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eezstreet

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  1. eezstreet

    Surfaces

    Naturally. I figured that if we were going to break compat, might as well improve efficiency.
  2. eezstreet

    Surfaces

    It would break compatibility. I'd rather see a widget-based system with only one call to start drawing an item and one call to stop drawing an item. This would be a significant improvement.
  3. Thread moved to Ideas and Issues The mobile theme is generally very bad. I'd suggest just sticking to the Desktop version of the site because of how many issues there are.
  4. The Trading system in Jedi Knight Galaxies is divided into three distinct categories, all of which use the same code/packets sent across the network: Trade between two players, Shop Trade (purchasing items from a vendor), and Container Trade (grabbing items out of a container). The common thread between these three interactions is that they involve sharing an item between two entities. Let's start with Trade between two players. When a character wishes to trade with another player (the exact mechanism hasn't been determined, but it will probably be a console command that can be bound to a key, or pressing USE on someone), it will first send an IPT_TRADEOPEN packet, with optionally the items that they want to trade with the other player. This gets sent to both clients, not just the one who initiated the trade, because the other player may not be in a proper place to trade (they may be trading with someone else, for instance). The client will need to notify the server if they wish to cancel the trade, and the server will send the other client an IPT_TRADECANCEL packet. When either client adds an item to the trade window, they will notify the server. An IPT_TRADE packet is sent to both clients (and not predicted by the player who placed the item in the trade window) because not all items are tradeable. In the trade window there is a text field for credits to transfer. When the client has finished editing this box, they tell the server, and an IPT_TRADECREDITS is sent to the other client. When a player is ready to trade, an IPT_TRADEREADY is sent to the other client, UNLESS both players are ready, in which case an IPT_TRADETRANS is sent to both clients, and the trade is over. Next is Shop Trade. This is fairly straightforward. The server will send an IPT_TRADEOPEN with all of the items that the shop has. The client tells the server when the shop window has closed on their end. If the shop must be forcibly closed for whatever reason (such as the player dying), an IPT_TRADECANCEL is sent to the client. If the shop updates, the client will be notified with an IPT_TRADE packet. When the player buys an item, it is sent with an IPT_TRADESINGLE packet. Last is Container Trade. It's basically the same as Shop Trade in terms of what gets networked, however for all IPT_TRADESINGLE packets, the credit bits are not set.
  5. They are bullet points.
  6. Updated again.
  7. SP always supported fs_game, the difference is that it now loads jagamex86 / jk2gamex86 from there too. Can you find a list of the common exploits so I can include them? I didn't include fixes for proper Mac builds because I don't know what the difference is between that and what Aspyr does. Does someone know how to articulate this?
  8. shotVec is not getting set prior to being added to, so it will likely crash there. Also this code will not get the result that you expect anyway, since shotVec is being altered in each iteration of the loop. Another thing, this will not actually take the player's viewaxis into account. It will just fire 4 bolts in a straight line, at a 90 degree angle, regardless of where the player is looking. Here's something that should work, although it won't fix the viewaxis issue. I will have to think about how to fix this. vec3_t offset; vec3_t barrel[] = { {22.0f, 0.0f, 0.0f}, {11.0f, 0.0f, 0.0f}, {-11.0f, 0.0f, 0.0f}, {-22.0f, 0.0f, 0.0f} }; vec3_t shotVec; VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall WP_MissileTargetHint(ent, start, forwardVec); /*missile = CreateMissile(start, forwardVec, DEMP2_VELOCITY, 10000, ent);*/ for (currentShot = 0; currentShot <= 3; currentShot++) // note the difference here { VectorCopy(muzzle, shotVec); VectorAdd(shotVec, barrel[i], shotVec); missile = CreateMissile(shotVec, forwardVec, DEMP2_VELOCITY, 10000, ent); }
  9. Thanks, I've fixed the OP. Added all except the last one, as it seems really really minor unless it's getting cut off in jamp? See if you guys can find more, I want to keep this list up to date so people know what OpenJK does.
