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Posts posted by ent
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It's a Windows side problem. Try google it.
Start with something like this, I guess: https://stackoverflow.com/questions/10492037/the-application-was-unable-to-start-correctly-0xc000007b
Additionally make sure you have x86 VC++ 2015 Redistributable installed (yes, x86): https://www.microsoft.com/ru-ru/download/details.aspx?id=48145
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https://trac.ffmpeg.org/wiki/AudioChannelManipulation
I'd do it that way.
99% it won't fool you. -
If it had 2 channels before then it wasn't mono. That's literally what mono means: one channel. For some reason Audacity is stupid and doesn't list a file as stereo when it should. You should just go by the fact that you have 2 channels, not what it says. If you have two channels, split them both to mono and delete one. Then save as mono and all is well.
Or mux them - that's how stereo-to-mono is usually done.
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Force looping sounds are too noisy.
Some weapon explosions don't sound very well (not beautiful?).
Voices are great though.
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Only if you are capturing with FFmpeg.
Change mme_pipeCommand from "ffmpeg -f avi -i - -threads 0 -preset ultrafast -y -pix_fmt yuv420p -crf 23 %o.mp4 2> ffmpeglog.txt"
to "ffmpeg -f avi -i - -threads 0 -preset ultrafast -y -pix_fmt yuv420p -crf 23 C:\full\path\with\filename.mp4 2> ffmpeglog.txt"
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I'm a teacher by heart, so proooobably the most fun I've had is teaching newbies.....
...and then killing them with medium DFA's because it's just far too entertaining<3
evil
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Maybe it can help: https://jk2.info/viewtopic.php?t=581
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Playing on JA+ CTF Official server in 2008-2012.
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Why did not you script the free camera?
Controlling the camera by hands is :s
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@@ent I think the keyword here is "in this state" and I agree on this one. But imho, with MBII being opensurced maybe it would be possible
I do not see how being open source relates in being in a better state for sybersports.
Unrelated at all IMO.
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Cybersportiness of games or "Why JKA has no future in this state"
Erm. Isn't it obvious? The title and thus the article would have sense if you were trying to say it has a future.
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Yeah, you got so called "nightly" build, instead of the last official release.
It's nice it works for you now.
=SF=Punisher likes this -
Hi.
You suppose to get a ffmpeglog.txt in GameData.
What's in there?
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When you are walking in JA with a lightsabre any direction but backward, the player model holds the lightsabre in from of themself.
In JKII - on the right bottom side.
So the animation "jumps" in JA case since the swing starts from not a "good" position, when JKII case has it is close to the swing start.
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Make compilation rules yourself then.
Open every vcproj file and check what files are used for compilation. There are also compilation flags for compiler and linker.
Use all of those to compile.
You can try to automate it if you just base your compilation rules on openjk ones (for example: https://github.com/JACoders/OpenJK/blob/master/codemp/cgame/CMakeLists.txt).But you will need to modify it to match SDK files and folders.
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It's not about start and end scale, it's about incompleted scale. Because the result width after rotation relates to cos of the angle applied to the given width and it also relates to sin of the angle applied to the given height (both original width and height affect the result width because the image got rotated).
Tempust85 likes this -
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Archangel35757 and Tempust85 like this
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Can I look at how you implemented the trap?
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Did you just add that function or implemented the new trap call? The trap does not exist and requires implementation. (Just Ctrl+f all the references.)
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It's not a part that differs from SP much. You can adapt, I am sure.
The main trick is in trap_R_RotatePic2RatioFix.
minilogoguy18 and Tempust85 like this -
@DT85, https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_draw.c#L216
Check all ratio var related things.
minilogoguy18 likes this -
QEffects from eezstreet.
The mod is made by XaeroX (Chain Studios): https://code.google.com/archive/p/qeffects-gl/
jaMME capture pipe funcion (0 bytes)
in jaMME Feedback & Support
Posted
You also got a nightly build.
Compare ffmpeg versions:
and
Direct link for current 32bit version: http://ffmpeg.zeranoe.com/builds/win32/static/ffmpeg-3.3.3-win32-static.zip
64bit: http://ffmpeg.zeranoe.com/builds/win64/static/ffmpeg-3.3.3-win64-static.zip