MomokaChan Posted December 28, 2016 Share Posted December 28, 2016 I've tried everything, followed all the tutorials of adding seta g_dismember and such to autoexec, or jaconfig and openjk_sp. It works for the normal JK3 but not OpenJk Link to comment
Cerez Posted December 29, 2016 Share Posted December 29, 2016 Make sure you enable cheats (advanced changes) before entering the commands in the console. Have you followed this tutorial? https://jkhub.org/tutorials/article/175-model-dismemberment-realistic-lightsaber-combat/ Link to comment
MomokaChan Posted December 29, 2016 Author Share Posted December 29, 2016 Yes, That's the one I followed Link to comment
Cerez Posted January 2, 2017 Share Posted January 2, 2017 You're going to have to give me something to work with. Did you walk through all the steps in sequence? Have you encountered any errors along the way? I have this setup running on OpenJK, so you should be able to get it working, too. (Note that the "seta" commands are "seta", not "set", and that you need "helpusobi 1" applied before entering the new settings in SP.) Link to comment
Legacy_of_the_Force Posted January 27, 2017 Share Posted January 27, 2017 It's the same for me, despite the fact I followed the tutorial, I can't dismember any NPC in single player. Do you think it might be the version of OpenJK build which can be the problem? I use the one of 08/23/2016. I exactly did this (same as the tutorial) : helpusobi 1seta g_sabermorerealistic 2seta g_dismemberment 3seta g_dismemberprobabilities 40 Link to comment
Cerez Posted January 29, 2017 Share Posted January 29, 2017 Do you think it might be the version of OpenJK build which can be the problem? I use the one of 08/23/2016. It shouldn't be, but it may be... :/ (I have no idea what the guys have been up to...) Try an earlier build: https://builds.openjk.org/ Or you can use my (Dec 2015) custom build (with some additional bug fixes): https://www.dropbox.com/s/7bz6a1szn1w36j5/OpenJK-Cerez-Dec-2015.zip?dl=0 primarybelief and Pickles256 like this Link to comment
Legacy_of_the_Force Posted January 31, 2017 Share Posted January 31, 2017 (edited) Okay I'll try and I let you know, thanks EDIT: I just tried your custom build and it works!! Thank you very much Cerez It seems that the OpenJK build was responsible. Edited January 31, 2017 by Legacy_of_the_Force Cerez likes this Link to comment
Stoiss Posted January 31, 2017 Share Posted January 31, 2017 put cg_dismember 1 -100 on also as the client needs to know how to see it. Link to comment
Legacy_of_the_Force Posted January 31, 2017 Share Posted January 31, 2017 put cg_dismember 1 -100 on also as the client needs to know how to see it. Yes the settings I wrote are for single player Cerez likes this Link to comment
Cerez Posted February 5, 2017 Share Posted February 5, 2017 I just tried your custom build and it works!! Thank you very much Cerez It seems that the OpenJK build was responsible. Keep in mind that, even in my build, the dismemberment feature is kept to a maximum of 128 character models (originally it's 16). This is done in consideration to game safety regarding computer performance. If you have more than 128 characters on a level (which happens rarely, if ever, in SP), some of the characters (that are loaded last in the map's NPC loading sequence) will not dismember when killed with a lightsaber, but most still will. Smoo likes this Link to comment
Legacy_of_the_Force Posted February 12, 2017 Share Posted February 12, 2017 Hi Cerez, Thank you for the precision. Indeed I never have more than 40 npc ingame, my computer would crash otherwise, I didn't have gamer material. Cerez likes this Link to comment
Smoo Posted March 6, 2017 Share Posted March 6, 2017 you need an autoexec.cfg in your Documents\my games\OpenJK\ folder too Link to comment
Smoo Posted March 7, 2017 Share Posted March 7, 2017 Also forgot to mention, for single player it is autoexec_sp.cfg Link to comment
Pickles256 Posted March 26, 2018 Share Posted March 26, 2018 It shouldn't be, but it may be... :/ (I have no idea what the guys have been up to...) Try an earlier build: https://builds.openjk.org/ Or you can use my (Dec 2015) custom build (with some additional bug fixes): https://www.dropbox.com/s/7bz6a1szn1w36j5/OpenJK-Cerez-Dec-2015.zip?dl=0Will this still work? Link to comment