  10. Hi, There are two problems with your code: For starters, only the first shot will ever fire. You need to loop through the four shots like this: for (currentShot = 1; currentShot <= 4; currentShot++) { ... } Your switch would be where the ... are now. You can remove the default case of your switch then, since it starts from 0. I forgot what the second thing was, but maybe you can tell me which commented line is breaking it?
  11. We do. Paging @@redsaurus
  12. I did another one of these types of things since I realized it was necessary.
  13. Note: These are strictly changes from the base game. OpenJK does not alter any gameplay-related aspects of the game. New Features: Multiplayer ^8 (orange) and ^9 (light grey) are added as color codes. These will only show if you are running OpenJK.Console commands no longer require a forward slash ("/") in order to work properly. Chatting requires an explicit "say" command - this prevents things like accidentally giving out passwords.Demos can be recorded from the server for each player. Turn on sv_autoDemo and restart the server. These can optionally be disabled for bots.First person weapon animations are smoother (like in singleplayer)On Windows, the dedicated server console can be scrolled through with the arrow keys and will display color codes correctly.Added new command: addFavorite. Adds the server which you are currently connected to to your favorites list.Increased the maximum number of scheduled effects from 500 to 2048.Configurable console transparency to match singleplayer.svsay command will also print to server console.In-engine ban support from ioq3: Cmds: sv_rehashbans, sv_listbans, sv_banaddr, sv_exceptaddr, sv_bandel, sv_exceptdel, sv_flushbans. CVar: sv_banFileAdd QuakeLive style mouse accel option (cl_mouseAccelStyle, cl_mouseAccelOffset)Doppler sound effect, enabled with s_doppler. Currently only affects rocket launcher shots.Included a ja_guid which is uniquely generated for each player. Can be used to track statistics on the server.The chat sound effect can be turned off with cvars: cg_chatBeep and cg_teamChatBeepUser-info validation will detect if a client has invalid userinfo. This has the bonus effect of eliminating the q3infoboom exploit.Added support for multiple master servers.New Features: Singleplayer The game will load mod code (jagamex86) from folders in fs_game. This effectively enables code-based game mods for Singleplayer.Mind Trick Level 4 (cheat code) will now show weapons and firing animations in first person.New Features: Shared Native Linux client support.On Windows, the game no longer requires being run as Administrator. All game data will be saved in My Documents/My Games/OpenJK.No longer require CD to run the game. Anti-crack code has been removed.The console can be scrolled with the scrollwheel and no longer needs the SHIFT key to open. It can also be opened with SHIFT + ESC or whatever cl_consoleKeys is set to. (This is a new cvar)The ESC key can be used to close the console.Added new console commands: fontlist, stopmusic, whichCvars can now have descriptions. Type the cvar in the console to see what it does.Added new cvar: com_affinity. This will set which CPU cores the game will run on.Added new cvar: r_noBorder. When true, the game will run in a borderless window mode.Added new cvar: r_centerWindow. When true and not fullscreen (r_fullscreen is 0), the window will be automatically centered.Added new cvar: cg_smoothCamera. When disabled, the game will use multiplayer behavior for third person camera smoothing. When enabled, the game will use singleplayer behavior.Added new cvars: cg_fovViewmodel cg_fovViewmodelAdjust cg_fovAspectAdjust. These can be manipulated to fix the first person weapon distortion caused by modifying cg_fov.r_mode now accepts a new value: -2. When using this value, the game will use the native desktop resolution.The viewlog has been removed. Errors are displayed in a dialog box instead.The game now supports piping raw mouse input for all platforms, via a certain value of in_mouse.Some console commands (map, devmap, devmapall, for example) can be auto-completed by pressing TAB.Bug Fixes: Singleplayer Models that couldn't load in Singleplayer (but could in Multiplayer) due to a MiniHeapSize error will now load correctly.Using "setforceall 3" will no longer break certain aspects of the game (lightsaber style switching, and being locked out of progression)The saberColor command will now work properly with multiple blades.Rosh can no longer