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Posts posted by Xycaleth
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Not at the moment. Moved into a new apartment with some friends recently so my schedule's completely changed. I'll let you all know when I have something new to show
Tempust85 likes this -
Mrwonko is right. Mipmaps are what you're describing except it's a bit more advanced than that. (And yes they are used). Lower resolution versions of the textures are chosen based on how many texels are being mapped to some area of the screen.
Tempust85, Archangel35757, Smoo and 1 other like this -
I'm wondering why you need large address aware enabled? If you're taking up that much memory to require the option then you're doing something seriously wrong
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I've added a pull request to make OpenJK compile under Visual Studio 2013 again: https://github.com/JACoders/OpenJK/pull/879
Just need to wait a day or two while my changes get reviewed before they're merged into the code.
Archangel35757 and Tempust85 like this -
What are you expecting it to do? You won't see any visual difference - it just means NPCs won't target you anymore.
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I thought constexpr was supported in 2013 so I approved the change. It's not that we didn't know what was in the change
I'll see if we can get constexpr removed.
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I see. Looking around, vs2013 with the latest updates should have partial support for constexpr. I'll check tonight when I'm back from work.
If you're not using the community edition (not the express edition), then I highly recommend you use that since it has a few extra updates which I don't think the express edition gets.
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OpenJK should be compilable with VS2013 onwards. If it's not working, can you post the errors you're getting?
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I had a few nostalgic moments as I browsed through the old (2011) JKG dev files I still have on my PC. I thought this was a fun one - I'm sure nobody will mind me sharing it since the original story line is no longer being used.
TheWhitePhoenix, Smoo, swegmaster and 3 others like this -
We can't see those screenshots. You need to link to the public URLs.
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Slow progress atm. I started looking again at adding weather a few weeks ago but between work and other things I haven't had time or haven't felt like working on it.
Smoo, Tempust85 and Archangel35757 like this -
@@Xycaleth if you can explain what you need exactly I could probably make some files that wouldn't load.
I don't have a clue I need the broken .glm file that @ had but it looks like he ignored my post I don't know in what way it's broken, that's why I asked for it.
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For the most part, the engine doesn't have any impact on the gameplay. The fact that the sabering is overly simplified in Battefront, compared to JKA, is a gameplay design choice made explicitly by DICE.
eezstreet and DarthStevenus like this -
Can you send me the broken .glm file? I'm working on an updated version of ModView - I'll change it to give an error message instead of crashing when loading a bad model file
Archangel35757 likes this -
Can you post a screenshot of dxdiag on the Display tab?
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I don't understand what you expect to see out the window. You have buildings outside the window so you're going to see them when you look through it..
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Not a formal one, no. I should probably create an official fork...
Even if you don't have an official fork you can use git locally on your own computer without uploading it anywhere. It'll let you keep track of every change you make It's an invaluable tool when editing code.
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I'm fanatical about keeping track of what I modify in the source.
It sounds like you aren't using a version control system for your code
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Hey this looks pretty neat! Have you heard of JA Enhanced? They're looking to improve the SP experience as well so maybe you could team up with them?
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This isn't quite right. The original JAMP used more precision than OpenJK - I had to relax the epsilon value because it was being too restrictive given the reduced precision in OpenJK builds.For what it's worth the "error" didn't happen in original JAMP because the game is so old and compiled with ancient and possibly crappy floating point precision back then. It was fixed by altering the floating point epsilon numbers to a more accurate value for newer compilers.
Smoo likes this -
OpenJK require at least Visual Studio 2013 to compile. The MAX PATCH PLANES error has been fixed for all compilers.
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MBII doesn't use OpenJK code. It's built using the JKA SDK.
Where is OpenJK at on Windows?
in OpenJK
Posted
I've been looking into getting Windows builds back. Hopefully can get something working by the end of the week.