOverride player model jan".

Next interesting feature is DOF animating system. Thit feature lets you make beautiful DOF effect in game. Look at some examples:
https://www.dropbox....ck6vjwf/heh.mp4 [VIDEO]
https://www.dropbox....0/ohdof.000.mp4 [VIDEO]
There is a new tutorial about this new DOF feature: http://jkhub.org/top...field-tutorial/

Another cool feature is PBO - pixel bufer object by teh. This instruction makes capturing much more faster. Try it out with "mme_pbo 1".

Now you can also precache some media before loading demo. It's needed to avoid little lags during demo playback when someone connects and loads new information. But those lags do no affect capturing so they are more for personal user's preference. Be carefurel, if you don't have enough RAM or you precached too much then it can cause either crash or drop to main menu.
Use "mme_demoPrecache 1" to activate it.

For those who care about disk space or those who made a thing similar to the Maverick's demo renderer (I will tell about this cool thing later) there is a new feature - removing .mme demo after finishing demo playback. Use "mme_demoRemove 1" to enable the feature.

Now you can change colour of rage, absorb or protect forces. Set values "1-9/a-t/x123DEF" to "mov_rageColour", "mov_absorbColour" or "mov_protectColour".

I also added smoothly looking dymanic light: http://imgur.com/a/pstqc/. The screenshot on bottom is "before", and on top - "after".

I think that's all...

Make cool videos.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Thu Aug 14, 2014 2:49 am 
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Nice The application was unable to start correctly (0xc000007b ) click OK to close the application
.
>.> any fix pls ?


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Thu Aug 14, 2014 10:10 am 
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You have to start the game over start_joMME.cmd not jomme.exe.

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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Thu Aug 14, 2014 1:13 pm 
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Kaiser wrote:
You have to start the game over start_joMME.cmd not jomme.exe.


any i start , its the same error


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Thu Aug 14, 2014 1:13 pm 
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is there some visuals c++ i need to download ?


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sat Aug 16, 2014 10:26 pm 
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Try this maybe: http://www.microsoft.com/en-us/download ... x?id=40784
Select "vcredist_x86.exe" only.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sun Aug 17, 2014 12:03 am 
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ent wrote:
Try this maybe: http://www.microsoft.com/en-us/download ... x?id=40784
Select "vcredist_x86.exe" only.


i got 64 bit OS [ Windows 7 ultimate ]


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sun Aug 17, 2014 12:05 am 
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I always get this error " This application was unable to start correctly (0xc000007b). Click OK to close the application.

I already googled this error its bcz of Visuals C++ or so , i tried get every i knew but no fix ;'(


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sun Aug 17, 2014 9:50 am 
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The application is built with x86 architecture. None cares about bitness of your OS, just download this: "vcredist_x86.exe" from my reply above.


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sun Aug 17, 2014 1:45 pm 
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The fix was to download every visuals c++ (2005 - 2013 ) both x64 and x86 now it works ;)


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Sun Aug 17, 2014 1:58 pm 
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Good to know. Anyways for future builds I will use only VC++ 2010 redistributable, since it does math more accurate and much more people have those and it supports Windows XP.

Now I am waiting for new cool videos guys. :P


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 Post subject: Re: Jedi Outcast Moviemaker's Edition (joMME)
PostPosted: Mon Jul 27, 2015 9:15 pm 
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KaiserMero wrote:
The fix was to download every visuals c++ (2005 - 2013 ) both x64 and x86 now it works ;)


anyways to support 1.03 demos? :/ maybe simulating it as 1.04 demos? (because 1.03 demos can be playable in 1.04 changing the extension)

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