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Xycaleth

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Everything posted by Xycaleth

  1. As far as I understand, the only part of the online service that requires a subscription is the online multiplayer part (apparently with the exception of f2p games). Every other online service is free to use.
  2. Icarus works for MP too (in JKA).
  3. What is OpenJK? OpenJK (short for Open Jedi Knight) is a community effort to maintain and improve upon the Jedi Academy and Jedi Outcast source, released by Raven Software under the GNU General Public License v2. Our main goal is to provide the perfect engine for JA and JO modders alike with improved features, as well as keeping backwards compatibility with the retail versions of JA/JO, so that all the work of previous modders are not wasted! If you want to talk to us more about OpenJK, you can find most of the main developers on IRC, server irc.arloria.net, channel #jacoders. Where can I download OpenJK? While there is not a solid release for OpenJK just yet, you can find weekly unstable builds for Microsoft Windows, Linux and OS X here: http://builds.openjk.org. These are automatically created every week so that they have the latest changes made in the source code. These builds are still experimental and are not guaranteed to run without problems on your computer. However, if you do come across any problems when using them, please feel free to file a bug report! What do I need to run OpenJK? You firstly need an original copy of the game. Downloading OpenJK does not mean you can play JO or JA without buying them first, as they contain all of the assets (maps, models, textures and so on) required for the game to play (the assets are what make up the game). A few places you can find a copy of JO or JA are Steam, Amazon and Play.com. Can you add feature XXX to OpenJK? Please post any feature requests to these forums! Feature requests are a little more difficult as we want to maintain backwards compatibility with the retail version of JA, but a lot of the requests we've had in the past have been for gameplay changes (e.g., Can you add poison darts?, or Can you make Lightsabers less powerful?) instead of engine changes (e.g., Can you add multimonitor support? or Can you add normal mapping to the renderer?) We understand that not everyone sees the difference between the two types of changes so a bit more discussion is needed How do I report a bug? You can report any bugs to by creating a new thread in this sub-forum, or by using our issue tracker - please remember to provide enough detail for someone to reproduce the bug. At the very least, we expect you to provide the operating system you were using, whether it was in single player or multiplayer, what the bug is, and what you expected to happen. Remember, if we can't make the bug happen, then we can't fix it! Here's a basic example of a bug report. Operating System: Ubuntu Linux 12.04 64-bit SP/MP: SP What the problem is: Lightsabers are able to deflect rockets fired by ATSTs. What I expected to happen: I expected the Lightsaber not to deflect the rockets, and for it to hit me! If you really don't know what caused the bug to happen, try and remember the last few things you did before the bug happened, and list these in your report. How does the licensing work for mods which used the original SDK code?* If your mod was created using the original SDK code and does not depend on any additions or changes made by OpenJK, then your code remains licensed under the EULA provided with the SDK. Your mod will still work on OpenJK! If your mod was created using the original SDK code, but does depend on any additions or changes made by OpenJK, then you will need to license all of your source code under the GNU General Public License v2. The same applies if your mod is created using the code in OpenJK. * We are not lawyers, and this cannot be considered as legal advice. This is just our understanding of the way it works. If you're really worried about it, you should get in touch with a solicitor/lawyer. Why doesn't <insert mod name here> work in OpenJK? In recent years, mods such as Movie Battles II, Jedi Knight Galaxies and Makermod have started to be more inventive with developing their mods, making use of a technique called hooking. This allows them to provide additional functionality which wouldn't ordinarily be possible. The downside is it relies on a specific version of the engine that to run the mod (i.e. the retail version of JA). As OpenJK is a different version of the engine, these mods will crash unless they are updated to check the engine being used. How can I contribute to OpenJK? The OpenJK GitHub project can be found over at https://github.com/JACoders/OpenJK. Although OpenJK is purely a source code project, that doesn't mean you have to be able to code to contribute. Here are ways you can help us: Reporting bugs so that we can improve usability and stability Post suggestions or ideas. We want to know what you think and what we can do to make OpenJK better. Write documentation for OpenJK - tutorials, how-tos, troubleshooting guides, anything like that which will make OpenJK easier to use. Reply to help topics in this forum. If you know how to solve someone's problem, then please do help them. If you're a programmer, you can contribute to improving the source code by tidying the code up or picking tasks off of our issues list. The best way to submit source code improvements is by making the changes in your own fork of OpenJK in a new branch, and then submitting a pull request. This lets us review your code changes, making sure it looks good and that the code style generally conforms to the rest of the code base. If everything looks good, we'll merge your changes in I can't open the console! OpenJK uses SDL as a window and input manager. A side effect of this is that on certain international keyboard formats, the original console keybind does not work correctly. As a workaround, we have implemented SHIFT+ESC as an alternative. On standard keyboard formats, the original ` (~ key) still works - the SHIFT is no longer required for this keybind. If you don't like this, you can adjust it with the cl_consoleKeys cvar.
  4. Fixing broken stuff is good What's the problem with it? Does it simply not work, or does it give you errors?
  5. Xycaleth

