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Everything posted by ent
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HELP! Jedi Academy Crashing on Startup
ent replied to David_Bowie's topic in Jedi Knight Tech Support
Do not use the checkbox. Just right click - Start with admin rights. -
HELP! Jedi Academy Crashing on Startup
ent replied to David_Bowie's topic in Jedi Knight Tech Support
Start with admin rights. -
Put mb2 assets two japlus folder.
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Can't wait to watch it! Teasing me over a year. x]
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You could set sv_master[x] since 1999. Try sv_master2 set to master.jkhub.org. Or try "seta" command. Idk if it helps. Use JAMP either way. Or connect directly by IP using "connect" command (optionally "password" command afterward). @MaceMadunusus posted the serverlist above.
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Wished opening demos FROM ANY PLACE since 2003? Now that innovative option comes 12 years later! jaMME registers "dm_26" and "dm_25" files for itself. Look at that option to open with jaMME on top and file type description on bottom.
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What about other players? Show me your jampconfig.cfg from mme folder.
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The output AVI file will be played normally. It's fine if you are seeing everything slow while capturing. Using over 60 FPS for video is not recommended, I would say.
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/mme_demoAutoQuit 1 - to quit at the end of demo playback (2 - quit the game) /mme_saveWav 2 - to have the audio inside AVI (1 - separated WAV file) /capture avi fps name - replace fps with desired fps and name with the output file name Optional: /mme_aviFormat 1 - to use jpeg compression in AVI to save size of the video Try demolist feature: http://jkhub.org/topic/2710-5-how-to-do-demolist-capturing/ Or try http://www.igmdb.org/?page=render
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So what can you state for now? How demos length relates to playability? Still waiting what @redsaurus will say.
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Mine is clickable, @Xycaleth.
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I summon @redsaurus.
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Probably chmod +x jaMME.x86_64.app/Contents/MacOS/jaMME.x86_64 did the trick. You don't need to do cd ~/Library/Containers/com.aspyr.jediacademy.appstore/Data/Library/Application\ Support/Jedi\ Academy/ if you are already in mbpdeguillaume:Jedi Academy. If I am right about the trick then try to add chmod +x jaMME.x86_64.app/Contents/MacOS/jaMME.x86_64 as a new line inside start_jaMME.sh before open command. And then do what @Xycaleth said: ./start_jaMME.sh being inside mbpdeguillaume:Jedi Academy.
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And what happens after those commands?
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Just do this cd path/to/GameData. Then being in the game folder type open jaMME.x86_64.app --args "+set fs_game mme +set fs_extraGames \"japlus japp\"" or just open jaMME.x86_64.app --args "+set fs_game mme. So intead of starting any script just do that directly. If it fails then try without open and --args commands. Also try to add +x to jaMME.x86_64.app.
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Did it show the new path that you moved to in the terminal? It supposes to show user~: /path/to/GameData>_ or similar. According to this: http://stackoverflow.com/questions/8409946/how-do-i-make-this-file-sh-executable-via-double-click try to rename start_jaMME.sh to start_jaMME.command. If fails then try to add the executable permission +x as showed in the same link.
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Do not create anything, just extract all the files from the downloaded .zip file to GameData. Then hit start_jaMME.sh. It should work as a starting script file. If it gets opened as a text file for some reason try to use terminal. Just type cd /path/to/GameData and when you get there type start_jaMME.sh and it should start the script. Replace /path/to/GameData to the actual path ofc. If you dunno what terminal is then google: mac terminal basics.
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You don't need those files. You suppose to start the application with start_jaMME.sh. Are your files in GameData folder, right?
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If anyone had missing effects such as saber blade when connected to servers on Android version then redownload the file.
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Make a new shader file like skysaberer.shader. Fill it with gfx/effects/whiteglow { { map *white blendfunc GL_SRC_ALPHA GL_ONE rgbgen const ( 0 0 0 ) alphaGen vertex } } Put skysaberer.shader file into the shaders folder, put the shaders folder into pk3, put pk3 into base. Name the pk3 file either zzzzzzz or aaaaaaa. I bet the last one will work since shaders files don't get overrided iirc. If it doesn't work then try to replace *white with any transparent image. But the image has to be in that pk3 too.
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Just override it with your custom shader that uses transparent image.
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Those, who tried Mac or Android versions, tell me, do they run fine?
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Lobot for Jedi Outcast (beta testers needed)
ent replied to Psyk0Sith's topic in WIPs, Teasers & Releases
He is so sad -
key words: s - snapshot with unique server time and bunch of events that we seek for t - time that we count to move demo forward a bit regular playback s--s--s---s-s-s--s--s---s ttttttttttttttttttttttttt all snapshots/events catched find command playback s--s--s---s-s-s--s--s---s t-t-t-t-t-t-t-t-t-t-t-t-t all snapshots/events catched higher speed playback s--s--s---s-s-s--s--s---s t--t--t--t--t--t--t--t--t | 1 missed snapshot/event even more higher speed playback s--s--s---s-s-s--s--s---s t---t---t---t---t---t---t | | 2 missed snapshots/events You risk to miss some events. Especially it affects demos that recorded on servers with big value of sv_fps. But do whatever you want, I personally won't release something like this. That map above is not very precise but it's enough to explain what I mean.