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Everything posted by Xycaleth
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I've had a look over the ioq3 rend2 changes and they don't add anything useful really. It's just different function calls to do the same thing.
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Those ports will only allow players to connect (as you've found already). Your server also has to communicate with the master server which uses a different port which I think is 29060.
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I might have it lying around somewhere. I'll have a look.
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I think it's 29060.
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Looks like a bug in the shaders though. They're reading uninitialised variables.
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Gamestar article about 2d mod for Jedi Academy
Xycaleth replied to afi's topic in Art, Media & Technology
http://jkhub.org/topic/6965-jedi-fighter-beta-2-released/ For reference -
I was using recast for my navigation meshes and path navigation. I've posted a few screenshots around but I can post one again if you want. I'm on my phone at the moment and not in town so will do it in a few days.
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My experiments with navigation meshes a few years ago was meant to lead to a horde-like game type but I soon found out that writing a decent AI is a lot harder than it looks
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Development screenshots: cool things that are being worked on
Xycaleth replied to eezstreet's topic in Jedi Knight Galaxies
Had a few hours spare: (I've fixed the top menu title since taking the screenshot) -
Evolution of Combat IV - Main Topic
Xycaleth replied to MattFiler's topic in WIPs, Teasers & Releases
Yeah the (full) source needs to be released, or he at least needs to make it available to whomever requests it. -
What does the build output say? That might have some more information as to what's happening.
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I'll just out my opinion out there that Hungarian notation is more effort than it's worth, having used it at my last job. In some situations it's good (when dealing with bit manipulation for packed variables) but in almost all other situations you can usually infer the type from the variable name. The only place I would consider using any sort of prefix is for pointers (e.g. pEntity vs entity).
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Evolution of Combat IV - Main Topic
Xycaleth replied to MattFiler's topic in WIPs, Teasers & Releases
Licenses aren't always about preventing people from making money. In this case, the GPLv2 license is about ensuring that the source code remains freely available (free as in speech, not free as in free beer). -
Evolution of Combat IV - Main Topic
Xycaleth replied to MattFiler's topic in WIPs, Teasers & Releases
That's what I'm referring to. The source code was released under the license I mentioned This is a clone of the source code repository, with the original license in-tact: https://github.com/jedis/jediacademy/ The README file explicitly says (emphasis is mine): Releasing code to the public does not necessarily mean the author's ownership is relinquished. -
Evolution of Combat IV - Main Topic
Xycaleth replied to MattFiler's topic in WIPs, Teasers & Releases
I agree, the authority isn't mine but it is Raven's. The JKA source code was released by Raven under the GNU GPLv2 license, which states that any derivative works must also be licensed under the same license. Said license states that the source code must be made available upon request (though most people just make the code publicly accessible). -
Evolution of Combat IV - Main Topic
Xycaleth replied to MattFiler's topic in WIPs, Teasers & Releases
What about source code? He's required to release it if requested (as his code is derived from the JKA code released by Raven whose license requires this) but my feeling is he has always evaded the question when asked. -
Development Streaming (we want your opinions!)
Xycaleth replied to eezstreet's topic in Jedi Knight Galaxies
Yeah, you should be able to see past broadcasts even if the user is offline. -
...what is NPCTool?
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Open World RPG ''like'' Star Wars Game
Xycaleth replied to Mand'alor's topic in Star Wars Franchise Discussions
I read someone's analysis of the kickstarter a few days ago and they calculated that you would be able to pay 0.87 developers for the 2 year development cycle he's planning given the amount of money that's being raised. It won't go far at all. Nevermind the lack of rights to the Star Wars IP. -
Weird! Everything looks fine. So this is a crazy suggestion, but what happens if you rename jasp.exe to jk2sp.exe and jamp.exe to jk2mp.exe? This is work with that change?
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Sorry, I've been busy. So Jedi Outcast is being run with the correct (Nvidia) graphics driver. Can you post a screenshot of your JK2 GameData folder, and of your JKA GameData folder? Just to make sure you have all the necessary files and don't have any files that you shouldn't have there.
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This doesn't look good: GL_VENDOR: Microsoft Corporation GL_RENDERER: GDI Generic GL_VERSION: 1.1.0 This means that your graphics drivers aren't being used at all and would explain why OpenJK is running so slowly (and possibly why JKA is refusing to run). I'd be interested to see what Jedi Outcast thinks of this. Can you post the console log for Jedi Outcast here? Also, you mentioned this: The retail JKA install doesn't (and shouldn't) come with an opengl32.dll. You should remove it as this can prevent the game from running properly.
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Can you run OpenJK again and copy/paste the console log here? There's no separate console window so you'll have to create a dump file of the console - run /condump in the in-game console. The file should get written to the My Documents\My Games\OpenJK\base\ folder
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Modview problem - Irregular rotation & zoom speeds
Xycaleth replied to Ruxith's topic in Jedi Knight Tech Support
I've made some changes to allow alpha to be enabled/disabled here: https://github.com/xycaleth/OpenJK/commit/1ab9f823e431bdba6cc475036c9684aa366c2425 I don't have my Windows PC setup at the moment, so I can't compile it (I'm working on my Mac atm), but if anybody wants to compile it then they can go ahead. -
And make sure you have up-to-date graphics drivers.