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Xycaleth

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Everything posted by Xycaleth

  1. It could also mean there's a problem with rend2 and the problem doesn't manifest itself on AMD cards which is bad
  2. Before you move opengl32.dll anywhere near system32, what graphics chip/card do you have? I'm going to guess it's an onboard Intel graphics chip. I would advise you NOT to replace the opengl32.dll in your system32 folder. Keeping it in the GameData folder is fine if you have to use it (which I don't think you do).
  3. @@DT85 @@AshuraDX are you using Nvidia graphics cards? There can be differences between the way different vendors handle strange numbers which could be why I'm not seeing them. I'm using an AMD graphics card.
  4. Hm maybe I need to add a normal map. That would make sense. EDIT: With parallax mapping too? Can you send me the textures/shaders? Would save me having to guess what to put on the textures and stuff And I'll fix that shader compile error tomorrow evening or during the weekend. Should be a simple fix.
  5. @@DT85 Can't reproduce the issue. I've created a shader to add rgbgen lightingDiffuseEntity to all of Kyle's textures and it works fine for me. Do you have the old rend2 GLSL shaders in a pk3 somewhere perhaps? I've changed them a fair bit which could cause strange things to happen if they've not been updated.
  6. Dammit can you post a screenshot? I've forgotten to do something and I didn't really test my changes very well.
  7. Looks like a bug in my recent change. I've fixed the problem now - update your code from Github
  8. There's a developer bind that should let you do this, but the way you access it escapes me at the moment. Maybe @@Raz0r will know.
  9. Any light information you provide in the .shader files are always calculated at compile-time, and don't do anything while the game is running. You would need to attach an efx which has a light if you wanted the beer case to be emitting light while it's moving. It won't look great, but it's the best that JKA can do.
  10. The video isn't showcasing the game worked on by DICE. This is Battlefront 3 which was being made, but then cancelled, a few years ago. DICE are working on "Battlefront"
  11. Stencil shadows are rendered by redrawing the model but with it "flattened" on to the ground, and this is done at the same time as the ordinary model is rendered. The maximum number of vertexes which can be rendered in one go is 1000, so with stencil shadows enabled, half the limit is allocated for the regular model render, the other half is used for the "flattened" model. This is where the division by two comes from.
  12. Stencil shadows looks to be opt-in per ref entity. Commenting that out means all ref entities are opted in automatically (unless it doesn't match the other conditions).
  13. That YouTube video is me I stopped development because without the engine source I couldn't get the level of integration I wanted. Now with the engine source available, I don't have enough time or the inclination to add it As for adding it to OpenJK, you wouldn't be able to keep compatibility with original JKA so it's a no go unfortunately.
  14. Well that's not true. Bullet, Newton Dynamics and Open Dynamics Engine are all compatible and they're probably the three biggest open-source physics engines
  15. I'm pretty sure someone (maybe you?) already suggested the same thing, with the same reasoning
  16. ...it's exactly the same process in Jedi Academy
  17. a->value is short-hand for (*a).value. There are no exceptions or corner cases to this rule*. It applies exactly the same to everything. So if you are using ->, then the variable to the left of it must be a pointer. * At least this is true in the JKA source code.
  18. Because... https://www.youtube.com/watch?v=gAjR4_CbPpQ
  19. I'll be blunt. Simply translating Raven's menu format to XML is pointless. You need to add more semantics/meaning to the tags, e.g. you need tags such as <textbox> <image> <listbox> instead of everything being an "ItemDef" which is confusing.
  20. I'm not really sure tbh what will motivate me to work on this again. It's not just this; I'm having trouble motivating myself do work on anything for an extended amount of time. I think I need to take a break away from any sort of coding where someone's relying on me. I really do want to finish it, but when I start the coding it all just fizzles out And I make more than 100 dollars in a single day's work, so that's not really worth it for me
  21. Xycaleth

    Maybe you wanna...

    People will still say that blocks feel different. It's been that way since mods could be made supposedly, but some empirical data + numbers would be nice to go along with that statement. And this was when mods still used x87 flops.
  22. With a little rewording... "JKA should be deprecated. It has been dead for years." It still makes sense
  23. Unless you explicitly ask for external lightmaps, then the lightmap should still be part of the .bsp file.
  24. Why would it create a shader? Using lightmapscale only affects the resolution of the lightmap - once the lightmap is written to the .bsp file, there's nothing the game can do to change it. You also need to be aware that using a global setting for lightmapscale will restrict the available lightmap space for the whole map. Setting it to 0.125 for example will effectively give you 8 times less space because you're scaling it up by 8 (1 / 0.125 = 8).
  25. See here: http://builds.openjk.org
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