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eezstreet

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Everything posted by eezstreet

  1. Oh, then try com_safemode perhaps. May I ask what this script is for?
  2. Type "safe" in the console and see what pops up. Also I'm pretty sure vstrs don't save. A lot of the stuff you've got in that script is extremely redundant.
  3. Will try Raz0r's fix as soon as I can. Thanks for the assist.
  4. Makes no difference either way on the linking errors.
  5. K, so here's the rub. I'm trying to essentially turn cgDC/uiInfo.uiDC into a namespace, as opposed to being a giant glob of function pointers. The definition for the namespace functions is held in ui_devicecontext.cpp, which is included by both cgame and game. The namespace is declared within ui_devicecontext.h, which is included by all the files which make use of the namespace. Here's the code: http://slexy.org/raw/s209ji5Xoe Anyway...yeah, the problem is that the linker barfs over this. Error 4 error LNK2005: "bool (__cdecl* DisplayContext::FeederSelection)(float,int,struct itemDef_s *)" (?FeederSelection@DisplayContext@@3P6A_NMHPAUitemDef_s@@@ZA) already defined in ui_atoms.obj E:\Code Projects\Github\JKGDevs\OpenJK\codemp\ui\ui_devicecontext.obj Error 48 error LNK2005: "bool (__cdecl* DisplayContext::FeederSelection)(float,int,struct itemDef_s *)" (?FeederSelection@DisplayContext@@3P6A_NMHPAUitemDef_s@@@ZA) already defined in ui_atoms.obj E:\Code Projects\Github\JKGDevs\OpenJK\codemp\ui\ui_main.obj Error 92 error LNK2005: "bool (__cdecl* DisplayContext::FeederSelection)(float,int,struct itemDef_s *)" (?FeederSelection@DisplayContext@@3P6A_NMHPAUitemDef_s@@@ZA) already defined in ui_atoms.obj E:\Code Projects\Github\JKGDevs\OpenJK\codemp\ui\ui_saber.obj ad nauseum for each function call btw, I'm calling them like this: DisplayContext::FeederSelection(blah, blah, blah);
  6. Make sabers shorter. That would encourage close combat, wouldn't it?
  7. Have fun wasting time fixing errors then. It took me four hours to fix all of them for SP, as I recall.
  8. You aren't going to be able to compile the code so easily. I suggest you use OpenJK's code as a base, as there's a bunch you'll need to fix otherwise, I believe.
  9. All of this is very ridiculous. Don't include the .md3 or the .map if you don't want, as they're source files and not needed by the game. That's it.
  10. It uses headswapping code, among other things.
  11. LOL at first pic
  12. You'll have to change the vis up a little bit, ya.
  13. Looks pretty good so far.
  14. He's just trying to get his groove on. Can't blame him.
  15. Get CMake GUI version, set "Source directory" to the folder which contains codemp, code, and codeJK2. Set output directory to /build/. Hit configure. Select your compiler. Then set your settings, and hit Generate. It will create files in your /build/ directory.
  16. This...is pretty darned awesome. Good work, redsaurus!
  17. protip: use CMake and follow the compile guide...
  18. Are you using CMake to generate the .vcxproj files?
  19. Looks like they straight-up lifted it from JK2. I think they are using them for nostalgic effect.
  20. Don't worry, it's just Ory'Hara being a fool.again. I agree to some extent. Jan looks "better" but I would have liked it if they made Jan a little less low-poly.
  21. Unpin me, plz. We have a new forum which is accessible via the JKH bar.
  22. Interesting, I wasn't aware of the link between it and GIMP.
  23. Have you tried this yet?: Well, what from that thread did you try? There were multiple solutions posted in the thread. How are you launching the game? Are you using a .bat file? Are you running OpenJK by chance? EDIT: This is in the wrong section, it really belongs under Jedi Knight Tech Support.
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