Szico VII Posted April 27, 2013 Posted April 27, 2013 Those commands crash MP unless you vid_restart once the map has loaded. Which is just irritating if you're in a server as it'll crash every map switch and then you have to reset to 4:3 res, then vid_restart with those settings and redraw map once its loaded. I know its one of the first things you fixed but is there any way that particular fix could be put out as a stand-alone release for the average Joe soonish? Seeing as how waiting for EVERYTHING to be finished will presumably take some time. Circa likes this
Raz0r Posted April 27, 2013 Posted April 27, 2013 Er, I've been using r_mode -1 with r_customWidth/Height for years on online servers before OpenJK o.O<br />The only issue is when you /devmap with it
Szico VII Posted April 27, 2013 Posted April 27, 2013 As a mapper, map/devmap are quite essential Maps wont load from the menu either, still crashes. Can get into servers with BASE maps without crashing from the server list. Weird.
minilogoguy18 Posted April 27, 2013 Posted April 27, 2013 I guess I never had so much of a problem because I don't ever use the server list, I'd either know the address or I use xfire to store all my favs and connect/launch from there. Main one was the menu just for testing models, I had to just start up my home hosted server and connect through console.
eezstreet Posted April 27, 2013 Author Posted April 27, 2013 As a mapper, map/devmap are quite essential Maps wont load from the menu either, still crashes. Can get into servers with BASE maps without crashing from the server list. Weird. This has been fixed, and is no longer a problem. See @@Raz0r's post.
Szico VII Posted April 27, 2013 Posted April 27, 2013 Guys... I said it only works via server list, and doesn't via anything else! Also I know it has been fixed eez, please observe previous posts where I wondered if there was gonna be a stand-alone widescreen patch around a bit earlier than the entire rest of the update? DANKE.
eezstreet Posted April 27, 2013 Author Posted April 27, 2013 Calm your shit. I was just trying to cool off the discussion.
Szico VII Posted April 27, 2013 Posted April 27, 2013 But alas, no answer to the actual question/request
eezstreet Posted April 28, 2013 Author Posted April 28, 2013 What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..
Sentra Posted April 28, 2013 Posted April 28, 2013 Will you fix this issue with HUD stretching? I hate it :[Or maybe add some extra option like 'Allow HUD to stretch? YES/NO' ..
Omicron Posted April 28, 2013 Posted April 28, 2013 Or maybe add some extra option like 'Allow HUD to stretch? YES/NO' ..I wouldn't think that option would be necessary, as I can't think for a reason why you would want a stretched HUD. Probably best if it is just fixed.
Szico VII Posted April 28, 2013 Posted April 28, 2013 What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..ARRRRRRRRRRRGHHHHHH!!! Are you trolling on purpose? Theres nothing wrong with widescreen. In fact, I love widescreen. Except it crashes my MP unless I go through the laborious process outlined in previous posts. SO was hoping someone would put out a stand-alone patch to fix it before the rest of open JK. *kills self*
Xycaleth Posted April 28, 2013 Posted April 28, 2013 There's not really any easy way to fix a stretching HUD. The only sure way I can think of doing it would require editing all of the menu files.
minilogoguy18 Posted April 28, 2013 Posted April 28, 2013 Guys, listen to Szico, if you're testing maps or models and want to QUICKLY go into game and do /map or /devmap to see your stuff in game it WILL CRASH every time if you're using the widescreen workaround with /r_mode -1/-2. What he wants is a FIX so it DOESN'T CRASH when using these commands, I should also point out that it crashes even when selecting a map in say solo mode. The only work around I know of is since I had a home hosted server set up already I would set it to the map I wanted and /connect to my own server then say spawn my AT-RT and test it that way since going through the menu doesn't work. No one really cares about the stretching HUD, and if they did they're like me, too lazy to make new files that compensate for the stretch since I'm sure that's all it would take.
eezstreet Posted April 28, 2013 Author Posted April 28, 2013 Guys, listen to Szico, if you're testing maps or models and want to QUICKLY go into game and do /map or /devmap to see your stuff in game it WILL CRASH every time if you're using the widescreen workaround with /r_mode -1/-2. What he wants is a FIX so it DOESN'T CRASH when using these commands, I should also point out that it crashes even when selecting a map in say solo mode. The only work around I know of is since I had a home hosted server set up already I would set it to the map I wanted and /connect to my own server then say spawn my AT-RT and test it that way since going through the menu doesn't work.FFS, I said like 10 times that this issue has been fixed. (It's listed on the OP...) Do people know how to read? I was saying that nothing is wrong with it in OpenJK at this point aside from HUD stretching.. And if you're so inclined you can just grab the most recent version from buildbot links on the project page.
Circa Posted April 28, 2013 Posted April 28, 2013 How did they fix HUD stretching in the Mac version?
minilogoguy18 Posted April 28, 2013 Posted April 28, 2013 He wants a fix that is by itself though, NOT downloading OpenJK. Something that can be applied to the base game while OpenJK is still being worked on.
eezstreet Posted April 28, 2013 Author Posted April 28, 2013 protip: You can still download and compile the code that has just that fix, or apply the fix to clean source code, OR just download OpenJK precompiled.
eezstreet Posted April 29, 2013 Author Posted April 29, 2013 Recent builds: http://109.200.20.132/~builds/To get the code at that particular revision, dig through the commit log:https://github.com/Razish/OpenJK/commits/master?page=2 Find the change that you want, hit "View Code @ XXXXXXXX" to see the whole code (which you can download as .zip, OR click on the commit name to see the change requires.
Szico VII Posted April 29, 2013 Posted April 29, 2013 I cant find any reference in the 15+pages i looked through for widescreen fixes :|Why aren't those builds organised by date? :| Finally, and most importantly....how do I use the files Ive downloaded? Extracted to JKA/cant run the executables... something about not having openAL.dll Edit: Nevermind, it goes into gamedata not install. Cheers!
eezstreet Posted April 29, 2013 Author Posted April 29, 2013 The builds are organized alphabetically, and they're named by hash, which is easily determined from the Github page for each commit. Anyway, just copy openjk.x86.exe into Gsmedata, you don't need or probably want the other crap.
tinny Posted April 29, 2013 Posted April 29, 2013 I talked with some of you guys about this before.. but did you guys want to vote on converting JA MP code to C++? I could list some of the pros that most of you are aware of like classes, template programming etc, and cons being you can't use void pointers and negligible build and run time performance loss. I'm in favorite of it because of the features and being able to port fixes and features between sp and mp MUCH more easily. If we vote yes i'm willing to make a branch and do the grunt work and if it works merge it back in. Would you guys just want to vote on the board or in the irc channel.. or not at all ?
eezstreet Posted April 29, 2013 Author Posted April 29, 2013 I was wanting to, but @@ensiform and @@Raz0r don't think it's a good idea atm. I even have a branch set up that almost compiles using C++.
tinny Posted April 29, 2013 Posted April 29, 2013 Hmmm... what were the reasons? I'm sure they know the JA really well, just interested in why it'd be a problem. Also is it cool if i get a link to the branch? I'd like to play around with it.
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