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Posts posted by Xycaleth
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Quoted for emphasis (with my own twist).Maps can be mods if you are replacing something in the game with it (you are modifying something in the game making a map to overwrite what is already there). The map itself is not a mod if it's not modifying the game (such as a map created [...] that doesn't exist in the supplied JA/JO assets adn doesn't overwrite anything in the JK assets).
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Thanks @@Szico VII. Hopefully it works this time
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So unfortunately I couldn't actually open that dump file because creating it through task manager gives me a 64-bit process dump when I need a 32-bit one @@Szico VII sorry to ask again, but can you try creating another dump file please? This time, use taskmgr.exe in C:\Windows\SysWOW64 and it should create a 32-bit dump!
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Ah okay, I stand corrected I don't see any harm in trying it then.
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The pose data isn't represented in Euler angles (I don't think?) so it's not applicable in this case.
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Lol sorry I didn't realize it would be such a big file. No rush to upload it I won't be able to take a look at it until Monday evening anyway
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no textures or animation supported yet (might not even support animations in the final product as it looks like FBX doesn't do vertex based animation, might just have to import the frames one by one)
it does support vertex animations.
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You can use the exception offset to get the instruction that caused the program to crash.
@@Szico VII can you try running rend2 again, and then when the crash dialog comes up, open up task manager, find openjk.x86.exe, right click and then create a dump file? Upload that somewhere please
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They're better than "OpenJK multiplayer encountered a problem and must close".
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I've been PMing him for a few days trying to get it to work Seems to be an access violation.
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It should work fine. I found a bit of code that disables parallax mapping on models. SmileTheory said it didn't look right on models at the time he implemented it I'll try enabling it again and see how it looks.
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Okay...so I realised I don't know how to make a parallax map for testing @@DT85 can you provide me with a parallax map please? :3
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@@DT85 How do you know it's the dotXSI exporter and not carcass?
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I should be able to take a look at this tonight Hopefully should be fixed before I go to bed
EDIT: Also @@DT85, are these models the first person weapon model, or something else?
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Something I forgot to ask: I'm assuming you have r_parallaxMapping set to 1?
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I've tried it in OpenJK & ioquake3 and it doesn't, unless there is a different stage name than what you would use for level textures.
Can you post the shader you've been using please?
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If you want the rend2 DLL, I can build it for you. Just send me a PM.
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Are you applying the shader to a square brush face?
http://toolz.nexuizninjaz.com/shader/shader/section3.htm
The brush face containing a texture with [the autosprite] shader keyword must be squareLangerd likes this -
It should be fully compatible with all mods. If there's problem with a mod then let one of the OpenJK devs know
Yes it's incomplete but at least the problems you find in it will get patched, unlike the regular JKA dedicated server
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If you have system access to your server, and assuming your server runs on Linux, then using iptable rules can be quite effective at preventing small DoS attacks. For server exploits which are due to problems in the server program itself, you can try running your mods with the OpenJK dedicated server instead. If the exploits exist in the mod, then you should try to contact the mod author and ask them to patch the problem. This last option isn't always a possibility though, so if players are exploiting the mod itself, then the only thing you can do then is to change to an actively developed mod like JA++.
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I've been trying to find some time to work on it but I've been pretty busy with life in general recently. I'm still chipping away at the things that need doing so there's always some progress, even if it's slow at times.
Tempust85, Omicron and minilogoguy18 like this -
It's still majorly WIP. Running your Atlantica map is giving it some problems performance-wise as well as problems with lightmaps which I've been trying to sort out for the past few weeks Ideally I want to see it running at 120fps on any map that runs in the standard/vanilla renderer.
eezstreet likes this -
I don't want to point out the obvious, but there's a reason patches are released for games :s It's to fix problems like these.
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rd-rend2 (old thread)
in OpenJK
Posted
I see it I've pin pointed where in the code it's crashing. Now I need to make sense of why it's crashing there