-
Posts
5,207 -
Joined
-
Last visited
Content Type
News Articles
Tutorials
Forums
Downloads
Posts posted by eezstreet
-
-
The numbers could be affected by (mostly) MB2's DDOS issue, since very few people play MB2 anymore after that.
-
It seems they nerfed it in the engine though. The code for the electrobinoculars in jagamex86.dll is more or less exactly the same as the code in jk2gamex86.dll.
-
Sorry, but I'm not sure about your problem, as I don't use WINE/Linux/Ubuntu
As far as installing mods go, it should be the same as Windows, since WINE supports all of the windows batch script stuff just fine. Though, I wouldn't use the crack that the people at WINE provide if you're going to play JKG, since JKG doesn't like cracks.
Updating to 1.01 should be the same as well.
EDIT: err, I guess you might be wondering how to install these mods then..
For skins, etc. all you need to do is put them in the base folder. For mods that come with a folder full of PK3s (and perhaps a .bat file), you need to put the PK3s in gamedata as specified (for example, if there's a base folder, put all of the ones in the base folder \in\ the base folder, and if there's another folder, copy the whole folder to gamedata) and then run the .bat.
Updating is simple. Just run the executable.
-
The datapad code for the inventory from JK2 still exists in full. Most of the inventory items work as well, except for the light amplification goggles (which may have been broken due to shaders? not really sure) and the bacta (which they mysteriously decided to start treating like a medpack for some reason. possibly to be used in the Hoth mission with all the bactas in it)
-
why not sv_fps 125?
Because then clients with low FPS would crash.
And I also don't like having hitches on every server frame.
-
I meant the exporter that Scooper was working on, the part about legalities of modifying the game aren't a big deal since there's like a 0.00000000000000000000000000000001% chance they care.
Lost track of the conversation there XD
But yeah, Scooper's exporter is still pretty important. It's certainly another step forward for figuring out all the complexities of Ghoul 2.
-
NOTE: If you don't care much about technical stuff in JKA, best to turn back now, as I will use quite a bit of coder buzzwords here that I don't want to explain at the time of this post.
Okay, so we all know that getstatus and getchallenge are a huge issue. No doubt. But what could we possibly do to solve this?
Well, I have been mulling over a possible solution now, but I have found some new motivations to support talking about it. The solution? A second port.
Traditionally speaking, RTSes and even FPSes have been using UDP as well as TCP for ages. I'm not sure why Quake 3 doesn't do it, but basically the idea is that you use the TCP port to handle getstatus and getchallenge, so that the UDP port (the game) goes unhindered. You'd want to check the last used getstatus request, and simply not send anything back (kinda like how flood protect works in JKA).
Downside? It breaks your server's support for the master server. Sorry. Also, it prevents any clients using base JKA from using your mod. Bad. Also breaks all trackers.
This also has the side benefit of allowing for Peer to Peer Lockstep. Another of JKA's major flaws is that it handles missiles and crowd NPCs (even effects!) under the same respect as a general entity such as a player. That's fine and all, but that has some really bad effects if you want to make a bunch of missiles on screen at once. This could likely fix the issues with the Flechette lagging the game so badly on some servers. No real downside of peer to peer lockstep, other than perhaps people's clients not being able to handle all the awesome graphics at once XD
This brings me to my second point: a second entitystate/playerstate. With the guidance of @@Scooper, I have been working on a system of a second playerstate/entitystate combo which removes the limitation of what values are in ent->s and ent->client->ps. I added some new areas to those: ent->x and ent->client->ns, which do just about the same thing and can be accessed through pmove. The only thing I have left to do is get them organized into the client snapshot and get everything all predicted and lerped properly. They're kinda sticky at the moment, because the server runs at 25 FPS while the client runs at about ~60-90, so obviously some things which are meant to look smooth will look a bit chunky. That is, until the snapshot system is all figured out.
So far, I managed to port this system to JKG, and I will be using it for the saber system as well as moving some values which were previously kept in the userint crap (ironsights and sprint stuff mostly) into it.
