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eezstreet

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Everything posted by eezstreet

  1. All you have to do is pass the spawnflags (as well as other map related things) into level.spawnVars, and then increment level.numSpawnVars as well. So basically your command should look like this: void Cmd_Spawn_f( gentity_t *ent ) { gentity_t *spawnedEnt; // ...some kind of positioning crap and stuff here strcpy(level.spawnVars[0][0], "spawnflags"); strcpy(level.spawnVars[0][1], va("%s", [b]your_spawn_flags_here[/b])); level.numSpawnVars++; G_Spawn(spawnedEnt); }
  2. @: I see no mentions of his trapped uninstaller anywhere. As far as the startup menu is concerned, JKG's launcher doesn't require the base assets, nor should any other kind of start menu, unless KotF is modifying the base folder. As a -mod- (NOT an expansion pack, Tim is NOT from Raven Software by any sense of the phrase), Tim shouldn't be doing that either. Why he didn't just make a new folder for KotF on Gamedata and then launch the game with +fs_game KotF is beyond me.
  3. Again, why not? He's lost all respect in the community, stole money from people, threw viruses on people's computers and stole people's mods and you say that posting his IP is bad? If anything, some vigilante user will flood his ISP and that will be the end of it.
  4. Why not just paste it publicly?
  5. that's because KOTF copied the assets over to artificially inflate the file size. or at least they did in earlier versions.
  6. It's a memory limit. Your ghoul2 model has too high of a filesize or something.
  7. Haven't been working on it because of master server code + JKG. Also have been missing out on working on Odysseus. If only I had an extra pair of hands or three...
  8. WP_TIE_FIGHTER used to be used for the tie fighters in JK2. Unsure if it's actually used anymore. No special effects there that aren't referenced, sorry. As far as the conc rifle goes -> there are a few hardcoded checks worth mentioning about this: * CLASS_GALAKMECH is nearly immune to the conc rifle's alt fire. Has even more resistance than the player does towards the rifle (almost 99% resistance) * CLASS_ATST is immune to the conc rifle's alt fire. * Force Protect makes a specific case against the conc rifle to check for damage. It's commented out, however. * NOPing one check in jagamex86.dll allows the conc rifle to disintegrate people. Fun. * The concussion rifle does damage differently based on whether you're an NPC. All weapons do (except for the Bryar Pistol, DEMP2 alt fire, Flechette, Emplaced Guns and Trip Mines), in fact. The damages for the conc rifle alt though is: - 10 on Padawan and Jedi - 20 on Jedi Knight - 30 on Jedi Master
  9. Thing is, it's not just a JA attack. Call of Duty 4 is also under attack, as is MoHAA, and JK2 and SoF2. So it seems reasonable to assume that they'd run out of business pretty quickly if they did a rash move like that.
  10. Wacom/Bamboo appears to be the way to go, from what I've seen from schools anyway.
  11. Not quite. The game keeps a running list inside the...cls structure I want to say. The UI module communicates with the engine in several ways, most notably with the way that it masks stuff inside the cls structure based on UI constructs ie the way it masks based on gametype/mod. It has a lot of different functions which are all interweaved in different ways that I honestly haven't looked into, I can tell though that the effort put into it would be a bit difficult. As far as the code written for the multiple master servers, I did that using a clever little hack inspired by ioq3. I suppose one -could- query all of the different master servers and chuck them into one big list from the func I rewrote (the "globalservers" command, which can be called in base, albeit with a nerfed first arg (thx Raven... ._.)), however you'd run into issues with duplicate servers in the list. Funny story about globalservers...it's syntax is this: /globalservers <method> <protocol> <...packets..> JA only supports protocol 26, which is perfectly fine, as it's meant to be game-specific. However, the method arg only supports "1" as an arg. In Q3, this supports 1 and 2 which function differently. I don't know how method 2 works, but it suggests that it works in a way similar to xfire.
  12. Theoretically possible, but you'd have to recode a large chunk of the engine in order to allow for that. The method I used recodes only a single function in the engine, while the method you described would involve recoding the functionality of basically every single trap_LAN_* function in the engine. I think the master server situation is a bit of a moot point however, for three reasons: 1. Clients can see multiple master server selections (up to 5 + however many extra cvars you make for it) 2. Servers can send packets to multiple master servers 3. Not everyone can just make a master server (you have to take the existing master server code and then change a few bits in it in order to support JA, something which isn't physically able to be done by most average people)
  13. The degrees part and elevation (afaik) are intertwined. If you give it a degree measurement, it will go towards that measurement from the map center (I'm assuming) in the degree area specified, at a distance of what is specified. EDIT: or i could be totally backwards.
  14. windows 8 sucks. No C code allowed on Metro Apps, no visible start button, no start menu that doesn't take up all screen space, no nothing, punk. Although, they did add the Ribbon from the 2010 series of apps. At least they did -something- right.
  15. QTracker isn't a master server, but people still use it regardless. In fact, I can honestly support its use, since it's a lot more functional than JA's master server (twice as many servers show up on QTracker than on JA). I will likely speak with one of QTracker's developers to allow JA to communicate with their server. It's a very real concern to make sure that we are prepared in case the master goes down again, or permanently. Regardless, I will get the word across to several communities (I speak with the heads of MB2, JA++, OpenRP, Makermod and Jenova Lugormod on a fairly frequent basis, so spreading the word shouldn't be hard. Some of those mods are already looking into the code for multi-master setups. I have the multi master browser code in JKG's lightsaber/networking branch)
  16. Here's what I think servers should set their sv_masterXs to: set sv_master1 "masterjk3.ravensoft.com"; set sv_master2 "master.jkhub.org"; set sv_master3 "master.qtracker.com"; All of the other ones are mostly obsolete. This community will need to work together in order to get the JKHub master server filled with all the servers. I'm seeing 3 new ones just today, so we're making progress :3
  17. No, I didn't. I completely rewrote the whole function that you were pointing me at, because that function is sloppily coded anyway.
  18. The code for this is out and in the open. It's just a matter of mods adding it to their setup (@, @@Fighter and @@Defiant have looked over and/or added it for the purposes of JA++, OpenRP and MB2)
  19. Yes. It does affect saber locking and a few other things. They really messed up the offense power though. In JK2, offense 1-5 gave a new stance for each rank. In JKA, they used a sort of mask of usable stances (iirc in SP)
  20. Doubt it, and you can't play online with a crack anyhow. Just use a virtual disc and it should work fine etc As for servers not showing up, either the master server is down (entirely likely) or your firewall isn't permitting you to send packets to the master server.
  21. try updating to latest drivers
  22. one does not simply disable directx also, directx is only used for sound in JA so it's a moot point
  23. Yes. It automatically gets a new list any time you hit the source button.
  24. er, the patch won't operate the same way as an official ravensoft one. I don't think anyway. I could be wrong on that.
  25. And I have code here which allows you to switch between any 5 master servers in the Join Server dialogue. So there you go etc
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