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Posts posted by Xycaleth
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I still get the "No assets detected" error.
Where do you put the app bundle? It should be at the same level as the base/ folder.
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@DT yeah, can't silly typo
Tempust85 likes this -
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.
therfiles, LucyTheAlien, DarthStevenus and 1 other like this -
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?
eezstreet likes this -
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When does it happen?
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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.
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Make sure you set rgbGen on your specular stage too. RgbGen settings between shader stages are completely independent.
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Ignore my previous advice You want to make sure the rgbGen is *not* entity. Try something like rgbGen vertex or rgbGen lightingDiffuse.
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A complete guess here, but try adding rgbGen entity as well.
I'll have a look after work for a proper answer.
Tempust85 likes this -
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.
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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.
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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.
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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.
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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
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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.Can the ent limit be removed just like that? If that's the case, why is it in JKA in the first place?
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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.
therfiles likes this -
I'll see if I can fix the issue tonight. SDL should be bundled with the app ideally.
therfiles likes this -
@@therfiles can you post the full error report? I suspect it's because it's missing the SDL framework.
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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.
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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.
Smoo likes this -
Nothing's worked so far because there's little to no team organization and coordination. Collaboration is good but the reason why so many projects fail to finish is because there is nobody to guide the project to completion. Without it you're essentially wandering aimlessly towards a completely undefined goal.
Unless you or someone can provide that direction and leadership then you will just be another forgotten effort.
[Released] JKGalaxies 1.2.2a Preview Patch
in Jedi Knight Galaxies
Posted
Can you take a screenshot of this folder and the JKG folder? And you're running it by double clicking the app?