Jump to content

jaMME 1.0 is here


Recommended Posts

Posted

Hello everyone.

 

Most of things are ported, most of bugs are fixed so it's 1.0. Yay.

Get it now: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- changed sound code for proper sound speed support and for opportunity to play background music

- added mov_musicFile and mov_musicStart which let you load and adjust background music

- added mov_wallhack which lets you see player models through walls

- added mov_filterMask which lets you hide selected entities

- added musicPlay command that lets you play music for some time

- fixed disapearing external post-process (QeffectsGL) if there are not 2D images on screen (thanks to Ghost)

- added doppler effect and cvars that control it: s_doppler, s_dopplerSpeed, s_dopplerFactor

 

New cvars:

- mov_musicFile

- mov_musicStart

- mov_filterMask

- mov_wallhack

- s_doppler

- s_dopplerSpeed

- s_dopplerFactor

- s_timescale

- s_forceScale

Check mme/cvars.txt to read description of those cvars.

 

Probably some sounds won't be played though I didn't have such issue, and if it happens then tell me about that, please.

Also bug with odd sounds that could be heard in captured sound still exists. Example: https://db.tt/4MV9oQZg (let's hope Leonardo won't delete it). You can hear the pistol shot is very noisy. The problem probably comes from original quake 3 sound code and I could not detect its core. Sounds with that bug:

- Bryar Blaster Pistol alt shot

- Golan Arms Flechette alt shot

- Merr-Sonn Portable Missle primary shot

If you find more then tell me, please. Fortunately saber sounds are fine so saberists can be happy.

But the problem has a solution and it is still same: http://jkhub.org/topic/2714-tips-advices-and-help/ on "If you are recording audio and having strange sounds..." string.

 

To test how sexy sound speed scales just change demo speed using /speed command (/speed 0.4 for example). To test doppler effect just get closer to flying rocket and listen to how its speed changes. Wooo.

 

May the Force be with you. tumblr_lfhua3UHGR1qzvcyt.gif

 

 

UPD:

Made some changes and fixes, now it is 1.0.2.

Posted

Nice! Timescale and music!

 

Now all that's needed is a cvar to change whether game chat is displayed while the camera is active... :)?

Posted

Also note that this mod does include early parts of OpenJK so, the rocket screen flash (and any similar) effect works correctly at any aspect ratio if you don't have the "fix" to remove it all together =]

Posted

Hi, I noticed some mistakes and fixed them.

 

Get the latest jaMME 1.0.2: http://jkhub.org/files/file/1712-jamme/

 

Changelog:

- fixed an issue when game did not replace missing character sounds with common sounds
- added an opportunity to see chatbox always on screen
 
To see chatbox always "on top" set cg_draw2D to 2.
Posted

^ as in now, they are broken again in current OJK? Or this fix you mention is the current method?

As in the flashes were broken in jka, fixed in openjk.

Posted

Oh I thought he asked about sounds. Then yeah they are fixed in both openjk and jamme.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...