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Posts posted by Xycaleth
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Regarding win10: if you upgrade from 8.1, then you do get a win10 license but it's specific to your PC. You can get a win10 iso from the Microsoft website. When you install a fresh version of win10, it won't ask for a license key because it recognises that your PC is registered with a win10 license. If you change the hardware in your PC too much then you may not be able to install win10 this way, or you might have to phone up explaining that you've made changes.
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Site works fine with Opera Turbo disabled. Enabling just cause a white page to be shown on any jkhub page.
Any ideas?
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Two sided just means both sides of the triangle get rendered. This is effectively the same as doubling the number of triangles without the cost of the extra vertices. You only pay for the extra shading that needs to happen.
Tempust85 likes this -
Btw, if any changes do come about to spatial partitioning, I wouldn't use octrees. They aren't friendly for optimal memory accesses. Instead I would recommend a regular grid of cubes (e.g. 512x512x512 in size) which have stuff in them and then loop through each cube and see if it's visible. Any changes of these kinds (whether it's octrees or not) would also need changes to q3map2...
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On halt for a while (don't know how long). I'm in between jobs atm and working on rend2 was kinda stressing me out...
Tempust85 and gerbilOFdoom like this -
Jkhub also hosts a number of files if you didn't realise
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Not something you'd expect of a 13 year old game..
Jango40, Smoo, minilogoguy18 and 4 others like this -
2. This might be due to texture compression? Q3 and ioq3 don't use it as far as I can remember. You can disable it in video settings I believe.
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Don't have much time, so I'll answer what I can.Sorry if this wasn't posted in the right place.
1. Does a mod exist which has both Ja+ and Ja Unlimited?
2. What's with the low res skybox problem? Some skyboxes always seem to go low res even if the textures are high res, unlike textures for other things. I'm usually always tinkering around with Ioquake3 related things, I've never seen this problem anywhere else.
3. Was the unedited JKA MP Source code ever released? If so where can I find it?
4. I knew the answer to this, however it has been a while since I was on JKA and I don't recall exactly what "forceRegenRate" does for NPC, some people say it sets force regens wait speed, e.g "0" = instant. I tried testing this for myself both ways by setting it to 0 and 999, but both ways the NPC could still use force, so I'm a bit confused there.
5. NPC question again, is Scale "100" the default?
6. NPC question yet again, which class/rank uses Drain the most?
7. What exactly does "hfov" etc do in NPC files?
8. Why does sometimes (Mainly for NPC) character animations freeze and spaze out in a static fashion?
9. Why is it that hilt models reset to the default hilt on servers that do not have your hilt? Rather than just using the defaults stats alone? Is there a way to disable this?
2. I've never seen anything like this. Have a screenshot?
3. Yep, about 2 years ago now. See https://github.com/jedis/. The original repository for the source code release got taken down by Raven (for reasons unknown), but linked is the full unedited source code for JK2 and JKA.
7. Horizontal field of view. I'm going to guess it's the angle between the NPC's left-most and right-most vision, and in which they will notice something/somebody.
8. Animation code in JKA is pretty bad. It's probably a side effect of this.
9. If the server doesn't know about the hilt, then it won't know about the hilt's stats. The client doesn't send these numbers to the server (and probably shouldn't as people could say their hilt does OP damage ).
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JKA uses the Quake 3 engine. Does that make it a Q3 clone?
The engine only provides the foundation on which a game is made. The game engine doesn't (for the most part) dictate the gameplay mechanics of the game.
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The map doesn't have waypoints for the AI to follow. Waypoints are essentially paths on the map that bots can walk along. Without them, bots will just jump around like you're seeing.
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Are there any open source engines that do similar things?
EDIT: What about Id tech 4? It's open source, yes? It's megaTextures f
or outdoors would be a great addition to JKA.
Same applies to anything coming from id Tech 4. You would also need to add editor support as creating megatextures is not something that artists can do manually.As long as the person implementing the D3 map loading hasn't read how the D3/Q4 code does it then there's no licensing issue. The problem comes when you're basing your code on the D3 code as you're creating a derivative work which must be licensed under the same license as the original (and this license is incompatible with OJK's).
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Unfortunately you're not going to be able to get the same density of grass over such a large area and with good frame rate in JKA. It wasn't built to efficiently render that many things :/
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I gave this a try now for an hour and even on my PC, which doesn't meet the minimum requirements (!), it runs really smoothly, even on lowest settings (which, by the way, looks great still). I only had a chance to really play Drop Zone but I found this a lot of fun. My main issue with it so far is that you have to press 'Start' every time you want to respawn, but other than that it's great so far Looking forward to try out Walker Assult.
EDIT: I did have problems with starting it up now I think about it, probably due to out of date graphics drivers, or because my GPU is too old (it only has 1GB mem, minimum requirement is 2GB). It would crash after the splash screen (e.g. click to start). I got around this by pressing Alt+Enter to go into windowed mode, and then it's fine after that. Putting it back into 'borderless window' makes it fullscreen again but without the crashy crashy.
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As long as the person implementing the D3 map loading hasn't read how the D3/Q4 code does it then there's no licensing issue. The problem comes when you're basing your code on the D3 code as you're creating a derivative work which must be licensed under the same license as the original (and this license is incompatible with OJK's).
Tempust85 likes this -
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You generally want to run the 32 bit version of the OpenJK server to be compatible with existing mods.
64-bit mods weren't possible before OpenJK was released, so no mods will have support for it.
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All the coders have a copy of the source code so I don't think that's an issueOuch.........at least it's back up. But if the source code truly is lost, that's going to be a looooot of work to redo. :/
NAB622 likes this -
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So OpenJK does work? What happens when you try going fullscreen?I've tried, installing OpenJK (it works, but won't go fullscreen)...
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The main issue with this is that the bounding boxes for players aren't thinner when you turn them sideways. From above, the bounding box is a square. I don't think the engine supports a non-square bounding box (in MP at least) without getting prediction errors.
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It adds not only more class options than ever before, but a true reason for picking your class to play with. As well as changing your skin, classes now assign the correct weapons, force powers and animations for that character
What classes are there, and what are you comparing EoC to when you say more class options? Doesn't auto-assigning weapons, force powers and animations mean you have less options now?
When can we expect any update?
in JA++
Posted
New versions are always being released:
http://japp.jkhub.org/download.html
The download link says last updated 2nd Nov 2015