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Xycaleth

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  1. Xycaleth's post in Radiant not compiling: Failed to Execute was marked as the answer   
    Does the file exist? It's referring to "C:/Program Files/GtkRadiant-1.4/q3map2/q3map2.exe"
  2. Xycaleth's post in Questions about making a mod and dealing with dlls... was marked as the answer   
    Make sure you compile a release build of your mod and that players have the VS2013 redistributable installed. Any of the standard library functions will require the redistributable.  

    It should be homepath, basepath, cdpath. People should never need to put anything in their basepath or cdpath, it should all go in homepath. This is contrary to what people have been doing for the past so many years, so it's difficult to get people to change  

    You should be able to. If you run your code through Visual Studio, it tells you which DLLs are being loaded in the output window.  

    Search around for where the word 'vanilla' is used in the code - that should give you all the places you need to change to change the renderer and DLL name.
  3. Xycaleth's post in How may SAB file can storage a mod? was marked as the answer   
    Let's say 3mb just for ease of calculation. 3mb = 3 * 1024 * 1024 bytes. You can set this calculation as the value of max saber data size, e.g.

    #define MAX_SABER_DATA_SIZE (3 * 1024 * 1024)
  4. Xycaleth's post in Bybass 1000 vertices hilt limit? was marked as the answer   
    You need to split your model into multiple meshes/objects. Each mesh can have up to 1000 vertices. Each model can have 32 meshes.
  5. Xycaleth's post in Cached Compiling? was marked as the answer   
    @@Cerez We've had some reports of usability issues recently where DLLs are saved in My Games/OpenJK/<mod folder>, and then these are loaded on subsequent runs instead of those found in the JKA GameData folder. So to answer your question: you might have old DLLs lying around in My Games/OpenJK/<mod folder> - make sure you delete them
     
    We've come up with a fix for this problem and just need to code it up.
  6. Xycaleth's post in Mystery Shadow was marked as the answer   
    Not that I can think of. The flag is meant to tell the renderer that the lighting origin was setup, and can be used for lighting. However, the lighting origin setup was commented out (above the line that you edited) so it was just lighting the model from a random location.
     
    I had Cerez test the fix for me because I couldn't reproduce the problem. I've added the change to the OpenJK source code now, so yes, it will be fixed in future versions of OpenJK!
  7. Xycaleth's post in Rend2 beta was marked as the answer   
    Would be good if this could be moved to the OpenJK forum *hint hint at mods* Preferably with a redirect from this forum so OP can still find it.
     
    The easiest way to get rend2 up and running is by using a prebuilt DLL. Steps are as follows:
    Download the VC++ 2013 Redistributable (make sure you choose x86): http://www.microsoft.com/en-gb/download/details.aspx?id=40784 Download the rend2 DLL: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip Copy the DLL into your GameData/ folder. Start up OpenJK. In the console, type "/cl_renderer rd-rend2; vid_restart" If everything worked, it should all look the same in the main menu. Type "/cl_renderer" in the console again to check that rend2 is running.
     
    Commands and cvars can be found here: https://github.com/ioquake/ioq3/blob/c04d05fd8f64b62201b100d410da52e1ab3eec17/opengl2-readme.txt
     
    rend2 is based on the one in ioq3 so the readme is fairly accurate.
  8. Xycaleth's post in What denotes destructable terrain? was marked as the answer   
    Any "func_breakable" map entity is breakable in the way you describe. This is handled in the g_* files, but I can't remember exactly which file. Just search around for "func_breakable".
  9. Xycaleth's post in Loading "rd-rend2_x86.dll" failed was marked as the answer   
    Make sure you have the Visual C++ 2013 Redistributable installed. You'll want the one that says "vcredist_x86.exe".
  10. Xycaleth's post in OpenJK crashes when running in full-screen [Linux][64-bit build] was marked as the answer   
    Try r_restartOnResize 0. It's a known bug, still needs fixing
  11. Xycaleth's post in OpenJK has stopped working was marked as the answer   
    JA: v1.0.1.0 win-x86 Oct 24 2003It looks like you're running jasp.exe with the OpenJK SP mod? How long ago did you download OpenJK?
     
    If you can't restart your computer using the normal means, you should use the reset button on your PC case.
  12. Xycaleth's post in Server ja+ was marked as the answer   
    This will happen if you are not forwarding the ports on your router. Take a look at this:
     
    http://portforward.com/english/routers/port_forwarding/
     
    You want to forward internal port 29070 to external port 29070 using UDP.
  13. Xycaleth's post in auto sprite shader had odd vertex count - what is this? was marked as the answer   
    Are you applying the shader to a square brush face?
     
    http://toolz.nexuizninjaz.com/shader/shader/section3.htm
     
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