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Posted

I know about, haven't played it extensively. I'm still trying to figure out if it's just an engine fix or that it has increased JK2MP's limitations just as OpenJK has done with Jedi Academy . . .

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Posted

I know about, haven't played it extensively. I'm still trying to figure out if it's just an engine fix or that it has increased JK2MP's limitations just as OpenJK has done with Jedi Academy . . .

 

Both. It goes beyond OpenJK's bug-fix mentality and adds features.

 

https://jk2mv.org/features/

 

I'd link the changelog that it references, but it seems to have disappeared. @@ouned @@fau

  • 1 year later...
Posted

Well after several months I have to conclude that JK2mv unfortunately doesn't increase any limitations and seems like a more upscaled version of the base JK2 multiplayer part with some bug fixes. Too bad because it does have potential and I did hoped that they would have increased certain limitations where I and other mappers could take advantage of.

 

When I tried porting the Jedi Academy version of "Asteroid Base", the map loads but the moment I join the game, it crashes with a "ERROR: CM_InlineModel: bad number" message. When I remove a lot of brush models (such as double doors), I can play the map without problems. Unfortunately, this will mean that I cannot create a special JK2 version for engine-removing port(s), such as OpenJK for Jedi Academy and the various ports for the original Doom . . .

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