die from falling damage on the first mission (yavin1b)Some multiplayer maps which couldn't load correctly (Atlantica, for instance) now do.New cvars: g_allowBunnyHopping (was already present in JK2), cg_scaleVehicleSensitivityFixed a memory leak that could occur when maps had nameless ref_tags or multiple ref_tags with the same targetname.Num Lock now works correctly with keybinds.Maximum shader files is now in-line with multiplayer.Fixed a nasty memory issue with clipboard pastingForce Absorb will now work correctly when maximum force power is > 100 (currently only through cheats)Fixed a bug where changing player model and then reloading the map would cause the player's textures to be missing.Fixed a bug where AT-ST rockets could be reflected by the player's lightsaber. Bug Fixes: Multiplayer Fixed an exploit that allowed for the player to use Force Jump as an activated power.Voting bugs fixed: the percentages work correctly, disconnected clients' votes no longer count, and voting for timelimit in SIege is no longer permitted.Fixed a bug where clients could not reconnect to a server in certain circumstances.Fixed a bug which made this mod not work correctly.Fixed a bug where siege spectators could still be glowingFixed a bug where bots would avoid their own tripmines or det packs.Players can no longer be fooled into typing "qui gon jinn" or similar things in the console. It doesn't work... Fixed a major exploit where players could fake their IP address using cvars.Fixed a major exploit where players could pretend to be other clients by faking connection packets.Fixed a crash which occurred with the Ragnos NPC.Fixed a bug where players whose names started with * would get their messages shown at the top of the screen.Fixed a bug where players with two consecutive @@s at the beginning of their name would cause weird glitches when chatting.Added some NPC_spawner entities which were missing in multiplayer (such as human_merc)fx_wind and fx_rain now works correctlyFixed color code stacking in names where colors were supposed to be stripped. (This relates to engine and gamecode for full effect)Fixed a crash regarding saber locks. This crash is responsible for saber locks being disabled on ~99% of all servers.Fixed a crash which could occur on startup if r_dynamicGlow is 2Fixed a bug where the Boba Fett NPC would not turn his jetpack off after he died.r_znear, r_dynamicGlow, r_we is no longer classified as a cheat code.Fixed buffer overflow in client side rcon command.Fixed numerous bugs related to duel queue.Fixed issues where spectators had trouble flying through doors close togetherFixed a Mac-only bug where the game would crash if a client connecting to a server did not have all of the same PK3s that the server did.Fixed a huge bug regarding weapon logging and NPCs.Fixed fast team switch and scoreboard team exploitFixed potential exploits involving autodownload commands.Fixed an issue with some looping sound effects being played louder than they should (e.g. mp/ffa3)Fix 2d screen tints with some effects being too dark (protect/abosrb/rage/ysalamiri/inlava/inwater/inslime)Team Overlay in Siege now correctly shows when you are dead in all circumstances.Default/missing model+saber is now "kyle". This was done because the default saber is shorter than most actual sabers.Fixed a glitch where NPCs would jump at stupidly high heights at high sv_fps values.Fixed a crash resulting from killing a very particular NPC on t1_fatal Bug Fixes: Shared Lots of unused code stripped from the game.Fixed lots of issues with older C++ stuff that is no longer supported.Fixed most, if not all of driver-related crashes.Fixed some bugs with the font renderingAlt-tab works correctly.Pasting into the console will now use the correct character encoding.Various cvars have changed defaults to match each other (r_flares is defaulted to 0 in SP, but 1 in MP. This is corrected.)Stencil shadows will work correctly for objects with > 512 vertices.Fixed a bug where text dropshadows wouldn't fade correctlyMAX_PATCH_PLANES does not occur on some maps anymore with OpenJK (this isn't related because OpenJK specifically changed something to cause the error, but because of newer compilers affecting optimizations on decimal numbers)r_we command no longer shows "windzone" (an invalid option), but it does show "die"Fixed a few issues regarding multi-monitor supportWarns it finds a shader with ###s included. These worked in base JKA, but only due to a bug with the shader parser.Windows now uses