Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Everything posted by Xycaleth

  1. Usually this happens when your have a pk3 mod whose directory structure is too deep, or the folder names are too long. The full path of every file in the .pk3 needs to be less than 64 characters. If not, you'll get this error. There's nothing wrong with the error (it's not a memory leak), you'll just find some mods you have might not be usable or will be missing textures etc.
  2. Can you take a screenshot of this folder and the JKG folder? And you're running it by double clicking the app?
  3. Where do you put the app bundle? It should be at the same level as the base/ folder.
  4. Xycaleth

    Bink Video Support

    @DT yeah, can't silly typo
  5. About the music: John Williams wrote the music for TFA. Rogue One is the first SW film to not be scored by Williams. It's not a Disney thing.
  6. Xycaleth

    Bink Video Support

    If we implemented independently then it would be fine I think (I.e. using the same library that he has used). We can base our implementation on his work though because the version of GPL he uses for his code is incompatible with our version. That being said, can we even produce bink videos?
  7. There's no way to fake normal maps on players in regular jka. Jka only supports per vertex lighting but per pixel lighting is required for normal mapping to work
  8. Are you using detail brushes in your map? I would guess if you have too many structural brushes then you could get this error but each side of a structural brush (i.e. not a detail brush) will create multiple nodes.
  9. Make sure you set rgbGen on your specular stage too. RgbGen settings between shader stages are completely independent.
  10. Ignore my previous advice You want to make sure the rgbGen is *not* entity. Try something like rgbGen vertex or rgbGen lightingDiffuse.
  11. A complete guess here, but try adding rgbGen entity as well. I'll have a look after work for a proper answer.
  12. No progress again still, but I've started writing up some documentation on roughly how rend2 is structured: https://github.com/xycaleth/OpenJK/wiki/Rend2 Mainly aimed at anyone who is already familiar with graphics programming and may want to help. It will also help me because I'm always reminding myself "how does this work again?" every time I come back to it.
  13. You have it running. Now you need to load a map Run 'map mp/ffa1' when it gets to the point you are now and it will start accepting new players.
  14. I'm not sure why LODs wouldn't be working with misc model static. This entity just adds a bit of information saying "draw a model here". The game then draws the model there. The LODs should work as usual as you would expect for MD3 models.
  15. I'm completely against using random numbers for environments unless it's used in very minimal ways. You have no control over what the environment will look like if you use it for everything and it will almost always look unnatural. Using them as a starting point to work from is a good idea though - that I'd be very much interesting in seeing.
  16. If each server is a planet and the server goes down then players can continue to play on the other servers You can have a recovery system that starts up the crashed server again
  17. One problem with having too many ents is that your network load will increase a lot as well. Imagine if each player adds an extra 100 bytes to each data packet, and you have 1000 players, that's 100kb per snapshot. Then multiply that by 20 (because you're running with sv_fps 20), every client now needs to have at least a 2mb/s downstream link and your server needs a 2gb/s upstream since it needs to send the updates to all 1000 players. Realistically a player probably only adds a few tens of bytes but the same principle applies. If you have different instances on the same server then things become a bit more manageable as you would effectively be running multiple servers (or that's how it would look from the outsiders point of view). Each instance is isolated from the other so you only need to send data about the current instance to the players in that instance.
  18. I've submitted the fix. Next release should have working Mac binaries (fingers crossed)
  19. Ok...doesn't look like it's as easy as I thought it would be to get this fixed. Hopefully will have it fixed by the weekend.
  20. I'll see if I can fix the issue tonight. SDL should be bundled with the app ideally.
  21. @@therfiles can you post the full error report? I suspect it's because it's missing the SDL framework.
  22. Assuming the JKG app bundle is kept at the same level as your base folder, you can run it like this: open jkgalaxies.x86_64.app --args +set fs_game JKG
  23. Learn to code first. Maybe you can read through some parts of the JKA code as you learn so you get a better understanding of the code base as you go, and to give yourself concrete examples of how the different constructs are used.
  24. Technically it's not legal and Disney have given sole rights to creating Star Wars games to EA. It doesn't matter whether it's for profit or not.
×
×
  • Create New...