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Posts posted by ent
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Reinstall or install your copy to another place and don't patch it? o:
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/cl_maxpackets <value> - If you have a low ping go with 100. If you're struggling for a decent ping, you might want to try 30 - 50.
Changing cl_maxpackets make fake ping changes, because ping is bound to your physical distance between you and server. It does not change ping!
And this value supposes only to be more or equal than sv_fps (server fps) and less or equal than com_maxfps (client fps). And the best value supposes to be equal to com_maxfps, but if it's impossible (for example you have com_maxfps 125 and the max value of cl_maxpackets is 100) then you better set it as a half of your fps (if you have 125, then cl_maxpackets should be 125 / 2 = ~63) to not send extra packets and save some traffic (that's why it shows different ping which is not actually different). But be sure it's more or equal than sv_fps.
I only wanted to say that if you don't really know what the cvar do then I think you should not give an explanation.
P.S.: @Raz0r, fix me if I made a mistake, pl0x.
Raz0r likes this -
This one is the same, just from the author of the run (I like the bg music
):
Omicron likes this -
jamp.exe +set dedicated 2 +fs_game base +exec myconfig.cfg +net_port 28062
Do not do fs_game "base". It makes the server be not in the list. it's already have the mod folder "base" by default.
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OpenJK should really fix it so you can be anything in MP. I'm sure it would help those who make videos.
Heard about jaMME and its /clientOverride command which lets to replace your model/saber colour/team etc?
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Cat model? DO WANT!
Send, pl0x.
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After releasing 1.3 which is almost ready I will start working on it, but some key people (@Scooper) who are helping me on a new feature are not available right now, so I cannot say when I even gonna start.
Plus I need fully compiling jk2mp, and as one guy said I can find such version on https://github.com/ioquake/jedi-outcast/, but I didn't test it yet. If you or your jk2 mates can test it or just give me another compiling one then it could help.
I think making raw version will take at least one week because there are a lot of injections into the code such as: enhanced demo player, enhanced audio player, client game rewriting for compatibility, a lot of additions into renderer etc. It's not hard, just a lot of routine to do.
You could also prepare some different demos from different gametypes and different game versions, so I can test and debug every major and minor mistakes. I prefer demos from actual gameplays than just recorded for me.
Boothand likes this -
I have done the ratio fix for almost all 2d (except some texts which would require modified renderer) if you are interested.
Find all "cgs.widthRatioCoef" in https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_draw.c.
The ratio coefficient is counted there: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_main.c#L656.
--->
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If your mod is what you used here, I'd be very excited!
My mod is next generation of what you saw in the video. There is pugmod in the video which I modified for better cams, but still not perfect mod. The current mod, jaMME, has much more functions and the main ones are pausing and rewinding demos, of course.
The source code of jk2mp is probably 1.04, but if it can play 1.02 demos then lucky you.
At least I will try to make it support all possible versions.
The mod will look like this:
Boothand likes this -
I am going to make same mod for jk2 mp if it does matter.
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If you need just timescale changing and it's for demos then I have a good suggestion for you - http://jkhub.org/tutorials/article/153-3-how-to-use-the-timeline-feature/.
But if it's just about "while loops in config" then I pass.
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I bet the game still tries to load the dlls but they are not used at all and my copy works perfectly w/o them.
@Key, I doubt if it helps but you can try to delete OpenAL32.dll and EaxMan.dll from you GameData, or if they are missing then try put them in there from your original CD. O_o
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@minilogoguy18, you can add launch options directly in game library: Game->Properties->Set Launch Options... instead of creating batches or shortcuts.
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It does not depend on OpenAL at all - the mod doesn't use it. His error is OS specific.
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By launcher do you mean launch_jaMME.cmd file?
And as you said before, it happened after installing the Windows update, right? If so, then you could try to restore your system using backup feature to a day before the update. You won't lose regular files, only lose some progs and settings that were installed after that backup day.
Also, try this new unofficial version: http://www.speedyshare.com/5RbD8/download/jaMME-1.3-unofficial.zip
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How did you install this? How do you run this? Did you try the latest version?
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Thanks to @Raz0r for spreading my shit (it even makes me feel embarrassed
), but how about to stop mocking people and their fav game types or mods (this addressed not to Raz0r)? If someone likes fullforce and organizes a server, then it's great. Our community (JA/JO) is very little, and argueing about mods (ja+/base) or gametypes (duel with/without force, ctf, ffa guns etc) or whatever is just nonsense. Respect guys who play others stuff in the community, please. Maybe one day they will come to your mod/gametype just because you were nice to them?
Personally I watched some demos from Full Force and I enjoyed them. But I still play ctf. I also used to spend a lot time on old ups server with racearena where you could do strafe jumping with records and twi'leks. And it's different gametypes, and it's different mods including ja+ and base. I like some things in ja+, I like other things in base, and I also don't like some things. But I don't think I should force to love another mod or gametype or anything.
So I'd thank this guy for making one more place where people from our community can play, and therefore keep this community alive.
And I ask you again, guys, to respect other players and their taste of mods/gametypes.
P.S.: I am sorry for this offtop and this wall of words.
h643 likes this -
I looked at the code a bit. And I am not sure how would I make it. I thought about adding possibility to use that shader directly like you can use $whiteimage. But it's a bit hard, and I am lazy to dig in it.
I'd suggest you to ask Xycaleth, he is aware about game renderer more. And it's not about SDK already, about the engine modifying.
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I told you it's a file from Jedi Academy SDK.
Its path is codemp/cgame/cg_players.c
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With any text editor.
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It's taken from Jedi Academy SDK from cg_players.c file on string 10717. Yes, it can be changed.
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@Fire Phoenix, let me quote myself:
This cloak effect is hardcoded and can be used only with modifying the game code afaik.
Let me attach some code example:
cgs.media.cloakedShader = trap_R_RegisterShader( "gfx/effects/cloakedShader" ); if (cg_shadows.integer != 2 && cgs.glconfig.stencilBits >= 4 && cg_renderToTextureFX.integer) { trap_R_SetRefractProp(1.0f, 0.0f, qfalse, qfalse); //don't need to do this every frame.. but.. legs.customShader = 2; //crazy "refractive" shader trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; } else { //stencil buffer's in use, sorry legs.renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE); legs.shaderRGBA[0] = legs.shaderRGBA[1] = legs.shaderRGBA[2] = legs.shaderRGBA[3] = 255; legs.customShader = cgs.media.cloakedShader; trap_R_AddRefEntityToScene( &legs ); legs.customShader = 0; }
The shader does not have the path, and its order number is always 2.
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This cloak effect is hardcoded and can be used only with modifying the game code afaik.
Interview Questions: Coders
in JKHub Feedback & Help
Posted
Rename to "Interview Questions: OpenJK" then it will have more sense.
Looks like interview to ojk guys than just coders. soz