There's only one downside to this though: people running on base can't connect to your server, even if they have the mod in question. No can do. The UI does some sort of networking before the mod even gets loaded, so you'll wind up with an error about illegible messages or some such.
Fighter likes this -
Never established contact with LA due to their cryptic contact info.
Disney might be easier to contact however.
Cloud Senatu, therfiles, MUG and 1 other like this -
- SP code calls a function at 0x20152300, which literally does NOTHING at all, in 113 instances. Some of these instances, are in very FPS dependent areas (the SP game calls this function a total of 7 times in one frame)
- Raven often forgets that dual and staff sabers are treated as a style in several places, and as a result, a lot of style code is totally broken
- Some flags in EFX will cause the game to instantly crash to desktop (at least in SP anyway)
- SP code calls a function at 0x20152300, which literally does NOTHING at all, in 113 instances. Some of these instances, are in very FPS dependent areas (the SP game calls this function a total of 7 times in one frame)
-
Assuming Disney bought LA (not just LucasFilm), what about the SP and engine source for JA?
-
I'm unsure of whether or not the cvars are saved with the savegame structure. Then again, I don't know the savegame structure.
-
sets = shows up in "Server Info" part whenever you are in the join menu. technically unused in SP.
setu = unused, does the opposite of sets.
seta = saves to your configuration, so you don't need to reset it. good for stuff like /helpusobi and /sv_master1-5 that don't stay when you restart the game
set = just sets a cvar, nothing fancy about it
Darkish likes this -
- A lot of the virusses people claim KotF contains are FUD rather than fact. For example, KotF's uninstaller is virus-free.
note: KotF's uninstaller/installer setup has been changed in the last few years, so idd
- A lot of the virusses people claim KotF contains are FUD rather than fact. For example, KotF's uninstaller is virus-free.
-
802 existing cvars + 422 "possible new" cvars = 1224 cvars
note: session data is also kept in cvars, and there's at least 35 or so oddball UI cvars floating around that aren't directly given a vmCvar_t in the code.
afi likes this -
Not enough...
Nice find!
I'm hacking that at some point. Requires 4 engine patches to fix, but I don't have the willpower right now to actually attempt it atm.
therfiles likes this -
-
idd, the spawn command in sp is so lacking. The above code should work for MP, with the obvious modifications needed. If I ever RE the spawn command function fully, I'll let you know (I have the address for it located, just a matter of hooking it as a JAMod or whatever plugin)
-
File was denied temporarily due to a problem. It's getting fixed.
-
Wouldn't clients have to add master.jkhub.org somewhere?
The JKA All Seeing Eye uses JKHub master server and Raven master servers. So yeah, kinda.
I thought the All-Seeing-Eye broke...at least it did for me.
I would appreciate a step-by-step guide...since I'm about to shift all my servers to Linux VPS. But only if you have time.
I'm referring to this:
http://jkhub.org/files/file/1407-the-jka-all-seeing-eye/
(not to be confused with the Yahoo! one)
Also, all you have to do is edit the server.cfg and change "sv_master2" to "master.jkhub.org"
-
Or you fail to see one. (It's "decency" BTW)
Indecent people who are incapable of decency will not listen to decency.
I would think everyone would want to know how to prevent Tim from popping up in their servers and spamming, and I doubt @@SiLink would want to post 999999999 PMs and clog up his inbox over it. Just seems easier to me imo.
On a side note, "I AINT DOIN IT NO MATTER WHAT" is basically the same exact thing as what SiLink has been saying. You can't explain that! etc
-
modelscale or scale keyword in the .npc file should do the trick.
Link likes this -
Be sure to set sv_master2 to master.jkhub.org. That way, your server will show up in The All Seeing Eye.
-
The All Seeing Eye:
http://jkhub.org/fil...all-seeing-eye/
Lets you see tons more servers that most likely would not be shown due to servers not showing up because of Raven's crappy master server hosting. Does not allow people to see JKG servers, because they use a special hijacked protocol.
-
Since when does Autodesk make games?
EDIT: on a side note, that Notes thing looks almost exactly like Kismet. Do not want.
iojamp
in WIPs, Teasers & Releases
Posted
please name a scripting language that isn't better than ICARUS.