correct memory status code for > 2gb when checking if low on physical memory.Tweaks to the cvar code to make it more strict in terms of read only/cheats/init. Fixes a lot of broken rules with cvars.Fixed an issue where cvars with value "!" would not read the rest of the string. ie, cl_motd "! This is my server !" would not work correctly.FX flashes will now scale correctly to the screen.Improved command line parsing based off of ioquake3 patches.Fixed a hang with some weird music sample ratesClamp scr_conspeed to be in the range 1-100Fixed overstrike mode when using any UI edit boxFix crash when standing on an NPC who has been knocked downr_mapOverBrightBits 1 now works correctly.Modability Maps can have a .ent file supplied with them. The .ent file will replace entities on the mapweapons.dat has new fields: damage, altDamage. No longer need to recompile singleplayer to change weapon damages.Modular renderer system: there is support for new renderers, such as rend2 and OpenGL-ES. This is controlled via a cl_renderer cvar.Allowed for more .veh, .sab and .vwp files to load. This may fix a "Vehicle extensions (.veh) are too large" error. The loading is also more efficient.BSPs now support external lightmaps.As mentioned above, singleplayer can load jagamex86 / jk2gamex86 dependent on fs_game. It does not however unpack them from PK3s.If others have more that I forgot (@@ensiform, @@Raz0r, @@Xycaleth, @@Didz) let me know so I can include them.
  14. I like the idea. Nice original concept.
  15. No it is not. He submitted a PK3 which contained only new sounds. It has been denied.
  16. The difference is that your sound mods have other files included with them to get them working ingame. Unless I am mistaken.
  17. Bots can sometimes have faked ping. Bots can even be programmed (in the base game even!) to respond to particular phrases or Some mods require a clientside (including Moviebattles which also has its own maps). @@Liptick, something to consider is how you want to play. If you're looking for something close to the base game, you'll want to play either the base game (no mods), JA+ or JA++.If you want a sandbox experience with building things, perhaps similar to Gerry's Mod, Makermod is what you're interested in.If you're interested in servers with custom content and some RPG-lite mechanics, Lugormod is what you're interested in.If you're interested in a round-based, Counter-Strike in the Star Wars universe, Moviebattles is what you're interested in.There's also a lot of singleplayer level packs here on the site. @@mrwonko's JKFiles mirror has even more. Alternatively, you could try the JK:Enhanced mod (currently only available for Jedi Academy) which changes a bunch of the game elements. Tell us more about what you're interested in!
  18. Let me clarify further: the game can only load one of any file. Whichever is located in a PK3 last alphabetically will be loaded last, and therefore overwrite the contents of the previous ones.
  19. Try compiling in Release mode instead of Debug and see if the game doesn't crash. Do both of those happen in the same run? What maps (precisely) are those happening on? Do you have anything in your base folder? What happens when you hit "ignore" on the first one? (it's just saying that it found an item in a solid)
  20. This seems to indicate that the minimum version of OpenGL is 3.2.
  21. jaMME is not a fork of OpenJK, hence why it is not in the OP. The repo for it is entdark/jaMME and entdark/joMME
  22. Not totally accurate. If he wants to replace all of the lightsaber sounds then he can do that. Just bear in mind our porting policy.
  23. The console controls were not changed, aside from removing the need to use Shift (just the tilde key is needed). The ability to use Shift + Esc was added because some international keyboards do not have the configuration necessary to trigger the console. If you can't access the console with the tilde, it's either changed in some semi-recent commit or its an issue with your OS and how it's interacting with SDL (the window manager).
  24. I am not trying to be dismissive of your thoughts, I was merely pointing out how that factors into the discussion.
  25. Er, you'll have to be a little more specific. Are you using the latest build of OpenJK? (what is the date of the one that you are using?) What mission are you trying this out on? Is this only happening on missions that you've modded? Have you tried with a clean base folder?
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