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Everything posted by Xycaleth
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I've just fixed the problem with sound still playing when the window was minimized
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I can't reproduce this problem. What map are you having the problem on (if it's on multiple, just give me one of the map names)? Are you adjusting the music volume using the UI or changing the cvar directly? Can you provide the map where you're having the problems with this? (Or a cut down version)
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I completely agree, but I think it's too early in the development to do this. Imagine you released your map early, knowing full well that there's problems with this and that, FPS is poor, but you know it's possible to improve on all of it. You then get a lot of people contacting you, as a result of releasing your map early, saying that they found problem X, problem Y, over and over, and you know full-well about all of the problems they've mentioned. This is exactly what I want to avoid with rend2. There's still a lot of work I want to do on it, but I want to get it to a point where it's in a better state than it's currently in. Anyhow, great work on your Titanic map so far! I'm loving the screenshots you've posted.
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JKG is pretty much dead. The source code might be open-sourced, but I don't think anybody will be there to review any pull requests.
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At the moment, performance is actually (a lot? depends on your graphics card I guess) worse in rend2 than in the vanilla renderer. And a lot of it is also subject to change, which is why I don't advise people to start using it properly for the moment. There's also no active work on it for the time being because of the lack of people working on it (I'm the only person who has been working on it so far, minor build fixes aside). If you do still want to use it.. there's nothing different you need to do when compiling the map in q3map2. All of the changes needed are in your shaders (and possibly textures). There's a few new shader keywords which let you use normal maps, parallax maps, gloss maps and specular maps (I explain the more basic usage here: http://jkhub.org/topic/5059-rend2-beta/?p=74638), and a list of the new cvars can be found in this readme For r_specularMapping and r_normalMapping, I've changed it to only 0 or 1. I think that gives a rough overview to get you started.
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Thanks for reporting, @@DT85 It's probably happening in SP and MP (at least on Windows). With the recent behind-the-scenes changes, there's probably problems that we haven't found yet, especially to do with... soundinputwindowpossibly (but less likely) the rendererThe problem with sound still playing when the window's minimized is something we already know about, but the other points you mentioned is new to us!
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Rend2 isn't publicised more because it's nowhere near finished and pretty unusable in its current state. It's not worth the time to use it unless you're willing to go through an extraordinary amount of extra work and headaches.
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Which of the two fixes did you try?
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You need to be running with +set fs_game OpenJK otherwise you will run into problems. Alternatively, you can copy jagamex86.dll from the OpenJK folder into the base folder and then try running again
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Are you running with +set fs_game OpenJK? There's a known issue with using the default jagamex86.dll which will cause issues.
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Now that Raven are hosting their master server on the Windows Azure infrastructure, if they are in fact being attacked, I wouldn't say it's just a script kiddie. The master server doesn't just get hosted on a single virtual server. It can move, divide and distribute itself across many servers. I very much doubt a single person would have enough bandwidth to take the server down, and that would not even constitute a DDoS anyway (the first D stands for distributed). Then again, it could be a problem with the master server application itself like @ufoooo says.
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Hi oziboy. Thanks for trying out OpenJK. Unfortunately, we've had to take out force feedback for the moment because it was using proprietary code (i.e. it was using code that shouldn't have been released). I'm hoping that we can add back in support for force feedback at some point in the future, but for now OpenJK doesn't support it at all.
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Have you made any changes to the game recently? New mods, etc? Also, this topic should probably be moved to the correct forum /me summons mods
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What happens if you take them out?
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Oh! Does typing é using the azerty keyboard work?
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Out of curiosity, what keyboard layout are you using?
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Since OpenJK The original jagamex86.dll that came with JKA isn't compatible with OpenJK because it has a major issue which ends up corrupting memory. It's only by chance that it didn't happen in retail JKA.
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Which renderer?
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It can't load the .bsp file. i.e. the file doesn't exist, or it can't be opened for reading.
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We made a fairly substantial change to some of the guts of the exe which let's us use the same code across all operating systems. As a result some of the window/graphics setup code has changed and it might not be handling everything in the same way. SDL2.dll is a file that's needed for this shared code. I'm on holiday at the moment, but I'll take a look at what's causing the issue when I get back
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A model mesh can only have up to 6000 (I think?) indexes (you can consider an index to be a unique combination of position, normals and uv coords). ModView might not be checking for this limit. To fix this, you need to reduce your vertex count in your hips_lower surface.
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We're not concerned about performance with debug builds as they don't have optimisations enabled. If there's a performance difference when using a release build then let us know
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I'm still not convinced that setting the process affinity to a single core adds any benefit. It's probably better to let the OS handle which cores to use. The game might not be multithreaded, but all drivers/DLLs which the game references also run under the same process and are affected by the process affinity. We don't know if those need multiple threads or not (e.g. the graphics driver, sound driver, etc). It's probably something worth investigating further on a wider range of hardware setups.