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eezstreet

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Everything posted by eezstreet

  1. 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.
  2. Nope.
  3. 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
  4. 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
  5. 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.
  6. 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.
  7. 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]
  8. 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.
  9. 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)
  10. 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.
  11. r_lodscale might assist you in finding this out.
  12. He's referring to SP, which is C++ only.
  13. 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.
  14. Don't run the game using the Safe Mode shortcut.
  15. 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.
  16. Impressive work, sir.
  17. Yeah, I'll be updating the .sln file to work properly at some point.
  18. Com_Error(ERR_FATAL, "Raz0r doesn\'t know how to read, abort...");
  19. You need to put the rd-vanilla.x86.dll in the Gamedata folder.
  20. 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.
  21. 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.
  22. https://github.com/eezstreet/JediKnight2 is the clean, unadulterated code for Jedi Knight 2. I plan on getting MP and JKA done as well. My code doesn't contain any alterations to it like OpenJK has, this is perfect for people in your situation that just need a working base. EDIT: And like I said, it should definitely compile with VS6, the problem is that Raven used very old code conventions which aren't valid anymore. It takes around 6-8 man-hours to convert the code to a workable state on newer compilers.
  23. Well the only things that I'm aware of: - Animations, you'll need a new skeleton which contains the missing Outcast animations - Crash upon picking up saber in yavin_trial - Crash upon gravity shift in doom_shields - waypoint_navgoal_2, waypoint_navgoal_4, waypoint_navhoal_8, waypoint_navgoal_16, and waypoint_navgoal_32 don't exist (hence most of the waypoints being broken). Only difference is the size of the bounding box. Some navigation issues still persist despite this, including Lando's approach at the Lady Luck, Luke's walking scene in yavin_temple, 90% of valley, and ns_streets bar scene - Water in yavin_swamp is busted, due to raven changing the surfaceflags - ATST in yavin_canyon can be problematic - Turret section in doom_detention doesn't really work, not really important since it's really irrelevant and largely just for kicks.
  24. VS2010 or later is needed to compile OpenJK, or use CMake (please read the documentation on the GitHub page for more information) Compiling from straight GPL source requires Visual Studio 6. It does not compile correctly on any other version without major changes to the code. No, the issue is because the script_targetname of the player entity in JKA is "player" instead of "Kyle" like it is in JK2. For this reason, all ICARUS blocks which use affect("Kyle") will not work correctly in JKA. My method is the quick one -- simply changing the script_targetname to be "Kyle" instead of "player". You can also change those blocks to read affect("player") but this will take forever as nearly every script does it.
  25. Am i the only one here who gets reminded of Deus Ex whenever that new Kia Cadenza commercial cokes on?

    1. Corto

      Corto

      Deus Ex: Each time someone mentions it, someone reinstalls it.

    2. ChalklYne

      ChalklYne

      Ha!Just did

    3. Beyond Heretic

      Beyond Heretic

      I reinstalled the Nameless Mod just now

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