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Posts posted by eezstreet
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Just a quick update:
- Demos no longer require g_synchronousClients and can play back in AVI format (ensiform)
- Game now compiles and runs on OSX and Linux (albeit without audio) (redsaurus, exidl, among others)
- "damage", "altDamage", "splashDamage", "splashRadius", "altSplashDamage" and "altSplashRadius" added to weapons.dat parsing (eezstreet)
- Massive memory issues fixed in SP (Scooper)
- More...
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Report it to the developers.
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False, Disney has nothing to do with the source getting taken down. Raven took down the source code from SourceForge on their own volition. It's probably best just to say "legal issues" for now, but it should be back up soon. In the meantime, OpenJK is strongly suggested over the original version, since there are no issues with it in terms of legality that we are currently aware of.
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Don't be a pirate. Don't distribute game assets.
Thanks.
Setlec likes this -
https://gist.github.com/eezstreet/5374545
Here's the source code to that tool I was writing, @@Didz. Avast was being a douche so I couldn't test it properly.
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This could probably be fixed in OpenJK if I know precisely what error you're talking about.
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Crashing issues? Like NPC extensions being too large?
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cultist_commando and cultist_destroyer are not used (but are awesome in their own right).
If you're looking to ditch some NPCs, get rid of reborn_weequay, reborn_rodian, et al, these are never used, I don't think.
therfiles likes this -
Your name reminds me of the burger joint named Culver's.
...damn you, now I'm hungry..
I suggest seeking out redsaurus' tutorials, he's currently writing a bunch for Mac.
Circa likes this -
Visual Basic isn't useful at all, because C++ and Basic are two totally different languages.
Also, == is the same as the Is operator in Visual Basic, not And (And in Basic = & in C++). Just a heads-up.
But no, C++ is really simple once you get the hang of it. The big confusing elements of it for beginners I have to say would be:
- Templates
- Pointers / Pointer Math (C++ is fairly unique for having 'em these days)
- Arrays
- Strings (the C kind anyway. the C++/STL kind are MUCH easier to work with)
- Classes / inheritance (hard in any language)
- Overloads, particularly Overloaded Operators
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I should also add that people are hurting for an IQM import/export, as well.
Tempust85 likes this -
and there's no NPC Class that wont drown underwater
Technically, this isn't correct, as the Swamptrooper class does not drown.
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Working on a patcher program for this, in case anyone is interested. Adds the two lines at the end of HOSTs for ya, just with two keystrokes
Didz likes this -
Maybe they replaced a misc_model_static, then. I'm not sure on the specifics.
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I don't think this will work as intended. Partially because misc_models are converted to brushes upon compile of a map.
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Again, read my post, isn't going to happen without major restructuring of how SP works (I don't even know if the netcode still allows for remote stuff anymore. It DOES use packets/show signs of a networking system being there though...but yea, you'd have to get rid of all the badness in jagamex86.dll before that would become a thing.
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? Just convert the original to GLM. I don't know what you're talking about with overwriting.
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FYI, you can place Ghoul 2 models in maps..
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Using the SP binaries to network stuff isn't going to be very physically possible at all due to the straight up HAX that they did to SP stuffwhat do you mean exactly? Are you saying that the SP might use the network protocol for, idk, Co-OP games? if yes it shouldn't be a problem thought these hosted Co-OP should indicate their Co-OP mode just like others servers do for FFA, TDM and etc.
JKG uses a bumped up version number and is therefore impossible to find on normal server browsers (including All Seeing Eye, which is integrated into OpenJK, btw). I recommend following their example. It's a simple cvar that needs changed ("protocol")
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I'm not going to harp on them for releasing code for EF because frankly, what we have is good enough to suit that purpose. But I'm a little concerned as to why they pulled the source code from the repo.
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Chances are if they used this here, this could go back as far as EF or SoF1. If it's GPL... quite a wormhole they've opened here.
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I thought they used MILES for sound..
OpenJK General Topic
in OpenJK
Posted
OpenJK is compatible with all mods (Jedi Knight Galaxies is the only exception I think), and it does not require a CD in order to run. It does not however hand out mods, like you said.