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Everything posted by eezstreet
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The numbers could be affected by (mostly) MB2's DDOS issue, since very few people play MB2 anymore after that.
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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.
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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.
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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)
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Talking in idealistics: Networking
eezstreet replied to eezstreet's topic in General Modding Discussions
Because then clients with low FPS would crash. And I also don't like having hitches on every server frame. -
Raven: "No C&Ds for modders"
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
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.
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Raven: "No C&Ds for modders"
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
Never established contact with LA due to their cryptic contact info. Disney might be easier to contact however. -
Damn it Raven: The Collective of JA bugs
eezstreet posted a topic in Jedi Knight General Discussions
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) -
Assuming Disney bought LA (not just LucasFilm), what about the SP and engine source for JA?
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Help with set commands: seta, sets, and setu
eezstreet replied to Dusty's topic in Modding Assistance
I'm unsure of whether or not the cvars are saved with the savegame structure. Then again, I don't know the savegame structure. -
Help with set commands: seta, sets, and setu
eezstreet replied to Dusty's topic in Modding Assistance
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 -
note: KotF's uninstaller/installer setup has been changed in the last few years, so idd
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Weird (but interesting) discovery
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
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. -
Weird (but interesting) discovery
eezstreet replied to eezstreet's topic in Jedi Knight General Discussions
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. -
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The cvar limit in JKA has long been believed to be 1024 cvars for both client and server. Apparently this is not the case. It's actually 1224 cvars, as evidenced by this IDA code: if ( numCvars >= 1224 ) Com_Error(0, "MAX_CVARS");
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Adding spawn flags in game? (entities)
eezstreet replied to RancorSNP's topic in General Modding Discussions
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.
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Version 1.0
3,143 downloads
This is a server browser mod which allows you to switch between different master servers, and allows you to filter by virtually every single mod in existence (except KotF and JKG). A must-have for anyone who wants to see any actual servers in existence (so basically everyone) You can specify your own custom master server to track via sv_master4 and sv_master5, or by modifying any of the existing ones. Note that you will have to add this to a config file to make sure that the settings stick. The cvar will not stay through a game restart. NOTE: QTracker may or may not work due to QTracker being a fake master server (not an actual one) NOTE 2: JKG servers will not show up for multiple reasons, all of which are because of security or stability. -
The JKA All Seeing Eye uses JKHub master server and Raven master servers. So yeah, kinda. 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"
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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