jragonmaster Posted July 11, 2016 Posted July 11, 2016 tried openjk with a default copy of makermod and didnt work..., has anyone else gotten it to run on it? and duuuh ive run as administrator, thats the first thing i tried lolas for github, yeah i plan to start using that, dinnertime talked me into it xP Smoo likes this
jumboshrimp Posted August 8, 2016 Posted August 8, 2016 hi guys! I've been an insane fan of makermod since I first played it in like, 2007. Unfortunately, as we all know, the mod died out a few years later. For the past few years or so, I would always check the server list in JAmp to see no makermod servers. A few months ago, I found a few, but only with bots or players who don't know what it is. Only a few minutes ago, I stumbled upon this website, and I am so happy and grateful to have found it! Thank you.I'm never going to forget the long hours of building and then RPing about, finding expansions, and enough addon maps to make singleplayer inoperable. I am here right now to ask: how can I get back in and do what Toast made?thanks Smoo likes this
Mysterious Stranger Posted August 9, 2016 Posted August 9, 2016 there is an inactive Steam group where most of us are in it - http://steamcommunity.com/groups/UNMMG you can just get on any makermod server and start building, downloading a plugin isn't necessary but useful for easy object placing and so forth.
Onysfx Posted August 13, 2016 Posted August 13, 2016 I've been inactive on makermod myself since I got a new computer, been playing a ton of gmod (although I still prefer makermod for building) Smoo likes this
TomsRocc Posted August 19, 2016 Posted August 19, 2016 Same issue here, compiling from source without any changes made. Tried both 2012 and 2015 compilers for all of Release, Final and Debug configuration. Had a friend of mine do the same with 2015 only, and his .dll yielded exactly the same result. I'm guessing this isn't a problem with the source code itself, but what could it possibly be?
TomsRocc Posted August 19, 2016 Posted August 19, 2016 Yeah, it's in the makermod directory. I'm using the default makermod.cfg out of the JKHub release, which works flawlessly with its original .dll.
Didz Posted August 21, 2016 Posted August 21, 2016 Have you tried it with jampded.exe instead of jamp.exe? I don't know if Makermod runs in jamp.exe by default because it has engine hooks built in that require the dedicated server exe instead (though I don't know if these are now automatically disabled when not running in the dedicated server).
TomsRocc Posted August 21, 2016 Posted August 21, 2016 Dunno about OP, but I had the same result with both jamp and jampded. Have you ever personally compiled and ran the Makermod code off GitHub, Didz?
Smoo Posted August 24, 2016 Posted August 24, 2016 try openjkded (make sure your openjk up to date) openjkded.exe +set net_port 29071 +set fs_game Makermod +exec server.cfg
TomsRocc Posted August 24, 2016 Posted August 24, 2016 That was the very next thing I tried after jampded failed to load the .dll.Has anyone who posted so far ever compiled and successfully ran MakerMod? I'm starting to doubt that this is an issue on my end. Smoo likes this
Smoo Posted August 24, 2016 Posted August 24, 2016 That was the very next thing I tried after jampded failed to load the .dll.Has anyone who posted so far ever compiled and successfully ran MakerMod? I'm starting to doubt that this is an issue on my end.I'll try it in a bit TomsRocc likes this
Smoo Posted September 8, 2016 Posted September 8, 2016 Any luck?Hey, sorry was busy with uni stuff but I just compiled and it turns out there's errors in the botlib files, ill try fix em asap (oh wait isnt that just for cgame?) nvm still seems broken lol idk why. Also, noticed it compiles as JK2game.dll some reason, so i try rename it to jampgamex86.dll but still no good
Stoiss Posted September 8, 2016 Posted September 8, 2016 the botlib error just need to be turn off in the build settings, if it is the same one there always have been with jka sdk. Smoo likes this
ensiform Posted September 8, 2016 Posted September 8, 2016 Botlib isn't even used directly by the mod code, only through trap calls to the engine. Smoo likes this
Smoo Posted September 9, 2016 Posted September 9, 2016 Yeah I realised that later, is there a reason why the mod compiles as JK2game.dll though ?
TomsRocc Posted September 10, 2016 Posted September 10, 2016 Happened to me the first time, but it built as jampgamex86 every next compile. More importantly, could you get it to run? Smoo likes this
Smoo Posted September 11, 2016 Posted September 11, 2016 Happened to me the first time, but it built as jampgamex86 every next compile. More importantly, could you get it to run?Nah I keep getting same error lol TomsRocc likes this
Smoo Posted September 26, 2016 Posted September 26, 2016 I plan to mess around with the code, see if I can get it fixed and working sometime
Smoo Posted October 12, 2016 Posted October 12, 2016 Someone made some changes but it still broken to me I think
ensiform Posted October 12, 2016 Posted October 12, 2016 Someone link me the source and I'll look at it later today for ya. Maybe if you're really lucky I'll create a CMake for it ;o Edit: Is this failing for people who built it on their machine or is it failing for someone who's using a prebuilt version given out by someone other than the official makermod release? If someone else, then most likely you need proper VS C runtime installed too. Smoo and Stoiss like this
Smoo Posted October 12, 2016 Posted October 12, 2016 https://github.com/xScooper/Makermodit is failing when we build on our machines
ensiform Posted October 12, 2016 Posted October 12, 2016 It built just fine here. Failing during compile or failing with the error in the OT? If the former try turn off building of botlib in all configurations as its unnecessary for mods always has been. Problem with mm is that it has a bunch of patches built in which won't work unless you're using jampded and nothing else for engine. Smoo likes this
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