primarybelief Posted May 11, 2018 Share Posted May 11, 2018 It shouldn't be, but it may be... :/ (I have no idea what the guys have been up to...) Try an earlier build: https://builds.openjk.org/ Or you can use my (Dec 2015) custom build (with some additional bug fixes): https://www.dropbox.com/s/7bz6a1szn1w36j5/OpenJK-Cerez-Dec-2015.zip?dl=0 Thank you so much for your custom build.Even with the dismemberment and lightsaber settings maxed, I was only getting very sparse results. Your build fixed everything.This game rocks now, seriously. Pickles256 likes this Link to comment
MGummelt Posted January 24, 2019 Share Posted January 24, 2019 Totally reviving this thread to say I found the bug in OpenJK that is making dismemberment not work. SomaZ likes this Link to comment
MGummelt Posted January 24, 2019 Share Posted January 24, 2019 FYI, the correct cvars to set are: These are cheats, so you need to set helpUsObi to 1 first - best way to do this is in an autoexec.cfg in the base folder (it gets automatically executed). I'm not sure if OpenJK runs autoexec_sp.cfg in SP instead, but if so put these in there instead. This enables cheats:seta helpUsObi 1 The first cvar enables more kinds of dismemberment (0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head)seta g_dismemberment 3 The second one makes the saber do more damage (1) and in all parts of the animation (2)seta g_saberMoreRealistic 2 The third one allows a character to be dismembered more than once - and even when already deadseta debug_subdivision 1 The last one ignores the dismemberment probabilities defined in the NPC ext_data .npc files and just always allows all kinds of dismemberment. 0 = ignore probabilities, 1 = use probabilitiesseta g_dismemberProbabilities 0 Of course, with the bug still in OpenJK, these won't enable super-dismemberment, but once it's fixed, they will. Pickles256 likes this Link to comment
Pickles256 Posted January 24, 2019 Share Posted January 24, 2019 FYI, the correct cvars to set are: These are cheats, so you need to set helpUsObi to 1 first - best way to do this is in an autoexec.cfg in the base folder (it gets automatically executed). I'm not sure if OpenJK runs autoexec_sp.cfg in SP instead, but if so put these in there instead. This enables cheats:seta helpUsObi 1 The first cvar enables more kinds of dismemberment (0 = none, 1 = arms and hands, 2 = legs, 3 = waist and head)seta g_dismemberment 3 The second one makes the saber do more damage (1) and in all parts of the animation (2)seta g_saberMoreRealistic 2 The third one allows a character to be dismembered more than once - and even when already deadseta debug_subdivision 1 The last one ignores the dismemberment probabilities defined in the NPC ext_data .npc files and just always allows all kinds of dismemberment. 0 = ignore probabilities, 1 = use probabilitiesseta g_dismemberProbabilities 0 Of course, with the bug still in OpenJK, these won't enable super-dismemberment, but once it's fixed, they will. My problem ended up being something different IIRC (this was just on mine so it may be different on the others' in this thread) I already had these settings but it didn't work, what works for me when dismemberment randomly breaks is just "exec openjk_sp.cfg" in the main title screen Link to comment
MGummelt Posted January 24, 2019 Share Posted January 24, 2019 My problem ended up being something different IIRC (this was just on mine so it may be different on the others' in this thread) I already had these settings but it didn't work, what works for me when dismemberment randomly breaks is just "exec openjk_sp.cfg" in the main title screen Hmm, not sure what that would have done for you - my OpenJK didn't come with any .cfg files. Link to comment
MGummelt Posted January 25, 2019 Share Posted January 25, 2019 Looks like the fix has been submitted to OpenJK. The next build should have it working properly! Pickles256 and Archangel35757 like this Link to comment
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