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Everything posted by eezstreet
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It was something I considered adding when the FPS part of the game felt more tight. It would be a toggleable feature.
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Sounds like it's breaking in the parser for items.dat, perhaps. I suspect that's where your problems originated in the first place (probably a malformed/unexpected string, or the extension may have been stripped)
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Dunno, really. My code is still out there and I don't have either JKA or JK2 installed. I'd rather take on a consulting position as I'm busy with a different project and I'm engaging with a publishing company atm
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+bodyque +lightsabers +NPCs (if any) It depends on the logical operations being performed. Suppose you have 10000 entities that have no thinking functions and are just static. The netcode wouldn't take a hit, because the game only sends information when something in the world is being altered. The server processor on the other hand would take a bigger load as you now have to iterate through 10000 entities every frame, and sv_fps determines how many frames per second is being done...so in other words, you'd have 10000 * sv_fps entites being processed on the server per second. Understand the g_entities is a static chunk of memory that can't be reallocated, and even if you don't have 10000 entities on the map, you still need to loop through all 10000 entities and make sure that they're either valid or invalid for later processing. And yes, as Raz0r said, entities can affect other entities. In theory if you have just 10000 entities that are static, the performance would be (most likely) linear. If you have more complex entities, the performance is either quadratic or exponential, depending on the entity type. Bots and NPCs drain the highest amount of performance, since AI is quite CPU-intensive.
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This, mostly. I mean, I don't have a problem with people making videos, machinimas, whatever. I think drawing the line is when you're either making a profit from it (and I don't mean petty YouTube profits fwiw) or you're passing it off as your own. As long as you're not doing either of those, I can't hardly be upset with someone using the material... ..unless it's not very good, that is.
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You could do your part by getting the word out on Steam, Moddb, and social media, instead of focusing that energy on negativity focused at myself and Monroe/Raven. Monroe isn't even involved in restarting the server; that would be IT's job. Even if the master server goes completely down, there's still Steam guides, forums and so forth to get the word out. Just give things time.
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Need some help with bug-fixing Spior's downloader bot
eezstreet replied to Syko's topic in General Tech Support
The yellow arrow in strncpy tells you a lot: A strncpy (or literally, "string copy n-characters") copies a number of characters from one memory pointer to another. To get more detailed information on where this is occurring, open the Call Stack view. It'll show you the chain of functions that got you to the crash. Remember the nature of the Access Violation. Either the first or second argument is winding up being NULL. These are the source and destination - it's trying to either read a string at 0x00 or write to 0x00, both of which are invalid. -
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misc_model_static doesn't even exist in JK2 (?)
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Note: The reason they have their hands up is because they have WP_NONE. This triggers a surrender effect.
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Yeah, the gloat command is a bit weird.
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Yes, your setup looks correct. As for an "and" keyword, try poking BehavEd's interface, as I don't recall what it is. I think it might be &&.
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Go into the Modules panel and find jagamex86.dll. It'll show you which one is being loaded.
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Need some help with bug-fixing Spior's downloader bot
eezstreet replied to Syko's topic in General Tech Support
In this case, the NULL pointer being assigned there is okay. Also, the first one will not have any effect on the second since they are in a different scope. I suggest running the actual program itself in the Visual Studio debugger. It'll show you the exact line of code that crashes. -
Knight of the Force Total Conversion
eezstreet replied to Petzi's topic in Jedi Knight General Discussions
Why? Conversation seems calm. -
Bad playermodel (stormtrooper) for SP cutscenes...
eezstreet replied to Dusty's topic in Jedi Knight Tech Support
You have to bind screenshot to F12 first before you can press it to make a screenshot. But yes, do this. -
Bad playermodel (stormtrooper) for SP cutscenes...
eezstreet replied to Dusty's topic in Jedi Knight Tech Support
You should probably give the exact text of the error -
Knight of the Force Total Conversion
eezstreet replied to Petzi's topic in Jedi Knight General Discussions
Yeah, pretty much this. I can understand why people would like the concept - it's got a lot of stuff in it, and it does have a sandbox feature of sorts. It could be a lot better though. A lot. -
They won't. For right now, let's just wait and see. There's plenty of games whose master servers have died out and are still regularly played online. If you have an idea on something you'd like to see us (as in, the coders or JKH staff) do, we'll figure something out.
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Total limit is 1024. Each player and their lightsaber constitutes an entity. There are a number of reserved entities for the body queue, which handles dead bodies. Each shot counts as an entity. This includes each particle from the Flechette. This does not include the Disruptor or the Concussion Rifle alt fire. If I remember correctly, each snapshot sent to a client can only contain 200 entities, so that's the amount that can display. Unless you're using a mod which has the concept of "logical entities," each spawner, trigger, AI waypoint and otherwise unseen entity also counts towards that limit. The mod's limit is purely arbitrary.
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jedi academy sp, what rpg features possible?
eezstreet replied to zahar's topic in Jedi Academy: Enhanced
Hi, It would be better to split this into a new thread in the Coding & Scripts section. Do you want me to do this now? -
There is no new information at this time.
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"else if" is really just syntactic sugar in C-like languages for: if(...) { } else { if(...) { } } This happens since the {} are optional when you're dealing with one statement. Since the else block contains only one statement (an if), the braces around the else block are optional, thus producing "else if". You can program without using switches if you use else-if