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eezstreet

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Everything posted by eezstreet

  1. Yes. You need to run the game with the jk2gamex86.dll that compiles with OpenJK. Buildbot (possibly) does not distribute it or puts it in the fabulous_openjk.pk3. Look there.
  2. Just finished getting JKG's code to a playable state on OpenJK.

  3. Does this follow the story of 1313?
  4. Check the pointer to uivm and make sure it's legitimate. If so, the VM in question might not have an entry point defined or exported properly. Make sure it has a DllEntry function which should be Q_EXPORT
  5. Protip: stop putting so much crap in your map. Really you should be leaving about ~128 free entities.
  6. You need to recompile in order to change weapon damages. For both SP and MP, this would be located in game/g_weapon.cpp or game/g_weapon.c, respectively.
  7. OpenJK and some other options allow you to export as raw AVI instead of a demo, with no need for g_synchronousClients I don't really know what cl_avidemo is all about.
  8. "better graphics" is really questionable, considering that they run on two completely different engines, and thus have two completely different pipelines for assets and so forth, and come with their own set of problems as well (KOTOR won't run on Win7 and higher, period, while JKA has some render FPS issues). And anyway you have to consider that the effects system in JKA alone is enough to bring a modern computer to its knees on a debug build (one effect is enough to bring the game to around ~20 FPS even on my PC, when debugging OpenJK) Also...yeah, the controls is kinda the main reason why you wouldn't do this. Why would you ever port something if you can't properly control it? That doesn't make any sense at all..
  9. KOTOR is mostly just point and click from what I understand, JA wouldn't really work well at all on tablets.
  10. SpioR be using const char * instead of const wchar_t *. bad donkeh. wchar_t 4 lyfe
  11. The briefcase-to-handle ratio is looking pretty large. I suggest making the handle bigger.
  12. Easiest way to get EffectsEd actually working properly is to set up a file association for .efx and just double click on the .efx file, assuming you extracted the assets and all that.
  13. A GUI shouldn't be based around keystrokes. That doesn't make any sense to my mind. GUIs should be based on what is easiest to use with a mouse and a keyboard (keyboard being optional in some cases). But that's just me.
  14. Correct. And right now, raising the cap isn't our concern, our biggest concern lies with fixing the vertex transform issues with the Quake 3 engine, which cause the massive performance drop in the first place.
  15. We're still using JKA's limited number of vertexes while we're attempting to move over to an OpenJK-based engine. It'll be quite a long time before there's any major graphical enhancements.
  16. kotor has less controls than JKA so go figure
  17. It depends on what is being modeled, but for players, yeah it's definitely going to be higher than 1000 vertexes. For guns it sometimes goes above 1000 but not too often.
  18. When is the XBone event? Frankly, the PS4 seems like it will win by default, so long as they don't screw up the pricing, shipping, or throw in any sudden stops with used games. Otherwise, PS4 seems to be owning -- it has the Wii U gimmick (recently confirmed that all PS4 games must support the second screen via Vita), has the rough equivalent graphics wise of the XBone, less issues, and the exclusives are getting better and better.
  19. You have to start it with +set com_jk2 1
  20. You have to port all the assets over, pretty much. The JKA folder structure is pretty messy though so good luck.
  21. Those were the JKA maps. He's talking about JK2.
  22. Have you considered perhaps adding in bot support yourself? There's a bunch of maps that I wish had bot support, but I didn't have the time to mess around with.
  23. Their maps were pretty badly caulked and areaportalled. Fun fact: the MP maps in bespin (ffa_bespin and ctf_bespin) have zero areaportalling or hinting whatsoever, and a lot of their buildings aren't caulked. I think you'd be hard pressed to find an MP map which was caulked correctly.
  24. http://builds.openjk.org Terrence: use one of the latest builds from the link above, that should get you settled.
  25. $899 is extremely high. I would expect them to sell for about $450 tops.
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