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Everything posted by Xycaleth
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auto sprite shader had odd vertex count - what is this?
Xycaleth replied to Langerd's topic in Modding Assistance
Are you applying the shader to a square brush face? http://toolz.nexuizninjaz.com/shader/shader/section3.htm -
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.
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Bioshock Infinite - The Church of Our Lord
Xycaleth replied to Szico VII's topic in WIPs, Teasers & Releases
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. -
JK2 1.02 specific jump bug in map making
Xycaleth replied to lil_binger's topic in Jedi Knight Tech Support
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. -
Winrar can make zip files.
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Sorry, can't take that message seriously as it's not using Comic Sans Anyway, seems like something that would be pretty simple to patch up.
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@@DT85 Parallax mapping should already work on models...
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The co-op branch is extremely out of date and hasn't been touched in over 6 months or so. I don't think there was even that much added to it?
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I think it should be okay... are you planning to add the #if blocks to the MP rend2, or are you making a copy in the SP folder?
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@@eezstreet To follow up, rend2 already supports non-power of two textures. @@DT85 There's no difference between using OpenGL or Direct3D. They both implement pretty much the same functionality.
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Yep, part of the BSP file. But they're stored in such a way that remains compatible (I believe) with the vanilla renderer. Ah yeah I remember now. Yeah, rend2 supports environment mapping so you can place misc_cubemap entities around the map, which act as the environment probes, i.e. the locations from which environment maps should be generated. I'm not sure if these are dynamic or not though. I imagine they are. RBSP format. As far as the plain rend2 renderer goes, I don't plan on adding IBSP support because it's extra work that doesn't really give many benefits. I should have been more clear. That's 4 - 8 dynamic lights which can cast dynamic shadows. I don't think having more dynamic lights than that, which don't cast shadows, should be a problem... Vertex limits are remaining the same for now. I've moved the Ghoul2 rendering completely to VBOs in rend2 but there's not really much performance gains from it at the moment - FPS is either the same or worse in most cases. There's a lot of work to be done to get rend2 to the frame rate I want to see and I'm not sure what parts are slowing the renderer down at the moment. I don't think there will be any noticeable differences.
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@@eezstreet I hope to support deluxe mapping but it will need support from q3map2 as well (I think?). Q3map2 does generate deluxe maps but I'm jot sure if it will generate them for JKA maps. It might be something for later rather than sooner. To answer what it is, it's essentially a normal map for the lightmap so that it doesn't seem so static when lights shine across the map surfaces. I'm not exactly sure what you mean by cube maps in this context, and as I'm on the bus right now I'll reply with more information later on today. There won't be any changes to the BSP format for conpatibility sake. I'm hoping dynamic lights will be able to project shadows, but only for up to say 4 or 8 lights. I don't see why shaders won't be able to emit light... Will need to look into this as well
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When you go through the area portal, the game has to suddenly draw a bigger chunk of the map. This can cause your computer to pause for a moment while it processes all the new data, which can cause the screen and sound to pause for a split second. There's nothing you can do about it, apart from not using area portals, but that's a bad idea in itself.
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Well volunteered @@eezstreet. /me runs
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All I'm saying is that you'll end up porting it to SP, and then rend2 in MP will change drastically (which it will) and you won't bother porting those chanes across. And then we have the problem of two versions of the same renderer. Or alternatively a shit load of work will need to be done again to get the two renderers compatible even with each other.
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And now there will be twice as much work to do when making changes to it
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Thanks @@AshuraDX. I guess the latest version doesn't help either? I have no idea why it's not working. Much googling is needed I think.
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Do you mind PMing me your FBX model so I can take a closer look at what the converter's trying to do? Thanks
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(Sorry for double post..) By the way, latest version of the converter is still waiting to be approved by staff. Hopefully it'll go through soon
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Well that's a bummer Does it run if you temporarily turn off UAC? Should be able to find it by searching in the control panel, if you don't know where it is.
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looking for nostalgic maps for JKA
Xycaleth replied to Merek's topic in Jedi Knight General Discussions
rgoer's Sunset on Coruscant duel map: http://jediknight3.filefront.com/file/Sunset_on_Coruscant;25574 -
No. Unless you want to write the efx files out by hand.
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Both gcc and clang are fully c++11 compliant as far as I know (or very close to it).