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eezstreet

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Everything posted by eezstreet

  1. Erm, you already can make 3D parts. Just need to alter the map geometry. See: basically any JKA SP level. Why do you need to wait?
  2. I'd like to break the gentity_t structure into a class with unions for client/server, and then have a few derived types ie Missile, LogicalEnt, et al. But yeah I can see why that might be seen as slow.
  3. https://github.com/eezstreet/OpenJK/tree/CPlusPlus It's slightly outdated. I believe the reason they didn't want to do it was because they didn't want to make mods a pain or something. Something about merging, anyway.
  4. I was wanting to, but @@ensiform and @@Raz0r don't think it's a good idea atm. I even have a branch set up that almost compiles using C++.
  5. The builds are organized alphabetically, and they're named by hash, which is easily determined from the Github page for each commit. Anyway, just copy openjk.x86.exe into Gsmedata, you don't need or probably want the other crap.
  6. Recent builds: http://109.200.20.132/~builds/ To get the code at that particular revision, dig through the commit log: https://github.com/Razish/OpenJK/commits/master?page=2 Find the change that you want, hit "View Code @ XXXXXXXX" to see the whole code (which you can download as .zip, OR click on the commit name to see the change requires.
  7. protip: You can still download and compile the code that has just that fix, or apply the fix to clean source code, OR just download OpenJK precompiled.
  8. The Earth/Sun look really strange, but it could just be the lighting. o.o For some reason I was thinking it would be more along the lines of this:
  9. I'm definitely interested in your project though, @@Corto.
  10. Looks like he's gained a decade of life's knowledge, if you know what I mean. But it's good, quality wise.
  11. All of removing one line of code: ent->client->ps.jetpackFuel -= amount; I'm paraphrasing here of course.
  12. Yup. His post convinced me it was a good idea to start on this.
  13. FFS, I said like 10 times that this issue has been fixed. (It's listed on the OP...) Do people know how to read? I was saying that nothing is wrong with it in OpenJK at this point aside from HUD stretching.. And if you're so inclined you can just grab the most recent version from buildbot links on the project page.
  14. What's wrong with widescreen? It's perfectly fine, ignoring the HUD stretching which is easily fixed under mod code..
  15. https://github.com/eezstreet/JediKnight2 What is this? Source code for Jedi Knight 2, with all the removed legal crap, and compiling under VC 2010. The product of about ~4 hours worth of labor, plus some additional time needed to add Multiplayer and collect all the source code for 1.02/1.03/1.04, which will go in separate codemp folders. Why not OpenJK? OpenJK has a bit of fluff on it that people might not want. Plus, it has JK2 and JA merged together for SP, which carries its own set of bugs. So I added this, with the hope that it will serve as an official "clean" source repository.
  16. Photobucket is known to compress screenshots. Might I recommend Dropbox? Anyway, screenshots appear fine to me. Call me crazy.
  17. Replace tr_main.cpp (code/renderer), that should be enough. As for the lag, I'm not sure on that but it should be because the Debug stuff has like zero optimizations while release has significantly more. FX gets really laggy in particular. Make sure you're grabbing release stuff from bin/Release, not bin/Debug.
  18. 1. slow running: compile in Release/FinalBuild, not Debug. 2. not seeing any VFX: fixed 3. menus items missing: run with +set com_jk2 1 in the commandline If you're going to do just a clean slate, it's going to take you around 8 hours of solid changing things (or 6, if you're fast) before it even compiles, no guarantees on it working. OpenJK is much quicker, but it isn't really JK2 friendly yet. I can understand why you wouldn't want all the goop though.
  19. OpenJK is perfectly fine...
  20. Yup. Controls would be screwy though
  21. No. irc.arloria.net/#JACoders
  22. skybox looks ugly
  23. #1 - yes #2 - modelling program required
  24. #1 - remove jetpack fuel drain from code #2 - isolate jetpack and remove it from the model. Retag the model.
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