Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Posts posted by Xycaleth

  1. 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.

    Tempust85 and Archangel35757 like this
  2. 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.

    eezstreet likes this
  3. 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.

  4. @@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 :)

  5. 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?
  6. 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.

  7. To be clear, I'm not "doing" anything. I'm just tired of getting emails about my mod not working on linux servers, referring people to OpenJK, and getting emails back that the problem is not fixed.

    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.

  8. @@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.

  9. 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.

  10. 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

  11. So a tiny bit more progress today... I've removed all but one of the possible methods used for calculating diffuse/specular so there's less to maintain. The one remaining should be the same one used by UE4, but I still need to double check I haven't broken anything. This includes the image-based lighting which makes use of the cubemaps that I've mentioned in the past. Ghoul2 models weren't making use of the IBL, but now are. I'll try and get a new build for people to play with tomorrow.

     

    As far as visuals go, it looks pretty much the same, so this is more of a code update than a visuals change  :P

    Tempust85, dvg94, Boothand and 2 others like this
×
×
  • Create New...