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eezstreet

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Everything posted by eezstreet

  1. we're talking about for JKH downloads, not for replacing minizip
  2. You'll need to change this bit of code here (MP): https://github.com/JACoders/OpenJK/blob/61cd6e979c3bb37e8b05ca2c6f1a1fc0812aea17/codemp/client/snd_mem.cpp#L624 It has to be exactly 5 characters long due to the way the system is set up. What language are you trying to add again?
  3. Awesome stuff.
  4. It's a specific shader that gets used, not the textures. Check in one of the .shader files for a shader which references those two textures. EDIT: Misread the question. The code recolors the force protect shader with specific colors.
  5. Any additional work on this, @@Circa?
  6. .7z best compression
  7. Check Assimilate preferences. Is there an option that specifies a base path? If so, set this to where your "base" folder would be.
  8. pls .tar.gz and .7z
  9. Yeah, through the code. Check CG_DrawRadar in cg_draw.c
  10. 4 pls
  11. pls revote
  12. There is absolutely -no- difference at all between 1.00 and 1.01 saber stuff. None. Zip. Nada. After closely examining the difflog between JKA 1.00 and 1.01, I can conclude definitively that there's no difference to be had. One could proclaim "compiler differences! optimization!" or something else, but there's no clear cut distinction in the code, and furthermore no evidence has been provided that there is a difference (no videos, scans with various tools like IDA show no distinct codepage/PE header/default calling convention differences at all). Furthermore, there is no mention of any sort of saber stuff in the changelog for 1.01 that would corroborate the claim that 1.00 has better blocks. https://github.com/jedis/jediacademy/commit/59f7e71450c89e1cc127e0cd71eeb0a62cb689c7 I think this can be more or less case closed.
  13. how did you find out that these votes were falsified
  14. Hmm. I could write a simple Java program to combine the files. Or conversely, use a diff tool like kdiff.
  15. what no I just don't like 6 all that much. The textures scorch my eyeballs and it's too bright for 6AM lurking if I'm going to off myself it'll be for entirely different reasons
  16. I can see why you would want to host then. I just see it more of a barrier for entry than anything, since a) it's peer-to-peer, meaning you can have issues if behind a NAT firewall, b) GameRanger sessions are temporary for the most part and c) it requires external software and might not be desirable. Just some things to keep in mind. Starting up an exclusive community might not be desirable, but I wish you luck.
  17. Erm. All of the JK2 anims should still exist in JKA's anims.h edit: No problem @DT85DT[/member]. Glad I could be of some use somehow. All this talk of model formats is a bit over my head.
  18. I see TNG are still stupid kids that can't break opensource software, so they take out their frustration by printing crap in base serverlists. Nothing new here, move along.
  19. Wow, that's some pretty impressive looking stuff, Wystan!
  20. Try and see if there's a way to convert from WStr to wchar_t*. Use that converted string as the argument. C++ will automatically convert wchar_t* to wstring via implicit casting. Is WStr a class? Chances are you could do something like "theParameter.CStr();" or "theParameter.c_str();"
  21. Oh. Yeah, that would be nice. I still haven't found an application of parallax mapping which looks decent though. The idea behind it makes sense and it sounds useful though.
  22. Here's a way easier to do it, assuming you're using C++ (which it looks like you are) #include <string> ... void tostring(const std::wstring& in, std::string& out) { std::string temp(in.begin(), in.end()); out = temp; } And then call it by doing: std::string output; tostring(__YOUR__STRING__VAR__HERE__, output); and then simply use output.c_str() in the fwrite function
  23. You probably could, but it'd cause deform and clipping issues for sure.
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