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Converting to JA++...or not


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Posted

Can you upload a demo of the "weird" strafe-jumping?

Is movement very jagged/laggy? more-so when only holding A/D in the air?

 

pmove_float 0-1 will enable/disable side effects from framerate-independent physics (e.g. 90/125/333 fps jumps all behave the same when set to 1)

japp_promode 0-1 will enable/disable CPMA-style physics: air control, ramp jumps, double jumps, different acceleration/friction constants

 

As for spawning weapons, I think it just gives you the default amount as if you had picked it up.

I may as-well work on the Lua integration here so you can define which weapons, items, ammo, etc on each spawn (global and per map)

 

If you plan on running an Instagib server, I have plans

Posted

The above was fixed in this commit.

 

I've started work on the JA++ Wiki including a page on migrating from JA+ and how to compile on Windows+Linux

Anyone with a Github account should be able to contribute.

If you have any suggestions on what to cover, let me know.

 

I'm also working on uploading the latest server+client build, if Dropbox will let me without complaining about bandwidth/space.

The latest versions can now be found here

Posted

I decided to write a changelog from the server-side revision 1 to the current version:

 

 

* Improved match pausing

* Fixed japp_spawnWeaps giving a pistol regardless of settings

* Fixed japp_allowHook properly being evaluated for each gametype

+ Added custom login messages per admin 'user'

* Changed admins.dat format to JSON, removed 64 max admin limit

+ Added admin user management commands: adminadd/admindel

+ Added "unlagged" behaviour to admin commands and duel requests

+ Added gunspectate, gunslap, amslap, amvstr, ammerc, amunspawn

* Improved amtele, amempower

* Fixed amfreeze not clearing a player's velocity

+ Added japp_alwaysSpawnPowerups to spawn boon/enlightenment/endarkenment regardless of force settings

* Modified g_privateDuel to allow multiple duels, duels in team gametypes, with any weapon

* Removed unused cvars, adjust various cvar flags (cheat, serverinfo)

+ Added fractional timelimits (e.g. /timelimit 2.5 for 2m30s)

+ Added seconds specifier to bans

* Bans are now written to disk as soon as they are added or modified. Added banreload server command

- Removed basejka banning system

* Admin users are forcefully logged out when their account is deleted or the accounts are reloaded

+ Added ramp jumping to promode physics

+ Added japp_promode to enable/disable promode physics. Requires a client modification with promode physics support

+ Added framerate-independent physics (japp_fixedPhysics). Requires a client modification with framerate-independent physics support

* Made jp_cinfo read-only, modifying cvars like japp_fixedPhysics will update cinfo accordingly

+ Added japp_accurateMuzzle to avoid snapping the muzzle position to grid units

+ Added japp_weaponRoll to allow rolling with a weapon selected

+ Added japp_weaponPickupAlways to allow picking up a weapon from a spawner even if you already have it (Will give ammo)

+ Added a warning for clients using a snaps value lower than the server framerate

+ Added warmups without time limit. Requires at-least half of the players to /ready up

* Fixed JA+ clients not being properly detected and sending an unexpected scoreboard message

* Drastically improved saber collisions with d_saberSPStyleDamage 0 and japp_saberSystem 1 (MP with JA++ tweaks)

+ Added japp_chatProtection to protect those with chatbox up

+ Added japp_allowLedgeGrab

* Fixed many callvote exploits and bugs

+ Added japp_shootFromEye (+ votable)

+ Added bot_maxbots and bot_addDelay

+ Added japp_suicideDropFlag 0-1 (+votable) to avoid returning the flag instantly upon suicide

* Fixed jp_cinfo not being set properly on new sessions

+ Added "/replace_classname classname" to swap entities without modifying BSPs

* Force client update rate if no usercmds are received in the specified time.

* Fix crash when spawning a vehicle

* Fix spectating someone being disintegrated getting you stuck

* Fixed array out-of-bounds crash in team games

+ Added JPLua for Linux server

 

 

 

And here are the latest client-side changes:

 

+ Added Q3 awards (capture, defend, assist, impressive, excellent, humiliation, denied)

+ Added hud_reload command

* Added NPC interpolation to smooth their movement

* Fixed some issues with the character selection menu registering invalid skins

* Fixed enemy colours being set even when cg_forceModel was 0, making everyone fullbright.

+ Added cg_fovViewmodel

* Fixed forceprev/forcenext not working due to command execution optimisation

* Fixed saberonly/weapondisable, forcedisable and truejedi icons not showing in server browser

* Fix saber hilt selection having invalid shaders

* Don't let cg_smoothClients negatively affect local player

 

 

Not everything is listed, I simply didn't keep track of it.

 

See the post above for download links.

Shadzy, Morabis, Link and 1 other like this
Posted

A quick note to people unfamiliar with json, The format would look something like this:

{
    "admins" : [{
            "user" : "MoonDog",
            "pass" : "YourMom",
            "privs" : -1,
            "message" : "MoonDog has logged in"
        }]
}

P.S. /connect z3n.jk3.in will now be on JA++ 24/7 for full testing.(with openjkded)

  • 1 month later...
Posted

Guess I'll be only one on jkhub who has worst problem "installing" this mod without it either breaking the server (not running) or failure to set it up for admin and players to use. :P

  • 6 months later...
Posted

I've been testing this also and it is far from being complete with still full of bugs & broken compared with jaPRO, I can understand the reason of OpenJK being developed.

Bacon likes this

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