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eezstreet

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Everything posted by eezstreet

  1. @Scizo VII: They weren't removed; they never worked in the first place. it's possible to change the range, they just aren't referred to as distance cull
  2. http://github.com/Razish/OpenJK Make an issue here.
  3. Turn up the size under origin/size, that should do it.
  4. No. CameraShake I don't think works in MP anyway. Flash doesn't work in JK2 MP.
  5. Yep. There aren't any volume controls or culling controls for sounds in the game period, other than making them global, which can't be done in efx so far as I know.
  6. Nope.
  7. JKG launcher is in process of getting everything prepped for our big return to the jkgalaxies.com. More info can be found here: jkgalaxies.com/forum
  8. 1.02 is significantly different from 1.04. Many people use 1.02 instead of 1.04. few reasons why this is: - absorb's blue effect is always-on - saber damage is significantly altered - player angles aren't fixed during special moves
  9. Protip: each mod/fs_game uses it's own config. autoexec in pk3s makes no difference. Step 2 above is probably what fixes it for you. Running it in safe mode kills the config as well.
  10. No, the request put up there was unrelated to this, it was to fix skins. I suggest making an issue about this (again) and see what happens. I'd take a crack at it since it sounds fairly simple, however I don't have access to assets right now.
  11. Clanmod/JAPlus is essentially the same thing. But okay. Allow me to inform you of the mystical world of JACoders.org. Anyway, coding isn't really something that you can figure out in a few tuts, unlike modeling or mapping. It takes a long time to learn. But if you're willing to make that sorta commitment, hop into JACoders IRC, and dive into the code. [Protip: Fuck programming books, they're bullshit]
  12. Ah, very good. This has 1.01, 1.02, 1.03 and 1.04. Very good. @@Xycaleth/@Razish/@@ensiform, pay close attention. The source code I believe is not easily compiled. You need to alter the source code to the point where it is compilable, OR use Visual Studio 6.
  13. Yes. There won't be a PC port. Rockstar has publicly stated that there are no plans for a PC port. See above. And it's pretty likely that they'll include xbox 360 controller support if they do that. It's not like it's really hard to add support for them (especially since input libraries have been widely supporting them since like forever)
  14. No. The game creates a few options in the start menu that say "Safe Mode" in the shortcut. If you've never seen it before, you don't need to worry about it. Safe mode just deletes the configs whenever it gets run.
  15. r_lodscale might assist you in finding this out.
  16. He's referring to SP, which is C++ only.
  17. To an extent. They based it off of Quake 3's C code and retrofitted it to run in C++. There's some things which are definitely C++, but mostly in the engine. Mostly structs though, ya.
  18. Don't run the game using the Safe Mode shortcut.
  19. Use CMake to generate the project files, which can be on any version of Visual Studio, 2003 and up. (2010 is recommended) For OpenJK, of course. You have to rework the game code to be modern-compiler friendly.
  20. Impressive work, sir.
  21. Yeah, I'll be updating the .sln file to work properly at some point.
  22. Com_Error(ERR_FATAL, "Raz0r doesn\'t know how to read, abort...");
  23. You need to put the rd-vanilla.x86.dll in the Gamedata folder.
  24. Protip: Just hit "ignore" on the assertion failures. Or don't compile in Debug. Debug mode is what causes those to show up. They're intended to show up.
  25. Well, a lot of what you're saying you'll do sounds like really sloppy fixes (tbh) and I really wouldn't go about it like that. I'd try to get the game running under debug and figuring out why the game crashes like that.
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