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eezstreet

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Everything posted by eezstreet

  1. Why not just kill the dismembered entities via something similar to bodyque?
  2. note: gcc is for C files. g++ is for C++. That might have been why you were getting issues.
  3. ^ ASCII is not easily understood at all. What is ^a supposed to mean, and how is it different than ^'? With the xRGB identification, you have ease of use, and also predictable results. With ^ASCII, what are you supposed to do with unprintable characters, whitespace or null terminators?
  4. An explanation for those who don't understand: In JKG, you have a wider variety of color codes available at your disposal. By using this format: ^xRGB, and replacing RGB with a hexadecimal digit for Red Green and Blue values, you have approximately 16*16*16 different color options in addition to the original 10.
  5. (Obligatory bump)
  6. It will load saves just fine. If you are not seeing them, you may need to copy them to your homepath, (C:/Users/(user)/Documents/My Games/OpenJK/base/save).
  7. Yes. Really, all you need out of the map is the entities. Since you decompiled the map (from my understanding), these are guaranteed to be correct. The problem that you're running into is that you're trying to compile the whole map, but everything else besides the entities is wrong: lighting data is baked into textures, which discards the alignment and light positioning data, and likewise the information on which brushes are detail gets lost, increasing the amount of work that is done during the vis stage of compile, which is what lead to your error. The solution is to use an -onlyents compile, which swaps a BSP's entities with one in your .map, which is what you're trying to do. However you aren't sharing your compile line or anything so I don't know how to help you.
  8. I think part of the problem with rend2 lies with OpenJK itself. Many of the performance gains to be had involve changing the drawing process, which would ultimately break compatibility. In MB2's case you'd want compatibility, unless you want to completely remove the ability to run jamp. However that would require opensourcing the project (which I still don't think is a bad thing, fwiw) since you'd have to make it work with GPL code and only GPL code. Anyways, what I'd like to see is a "FutureJK" which would be: - No backwards compatibility - A solid base for mods which require OpenJK to function (Warzone, JKG, possibly MB2, JK:E) - rend2 replacing the vanilla renderer and improvements to it which wouldn't be possible under OpenJK - My lip-syncing and G2 viewmodel stuff from JK:E - A physics engine (but how to network? Hmm...) While I realize that it has a snowball's chance in hell of succeeding, such a "FutureJK" project would be the best path going forward for rend2.
  9. It does. If you want ADS to control accuracy, you'll want it to be implemented in both serverside and clientside. You could also make it a script executable by .cfg to change cg_gunX/cg_gunY/cg_gunZ. But I think for some reason those cvars are cheat-protected (?)
  10. Hi, Please wrap your code in tags so that they may be more easily readable.
  11. Do you have what it takes to be a JKHub staff member? Apply today: http://jkhub.org/topic/7020-staff-applications-february-2016/?do=findComment&comment=101484

    1. Barricade24

      Barricade24

      Can I be a staff member, Mr. eez?

       

    2. Circa

      Circa

      Mr. eez was his father.

    3. Clan FJA

      Clan FJA

      Hello eezstreet : on your profile page : http://jkhub.org/user/13-eezstreet/ your website http://jkgalaxies.com is now a chinese/japanese site. I think you can remove this link from your profile :-)

  12. Hi, So as you may have noticed, Circa has just been re-brought on as staff, this was my mistake as I missed his message from a few days ago. The positions we have listed have not changed. We are still looking for two editors and a moderator. Be sure to list which position you are more interested in.
  13. You aren't doing the compile line properly. You need to use an -onlyents compile, not one of the presets from Radiant. I don't remember off the top of my head how these work, but there's a guide around somewhere.
  14. Is that an application, @@redsaurus?
  15. Thread moved to Warzone General Discussions
  16. Thank you for the feedback. I did not realize that ClanMod was still active- there weren't any posts in its forum. The forum name is now Inactive Mods. I still think that there could be a better word, like even just putting "Other Mods". I'll probably contact the people of more inactive mods, if there is another mod that comes along.
  17. Mmmk, just checking as there hasn't been an update in several months.
  18. Not sure. Could be.
  19. A new year, it is. The staff of JKHub welcome you to 2016! We have many great things planned for the website and for the JKA community as a whole. To start off this year, we are planning on taking some new staff. We are looking for a total of three people to fill two editorial and a moderator position. You may use this thread to post your application, or send any of the staff a private message if you wish to remain secret. Here are the roles, in a nutshell:JKHub Moderator: Is in charge of moderating the forums, and keeping problem behaviors at bay. We need one person who is able to get the job done and keep the peace around these parts.JKHub Editor: Is in charge of writing our news articles and interesting features. Basically, these people are responsible for the content you see on the front page of JKHub. We need two of these people to write about things going on in the community.We are sad to report that staff member @afiNity is leaving the team. We wish him the best. The holiday competition has officially come to a close. The winner of this year's competition is @DT85, with his Ep7 Luke! Congratulations! The staff would also like to thank the following users for participating in the competition:@@dark_apprentice@@@MagSul@@lervish@@RevanKnight@@Pipexlul@@Darth MartyrDue to the better-than-average turnout of files, the staff remain confident that we could host another event in the near future. Look to the Ideas and Issues board for some discussion on future contests!The forums have recently received an update. Check this thread for more details. Click here to view the article
  20. The forums have recently received an update. Check this thread for more details.
  21. We are in need of three people (two editors, one moderator) for new staff. You may use this thread to submit applications, or send me a private message if you wish to remain anonymous.
  22. So you might have noticed that the forum categories have been changed. This is because there are a lot of Hosted Mods with very scant updates. In many cases, the authors were absent for large periods of time, in the case of Unleashed mod, the author has not posted an update on the project in almost two years (!) Since mods come and go, and we want to preserve that content, we have moved those mods to a new category at the bottom of the Hosted Mods forum - Unsupported Mods. The following forums have been moved to Unsupported Mods: Dusty's PatchSilex 3 (hidden)ClanModDark Forces II ModTen Years: Jedi Academy Collaboration (hidden)Unleashed ModOpenRPCastlevania ModThe forums have also been reorganized based on activity trends. Those at the bottom of the list are more likely to be moved into Unsupported Mods at some point. EDIT: To clarify, that does not mean that JKHub does not support the mods and won't be hosting forums for these at some point. It just means that those mods haven't received significant updates by their authors. They could very well move out of Unsupported if their author(s) choose to. If you are a mod author and feel that your forum has been wrongly moved, let me know.
  23. What is going on with this mod? Is it still around? I haven't heard much in the way of updates.
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