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Posts posted by ent
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When float contains rather big value that does not even let to have number after the point (for example, 123456780. or 123456789.) and we convert it to int ((int)floatVar or automatical conversion) then it does wrong conversion. For example 123456780. -> 123456780 and 123456789. -> 123456780 (different float values to the same int one). (The values are just examples so I doubt those ones are actually problematic.)
And randomizer does this if you send big seed (>100000000 I think):
If to set toolset v100 (VS 2010) we get this:
So the conclusion: VS 2013 with default toolset (v120) cannot handle big numbers correctly.
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Really? Are you using the std library or quake3 defined types/functions?
Both. But the one that comes with std lib has problems.
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Although you are technically correct, it doesn't really matter since visually it accomplishes the same purposes as motion blur.
It does not do motion blur at all.
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where can I get some of those weapon effects? I liked a few of those xD
Try either one of those: http://pugz.jkhub.org/index.php?board=3.0
Or one of those: https://onedrive.live.com/?cid=B99E79057BCF15DF&id=B99E79057BCF15DF%21715&sc=documents
Do not install them altogether though. Just one.
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I agree it isn't useful for base jka. Mods on the other hand...
...drink too much blue milk? There's a motion blur for that.
It's not a motion blur. it's keeping previous frame on the screen for few time.
The motion blur has to have every frame just once w/o any lifetime.
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You can make it still work for XP users, there's an option you just have to set on vs2013.
As I said above, VC++ 2013 Redistributable has problems with randomizer and numeric data types. And it's a big problem for me.
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You still need to provide the DLLs when compiling with VS2010. It might be that people already have the redistributable for VC++ 2010 installed so they don't get the error, but same rules apply anyway.
You are right. I am being based on the fact that most of users have VC++ 2010 Redistributable installed. And according to this it's not worth to provide those DLLs (I still don't know which exactly) for those few users (0.01%?! ;p).
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It's a bunch of DLLs and I dunno names of rest so...
I will just build with VS 2010 toolset in future releases and none should get this error again (maybe Windows XP users only but they follow the instructions in this topic).Why not 2013? Because with VS 2013 Windows XP users won't be able to run the application at all. And there is also problem with randomizer and numeric data types.
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He wants it for SP though.
Oh, yeah... Sorry.
I need to learn reading.
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@Lokin, I told you in my reply, it's done in the mod JA++, try that mod out.
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There-there, Raven was a bad boy and apologizes
https://www.dropbox.com/s/1qnu6i003wnucc8/trueview_dismemberment_mblur.mp4
Try mod JA++ for MP to have that. I don't know SP mods that support it.
afi, Boothand and katanamaru like this -
The guide says "either do one thing or do another thing".
Did @Omicron's reply help you? If no, reask, please, because I dunno what's wrong.
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Wth? , you could have widescreen image before openjk, jamp had been supporting it since the beginning with the commands that @Apprentice posted.
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Jedi Outcast has default Death Star MP map ffa_deathstar. There is also ported to JA version somewhere.
P.S.: I think you can ask guys from (JAWA) clan if you need people.
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Stats says 65 users viewed this topic but only 3 took part in the poll?
If most of jaMME users don't care then I will make my own decision about it. I cannot be based on what only 3 people voted for, it's too small sample.
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Thanks Vulcan. Is this for base JA (solo game mode)? Because it sure isn't working for me… Whether cg_dismember is set to 3, 9000, or 0 makes no difference in my MP game. :/
It also has to be enabled on server side with g_dismember afaik. And seems like you should try values between 0 and 100, that controls probability of the dismemmberment where 100 is 100% probability (according to the game code).
And cg_dismemeber (client side) could be 0, 1 or 2, and when it's 2 then it also slashes head and torso.
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@CaptainCrazy, maybe you finally close 2nd bracket? It hurts. Well ignoring, btw.
Omicron likes this -
OMG. You are the 2nd for today who did it.
You opened brackets twice but closed once. ;(
Almost catched me when it had "Hybrid" at name, but, unfortunately, it's just "Hybrid Two" band, not "Hybrid". :s
Sounds like regular "epic" or how you call it music used in movies, not catching.
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If you don't want the char be in centre then just use Camera mode, as you did. If some certain mode exists (for example, Chase) then it doesn't mean you must use it.
It cannot be changed, and centre is always at the same place (I don't know if it's chest or anything). It supposed to be in far range so actual centre should not be noticed. But if you work so closely and want certain part of body be in focus then just use Camera mode, I suppose.
Example of using Chase: http://youtu.be/lqcEzG3-wbg?t=7m45s (fast forward to 7:45 if it didn't automatically).
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Erm why? It's the point of the Chase mode to be centered on something/someone.
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Norton Commander: http://en.wikipedia.org/w/index.php?title=Norton_Commander
Running it on DOSBox now, along with Midnight Commander in Linux.
(It was the very first graphical interface I was introduced to before Windows 3.1.)
Oh then I still have been using Far Manager since DOS (199[6,7] for me). (Currently using updated version so no need DOSBox.)
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Eh. The way you used it.. same as Camera mode. :S
Chase mode expects you to chase an object:
Was posted there: http://jkhub.org/topic/3293-some-features-demonstration/
Bloopers and frag videos (2014) by Cydonis
in Art, Media & Technology
Posted
Oh ya, at 9:00 is mine.