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eezstreet

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Everything posted by eezstreet

  1. This could pose a problem, however. It wouldn't be possible to account for all situations. For instance, unless @@Xycaleth fixed it recently. Some maps work perfect, some don't.
  2. You don't need to compile the client or UI either. I think you just need to build the engine/dedicated server and the serverside/game project. No SP, obviously.
  3. Like I said. Not the majority of people are going to want the same thing. However, if you gave me some sort of idea as to what you're doing precisely and which specific error messages you're getting, I would be happy to help you out. If you feel lots of people are going to use it, feel free to post your code/solution for it. Others will be grateful, and/or find some bugs and maybe suggest how to fix them. The reason I am taking this approach is that you may learn something about coding, and that kind of information is great if there's no pros around to help.
  4. Maybe you should specify further - "the top tier coders of JACoders/#jacoders," but that might make us look a bit snobby. I don't know. I'm just curious as to how you plan to interview. We literally live on all corners of the world (opposite corners of USA, Australia, UK, Norway, Germany, some Canadian influence..)
  5. Wow. Those new guns for OpenSOF2 look amazing. If I had enough time, motivation, technical info and stability, I would be sorta interested in poking it.
  6. Which I still don't know what needs to be done for it.
  7. Hmm. Later on when or if I make a sequel to Rapture, I might consider using a heavily modified UE4 renderer. I can't use the whole engine; I need to integrate it with my engine and strip out some useless junk (their entity/Actor management system is pathetic, and they STILL don't have decent geometry/terrain editing tools)
  8. I assume that it doesn't require g_synchronousClients, as it generates the demos for you, as opposed to requiring clients be totally precise in ent/player state, rather than predicting things? How does this hold up in legacy scenarios, such as MB2, and situations where data can be slightly incorrect (or possibly more correct), like Lugormod/Makermod where you don't need a client? How does it handle differences in fs_game? How does it handle mods such as JA+, JA++ and OJP that have optional client-side components? If I were to watch a demo in these mods, would it only work if I had the client? Or would the clientside not be necessary? Or would it crash? I assume there's no chance for malicious demos? Is OpenJK required to watch serverside demos? Going back from the synchronous clients thing...what happens with spectator following if you don't have synchronus clients? Is PVS ignored on serverside/synchronous demos? (not too familiar with demos)
  9. It's not supposed to. It only tells you how to make a force power; it doesn't go into specifics of behavior and looks. If I did, we would be seeing a lot of mods with powers similar to the one in the tutorial. Also, it's impossible to tell what exactly everyone wants, so giving a reasonable explanation as to how to do it as opposed to posting walls of code would be most effective.
  10. Are you sure that the .skin file points to the correct texture? Does modview warn about missing textures?
  11. This is a pretty good idea. But it should download + install them as well. My only concern is that it then becomes a bit of a challenge to assemble the mods in a unified fashion, and also determine the fs_game for each mod.You could also use such a system to distribute skins/maps as well. All players would ever need is the launcher, and even beginners or people on Steam could use it.
  12. <resurrects thread with some mention of JK2:HD>
  13. Aren't they just the same cvars and stuff as what's in JA+? Might just try the ones that are in JA+.
  14. just got out of the hospital

    1. Show previous comments  5 more
    2. eezstreet

      eezstreet

      By Googling "Baker Act," it shouldn't be difficult at all to determine which side effect (taking my age into account also helps)

    3. Szico VII

      Szico VII

      *shrug* I imagine people can be sectioned under that for a variety of reasons - danger to themselves, danger to others, confusion, for treatment e.t.c

    4. eezstreet

      eezstreet

      Danger to self.

  15. I am modern graphic
  16. Linux, Mac and Windows players can all play on the same servers. OpenJK clients can connect to non-OpenJK servers, and vice versa. As far as JKA goes, there's only three groups that can't play with each other at all, and have different server lists entirely: - JKA 1.00 - JKA 1.01 - JKG (mods notwithstanding)
  17. There's a considerable Linux community which has noted OpenJK. Once it gets to a first release stage (I really have no idea what they're waiting on at this point tbh), first-time players on Linux will give it a spin. We've already seen quite a few randoms from the Linux community appear on the coding chat channel.
  18. eezstreet

    Upcoming News

    I expect a noticeable boost in activity once OpenJK has a first release, since this will now open the door for people on Linux to play the game.
  19. haaaaax Our method was done prior to opensourcing. It's irrelevant now to even try it. But we keep compatibility with old PK3s. I really wouldn't do it unless you have a completely different format in mind.
  20. @@Circa: aha, I wasn't aware.
  21. I don't think you can? see without the goggles in the mine, not even if you turn on r_fullbright. I know for sure that you can't in the one dark area on ns_starpad
  22. I don't think recruiting admins for just a server will be as great as recruiting a staff member who also oversees the server.
  23. No good mods for SP in either game at this point. (although JK2:HD should prove good later on)
  24. No. JA uses minizip to read PK3 contents. As luck would have it, nearly every archive program in existence (with the exception of WinRAR, I think it uses an emulator for it) uses the same library. If JA can load it, so can archive programs.
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