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eezstreet

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Everything posted by eezstreet

  1. JKHub mobile has a different background pic though? Either way, it sounds like a trivial thing to fix.
  2. I'm referring to his broken paths in the files. The reason I point this out is because ASCII encoding uses 1 byte per character, and Unicode/UTF-16 uses two bytes. So when you have a byte sequence in Unicode: [0x60 0x00] [0x15 0x00] [0x96 0x00] This might show up as 'abc' (I know for a fact that it doesn't, but just bear with me). But when you convert said stream to ASCII: [0x60] [0x00] [0x15] [0x00] [0x96] [0x00] Which might show up as 'a b c ' depending on how your text editor interprets the 0x00.
  3. That could be due to it encoding it as Unicode. See if you can find something about changing the string into ASCII.
  4. It's on the MP client, and it's gametype #5.
  5. I'm not doing anything MP related at all, aside from releasing missing maps.
  6. Unless you're selling a map for cash, which is more or less illegal. Saying you're being paid for your services makes no difference. I suppose a better analogy is this: When a moonshine dealer gets caught, he says "No, I'm not selling my moonshine for cash. I'm simply making moonshine for someone else, and they're paying me for my service." Do you see why this would be a problem?
  7. galak should be weatherman he is great weatherman desann reminds me of ollie williams http://www.youtube.com/watch?v=Yqofw8LgWRk
  8. Ok? I'm not seeing what you're getting at here.
  9. That's not entirely possible unfortunately due to all the processes involved. It checks against one cvar - g_spskill in like a million places.
  10. JK2:HD is a mod that I have been working on for a while now. It is designed to be a "Director's Cut" of sorts for the original game's singleplayer. You will need to own JK2 in order to play it. It runs off of and is based on OpenJK's JK2 SP support. Bug fixes on this project will be backported to OpenJK. So what does this mod add? Well... The Lost Level, known as cairn_stockpile. This mission's existence was only discovered a few year's ago, and a completed version will be available in this modRemastered Audiovisuals. I will make a serious attempt to get the game running on rend2, with all the benefits that it brings. The text crawl will have improved audio and video and a more movie-like appearance. Weapon models will be replaced with improved versions. Several enemy models will also be improved. I will be taking input from the community as well.Custom Games. Created by people in the community, these provide a vast amount of ways to play the game and provide for infinite replayability. For instance, a "Hardcore" custom game might exist that makes the game much more punishing to play.Rebalanced Gameplay. Some of the less useful abilities and weapons have been tweaked substantially to be more useful. Generally, weapons will feel more powerful.Continuity corrections. Small issues in the continuity will be addressed. A full, detailed list of these will be coming soon.Numerous bug fixes. Fixed crashes. Fixed some minor errors and issues. Very tiny corrections to mechanics which were bugged.AI Improvements.
  11. That's like saying, "No officer, I wasn't selling him drugs. He was paying for me to deliver them to him." While I suppose it's a bit of a gray area as to paying people, I find your argument on the matter to be highly illogical. It is true that people are motivated by money. However I think this is a double-edged sword. You'll be more likely to get the request made, but you'll have a less likely chance that it will be quality, based on the concept of intrinsic value.
  12. What? Just because the source code has been released doesn't mean that it isn't still copyrighted... Penumbra, Amnesia: The Dark Descent, Doom1-3, Doom 3: BFG Edition, Quake1-3, ... are all open source. That doesn't mean that charging for mods for those games is any less correct than if they weren't. You're selling the same stuff (maps, models, ...) regardless of that fact. pls don't.
  13. You could make a Custom Game with values set at "hardcore" values. My point is to expose all of this to people making Custom Games so that these options can be used elsewhere.
  14. I think you're missing what I'm saying, Stoiss. I'm saying that I'd like to see support for the same stuff that Lugormod provides with its bots.
  15. Those sound like two different cvars to me: g_nocheckpoints and g_damtaken, which I could easily make.
  16. I'll be adding the #ifdef/#if defined blocks to MP rend2, but that project (SP rend2, which has _SP defined) will have the includes directory set to /code/, so that it includes the SP qcommon files
  17. Well. With the video code refactoring, hopefully that will solve the issue. Though, there will be other formats supported too.
  18. Noteworthy: rend2 doesn't require power of two textures. Is it garbled in mplayerc? If not, it's definitely an issue with the games code.
  19. Awesome @@Xycaleth. Are you alright with the plan I have to make rend2 code used on both SP and MP? I wanted to work on that soon, but not unless everybody was alright with it.
  20. I'm an idiot, this code is really handled by the client and not the renderer. But in a surprising twist of fate, libavcodec supports ROQ format, so we can just use that and replace all the ROQ code wholesale, while gaining support for all those other formats in the list.
  21. Oh wow, that looks really good! A few things that could be improved upon - the numbers/bar on the left could use a bit of touching up. It seems really sharp and bright in comparison to the other things. The black edges seem a bit too sharp, perhaps you could blur them a little bit. Also maybe you could touch up on the numbers at the bottom to display the range, so they're more movie-like? But that's a small point really and it does look good as it is now. Maybe add a small amount of faint noise to the black area so it appears to be textured? I do really like this though. It looks very good. I especially liked how you added the aurabesh text from the movies, I thought that was a nice touch. I'll have to see if I can make the battery bar green instead of yellow in order to match this. As for OpenJK JK2 mode, you just have to enable the "Compile with JK2 support" option on CMake (I don't know if buildbot builds with this option, I don't think it does), and then run with +set com_jk2 "1" in the .bat. It'll function exactly like OpenJK does now, but it'll run JK2 SP, and use JK2 assets as well as jk2gamex86.dll instead of jagamex86.dll.
  22. erm...why not? It's supported on all platforms, for starters...
  23. Assuming you're using OpenJK, change this line to: XCVAR_DEF( g_weaponDisable, "524279", NULL, CVAR_SERVERINFO|CVAR_ROM, qfalse )This defines the basic properties of a cvar. Note the difference of the stuff in quotes. This is the default value. Also note how I changed it from CVAR_SERVERINFO|CVAR_ARCHIVE|CVAR_LATCH to CVAR_SERVERINFO|CVAR_ROM In this particular case, the CVAR_SERVERINFO flag is needed in both cases, as it's responsible for telling clients on the join server menu that your server doesn't have weapons (for the icon thing). CVAR_ARCHIVE means that it gets saved to the jampserver.cfg, CVAR_LATCH means that it requires a map restart to take effect. CVAR_ROM means that the cvar cannot be changed ingame at all. So by changing the flags to CVAR_ROM and changing the default value, you're setting the cvar to a fixed default value that cannot be changed. You can perform a similar edit to g_forcePowerDisable as well. If you aren't using OpenJK, you can do this in g_main.c. The flags and everything are identical, there's just some slight syntax differences but it's nothing to worry about really.
  24. @@Xycaleth, let me know when you you have run a profiler on rend2. I'll be interested to know what the bigger bottlenecks are.
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