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"
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.
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.
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).
@DT85, what happens if you add ratio to each of first element in matrix strings:
{ c*ratio, s, 0.0f },
{ -s*ratio, c, 0.0f },
{ cmd->x*ratio, cmd->y, 1.0f }
? Or what about c (first one) and -s only?
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.)
Please, read tutorials in the tutorials sections, there is a section about installation and launching. You have to launch the mod with start_jaMME.cmd.