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Xycaleth

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Everything posted by Xycaleth

  1. I can't really help with the flags you should use, but you have a mistake. It's -lomem without a w, not -lowmem.
  2. Try this: http://176.227.202.109/openjk-2014-05-06-15939504-linux-64.tar.gz You'll need to install the 64-bit version of SDL2 as well.
  3. Yeah that would cause problems.
  4. You have a pretty old version of OpenJK. You should try a newer (read: the newest) version. I'm not at my pc atm but I can upload the latest 64-bit version for you when I get home from work.
  5. What do you get if you do, ls -l /usr/lib/i386-linux-gnu/libSDL* ?
  6. If you're running the 32bit version of OpenJK, you'll also need SDL2 installed. Try something like, sudo apt-get install libsdl2:i386 in the terminal.
  7. I had a look at the MD3 code for calculating the tangent vectors and it looks like there's a bug. I'll need to check with SmileTheory to see why it's doing what it's doing. That's not to say there aren't problems with the GLM tangent vector calculations though.
  8. OpenJK replaces the JKA exe. Mods don't make any difference. The pk3 you see is if you wanted to use OpenJK's "base" mod.
  9. Try checking out a copy of the code from before the RMG removal and see if it still produces the error. Failing that, you'll probably need to try bisecting until you find the revision which does produce the error.
  10. Normal maps should already be implemented on Ghoul2 models but I think DT said there were a few bugs. SP support is still a very long way off. As an aside, features like normal mapping or specular mapping aren't added for specific models or model formats. They're generic rendering techniques that, once implemented, apply to anything that you can see. If it's not working in some cases then it's a bug unless stated otherwise.
  11. Yep, the x86_64 64-bit Windows builds are almost done. There's only few loose ends I need to tidy up now.
  12. Can anybody guess what the new feature is?
  13. If it works the way I think it does, then it should do. Easiest way to find out is to try it
  14. Oh I see, slight misunderstanding there
  15. I've investigated NPC navgoal issue further and it's not caused by OpenJK; it's caused by JA+ when running in Linux. I get the same bug when running JA+ with the original JKA dedicated server. This is exactly the case which I had fixed a few months ago, and as I said, requires changes to the server-side mod code. I'll be having a look at that timescale issue now.
  16. @@MoonDog, I've downloaded your FFA3 mod to try and see what it's meant to do, and to see if I can reproduce the problem on Linux. I've tried spawning the two Kyle NPCs on the terrace but neither of them seem to move at all on base servers running jampDed on Windows. Am I spawning the correct Kyles, or are there more of them somewhere? EDIT: Nevermind, I found him
  17. Incoming barrage of questions: What operating system is the server running on (Windows, Linux, etc)?What server program are you running? The standard JKA dedicated server, or a different server (such as OpenJK)?What version of JA+ are you running?Has the problem started happening recently, or has it always been like this?
  18. If you're trying to play SP, you need to load the OpenJK mod first (create a shortcut, and launch with the arguments "+set fs_game OpenJK"). There's a bug in the original DLLs which causes this and has happened to manifest itself when using OpenJK.
  19. So, I've just realised something here. When you say these problems are happening, you meant that other people, who happen to be using your map mod, are having these problems. The NPC issues you've described are fixed as far as I can tell in OpenJK, and would only happen in JA++ as that seems to be the only up-to-date mod in the past few years. So the NPC problem is not related to OpenJK, but to JA++. As long as they have an up to date version of JA++, then they shouldn't have any problems. The timescale issue we're still looking at, but @@Raz0r tells me this has been a known issue in Linux dedicated servers since JK2.
  20. @@MoonDog: All issues mentioning "NPC" in their title have been fixed for at least 4 months. https://github.com/JACoders/OpenJK/issues/453 https://github.com/JACoders/OpenJK/issues/395 https://github.com/JACoders/OpenJK/issues/449 All of these fixes are required in the mod you are using as well (as I see you're using JA++). Unless ensiform incorrectly marked #449 as a duplicate of another issue - add a comment to the issue saying that you don't think it's a duplicate and I'll look into it.
  21. There's some problems with using cube maps when there's no light grid (the lack of shadow receiving and/or shadow casting surfaces prevents a light grid from being built by q3map2). I'm going to see what happens if I remove the _rs key but leave in the _cs key. It won't always reflect perfectly because the cube map is placed at a single point above the water so it won't have all point of views to reflect from any angle.
  22. Some more progress:
  23. All of them can if you recreate the textures and write up appropriate mtr files (existing textures won't look as good as a lot of the detail is already in the image itself). And yeah, cube maps would be an ent only compile but on the client side, not the server side
  24. The renderer can still be improved to push more triangles though I'm not going to say a definite yes to increasing the limits cause of compatibility with base but I will look at improving the efficiency so huge maps won't bog down fps so much.
  25. @@DT85: Yeah, aiming for PBR. @@Boothand: Well that's interesting Where did you put the cubemap?
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