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eezstreet

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Everything posted by eezstreet

  1. Not to go off topic again, but worth mentioning: you can restore the JK1 style jump with: #define METROID_JUMP
  2. You can just move OpenJK's exe somewhere else, and then make a .bat for it which has something to this effect: openjk.x86.exe +set fs_basepath "<Path to JKA Installation gamedata folder>" +set fs_cdpath "<Path where openjk.x86.exe is. The last folder so for e.g. C:\OJK\Gamedata>"It will load PK3s from your JKA installation without you having to move them, and the PK3s in your new side area will get loaded as well (overwriting the base game assets) You can also set fs_game, and it will load them in this order: base openjk base fs_game openjk fs_game You can just move OpenJK's exe somewhere else, and then make a .bat for it which has something to this effect: openjk.x86.exe +set fs_basepath "<Path to JKA Installation gamedata folder>" +set fs_cdpath "<Path where openjk.x86.exe is. The last folder so for e.g. C:\OJK\Gamedata>"It will load PK3s from your JKA installation without you having to move them, and the PK3s in your new side area will get loaded as well (overwriting the base game assets) You can also set fs_game, and it will load them in this order: base openjk base fs_game openjk fs_game
  3. No difference. And I don't know why font aliasing would be a big deal anyway, seeing as how each glyph gets pulled from a 256x256 grid, upscaled and then put onscreen. It's sorta the same effect as what antialiasing does anyway.
  4. some WIP screenshots main menu opening cinematics Since JKA is designed to handle stuff at a 640x480 resolution, naturally it's going to fail like this when rend2 expects stuff at native resolution btw, those of you on laptops such as a Toshiba Sattelite (which I've been using for benchmarking + tests) will experience a super long load time due to the GPU taking forever to load GLSL shaders...nothing I can really do about that though.
  5. Movie battles II. Movie Duels 2.
  6. https://github.com/ioquake/ioq3/blob/master/opengl2-readme.txt
  7. It compiles.
  8. eezstreet

    We need money

    Government shutdown took away around 40% of my income, so unfortunately I can't be of assistance. :/
  9. I believe Serenity. JKG has some prone animations in it which aren't used. If it'll ease anyone's mind, I can post some screenshots from ModView for comparison when I get home, unless one of the team members can do it faster. I find it hard to believe that he would have taken it though, seeing as how the animation physically is being changed. EDIT: @Serenity, I see that you have made two button slots. I can't help but think that there's an easier way of doing this than that.
  10. It never really existed. rd-rend2 never HAD dynamic glow, that's specific to rd-vanilla.
  11. Not removed if it doesn't exist to begin with.
  12. You could use an environment map (tcgen environment I believe it is) to draw an envmap which does pretty much exactly what you're talking about.
  13. So...you want a guy that can make model icons? Why be so secretive, if I might ask? Seems sorta asinine.
  14. gief me all of your monies
  15. Then your computer would probably melt due to the ridiculous strain that dglow + bloom would both be applying on it.
  16. bloom + dglow = waste of CPU, not to mention looking like SHIT bloom + dglow < dglow < bloom
  17. because bloom > dglow
  18. Could be a spoofed IP or perhaps their machines are part of a botnet which is used for the DDOS attack. I don't know why people use GameTracker anyway, it's such a shit site.
  19. plz2fix textures
  20. Yes, but rend2 added some things to IBSP. Adding support for IBSP is no small task due to the multiple lightmap feature in RBSPs.
  21. RBSP for now, IBSP for later on IF and ONLY IF ttimo can't do q3map2 changes somehow
  22. This thread is out of date, please look to the new one instead. https://github.com/eezstreet/OpenJK/commits/rend2 rd-rend2 is a new renderer (currently) for JKA Multiplayer which has a variety of new features: Modern shading engineNormal mapsNew shaders which are loaded via .mtr filesWe are currently working on getting rend2 up to snuff with JKA's multiplayer features. Please do not request new features for this renderer.
  23. Yes. C is perfectly fine with implicit pointer, boolean, enumeration and const casting, wheras C++ is not. Some examples of valid code in C which isn't valid in C++: qboolean x = (k == 0); // nope, qbooleans are enum types, not boolean types char *blah = (void *)blah2; // nope, char * and void * aren't the same type!
  24. https://github.com/eezstreet/OpenJK/commits/rend2 *chokes and dies and spews lava all over the place* I am working on a port of ioquake3's renderergl2 to OpenJK under rd-rend2. Still got like 640+ errors to go, not counting the linker errors and runtime crashes that are sure to ensue ;/ EDIT: we're at ~590 errors now EDIT 2: ...~365
  25. Let's keep this out of the X rating territory, please.
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