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Posts posted by Xycaleth
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And at least has some support, unlike XP.
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I'm planning on changing the naming scheme for OS X. Since it supports universal binaries (the executable code for multiple architectures can be packed into a single binary file), it doesn't make sense for the file to reference any architectures.
Cerez likes this -
That's seriously not a good sign If your mod runs okay in release mode but crashes in debug mode, then you likely have some uninitialized memory issues. You should use the debugger in Visual Studio to find out why it's crashing first!
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...so what is Force Breach? What is it supposed to do? What are you seeing happen? When does it happen? How often does it happen? What have you tried to fix it?
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I've broken rendering completely atm trying to get everything back on it's feet but this is progress!
Archangel35757 and Tempust85 like this -
i think you can, but it needs some modding in the game code.
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Hey Raschu Good to see you found your way here. Welcome to JKHub
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I'm a long way off adding anything new at the moment. I want to get the performance up to an acceptable level before adding new features.
Archangel35757 and Tempust85 like this -
Just had another look just now. Should be sorted in the next build (later on tonight).
Circa likes this -
It got taken down as far as I know.
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Windows is all fixed OS X files still need to be fixed but I know what the problem is
Circa likes this -
I've never heard of a maximum bone count either But yes, more bones will mean more CPU suckage (until rend2 comes along).
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I second @@Didz! I use Namecheap for my own domain name and haven't had any problems.
EDIT: Wrote my message 2 hours ago and only just submitted so I didn't see the extra messages. I also use zoho for my email and again, no problems
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Just an FYI, a big enough attack can overcome any application level protection. It doesn't matter if you block all the bad packets, your bandwidth will be saturated to the point where the routers/switches receiving the packets won't be able to cope.
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Our Windows build server is currently down and we don't know when it will be back up. @@Stoiss said he would be able to provide another Windows build server so hopefully that should be coming back up in the next few days.
I'm not sure what's happened to the OSX builds. We did see some weird behaviour from buildbot recently so that might explain why a lot of the OSX build have duplicate files. I'll check it out
Circa likes this -
Nowadays the visual c++ is pretty much 100% compliant which is why you can't compile the original code with it. Sure if you grab vs2003 it would compile out of the box, but then you lose out on all the advancements in compile time optimisation.
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You guys must have crazy/weird computers. I've never had anything break from any Windows update O.o
hleV likes this -
The original code for 1.01 (and so also the 1.00) code was written against the VC++2003 compiler which was terribly non-compliant with the C/C++ specifications. As a result, trying to compile them straight out of the box doesn't work as there's a lot of code that compiled fine on the intended compiler, is actually invalid C.
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Holy cow!
But this would look awesome with @@redsaurus' swappable heads. Imagine Kyle running around with a cow mask everywhere. I imagine he would look something like this (except with a cow mask):
Tempust85, Boothand, BruceJohnJenner and 4 others like this -
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Found another mistake and things seem a lot more stable now after correcting this! I was missing an =
Tempust85, P4KISTAN, minilogoguy18 and 1 other like this -
I've just committed a fix for the pink screen on startup. Not sure if it will fix the crash.
It doesn't sound like you have the debugging set up properly if it can't find the source...
Tempust85 likes this -
What happens when you press 'break'? Does OpenJK run when using the vanilla renderer?
Nightly Builds
in OpenJK
Posted
As far as I know, mods existing for OS X prior to OpenJK don't work with OpenJK. Might be wrong though. I changed the OS X builds to x64 a few days ago so let's see if anyone has any problems.