    JO/JA coop

    The coop branch doesn't get updated by the master branch. Whoever decides to work on it needs to merge the changes from master into coop every so often. It's considered good practice to add new features or even just bug fixes into separate branches, and then merge these changes into master when it's done. There's two reasons for this: 1) it prevents half finished work being in the master branch - it ideally should always be a complete working copy of the code, though this isn't always the case. 2) It makes removing these changes very easy and you can simply diff with the branch, and then undo the changes made by that branch. EDIT: We have a new shiny OpenJK subforum, so any OpenJK talk can go there *hint hint, staff please move this? *
  6. I recently (a few hours ago) fixed the VS solution file in the code/ folder. Try redownloading it again from github and check it out
  7. @@Archangel35757 Regarding floating point errors in the animations, I came across this particular link recently which illustrates how the effects of floating point errors can be minimised (not removed): http://www.seas.upenn.edu/~cis568/presentations/Reducing_Cumulative_Errors_in_Skeletal_Animations.pdf You might find it useful. Catch me on IRC if you need help with understanding any of it.
  8. I recall JKG using the first person models as the LOD 0 of third person models. I don't know if this is still true though.
  9. Found a bug which would cause the program to crash. Take this example: http://jediknight3.filefront.com/files/Jedi_Knight_III/Utilities;2925 The Others category says it has 94 files, but if you actually click the link, you can see it says it has 99 files listed.
  10. jk2gamex86.dll does not currently get built by buildbot as it has not been added to the build system. This is still on the todo list.
  11. r_dynamicglow 3 isn't any different from 1. Best thing you can do is to max out all the video settings in the menu. There's no magic command that can make it look better than that
  12. ?? Both JKA and JK2 already have this.
  13. I remember Mace trying to get external lightmaps working on some of the MB2 maps, and found it only worked with patch meshes, so it's definitely a specific case with JKA.
  14. I think it's more to do with the fact that SP performs a MAX_QPATH check at startup, and MP doesn't. At least from what I can remember.
  15. @@Corto, have a look at mrwonko's plugins here: http://www.mrwonko.de/downloads/view.php?id=39
  16. There's not really any easy way to fix a stretching HUD. The only sure way I can think of doing it would require editing all of the menu files.
  17. Regarding the jk2 models in Jka, there's already some hacky workaround code in the game engine to reassign jk2 bone names to Jka bone names and it isn't pretty. It's a bad idea to fix these type of things in code anyway.
  18. This definitely flags up a problem for me. You want to fix this warning
  19. This reference page for Crosswalk 5 also suggests it supports dotXSI 3.0: http://softimage.wiki.softimage.com/xwalkdocs/group__regfunc__30.htm
  20. It's possible the capabilities of the Crosswalk SDK, and the Crosswalk plugin for Max are different. I would recommend you try Crosswalk 5 because as I understand it, the plugin (which you are writing if I'm correct) chooses how to export the scene data, and in what format to output it as. Looking through the SDK files, there's files for the dotXSI 3.0 format which I doubt were left in there by mistake.
  21. Jka was released at a time when there was little support for programming on the GPU. It was mainly a list of set instructions you could do, so the dynamic glow stuff was kind of a hack. It wasnt bad programming, but limitations. Nowadays, GPUs can be programmed similar to how you program a computer so you can do all the fancy graphics effects, which leaves the CPU free to do other stuff like physics and ai. Crysis is both CPU and GPU intensive so you need a good CPU and GPU to run it with full settings enabled.
  22. Also, if UE3 can run on an iPhone (albeit slightly stripped down), I think a q3 engine game on steroids will run just fine.
  23. You can use C/C++ on iOS. Just putting that out there. Also, a port would require a rewrite of the renderer. iOS supports only OpenGL ES.
  24. I wouldn't say I was that active, but I was around.
  25. Hi everyone I'm Xycaleth, I code stuff for JKA and various other things.
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