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eezstreet

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Everything posted by eezstreet

  1. I believe there is a field for this, similar to angerscript etc. See if one of those exists.
  2. playermodel command in SP just turns your character into an NPC. Make an NPC for your desired player model if you want to do that. Alternatively, just type playermodel player
  3. Logical entities aren't exactly difficult, just tedious.
  4. It's in C because the Quake 3 .qvms were written in C. You can convert the SDK code to run on C++ since there's no more .qvms, but it's no small task. Single player is really just a heavily modified MP with vestigial multiplayer stuff remaining (it still sends data from server<->client using a UDP connection). You have three ways to proceed: 1. Alter MP to run using C++ and then port the code over. Both actions are no easy task, but you can maximize SP emulation. 2. Code back in the SP features manually using C. Frankly the easiest to do, but you really need to know what you're doing. 3. Change SP code to run MP. The game was simply not designed to do this, but you have the benefit of one EXE/program instead of separate executables for SP/MP, AND that would fix the issues with Steam. Easily the hardest of the three options, but the most to gain.
  5. Minor note: if you don't get this joke, I feel bad for you.
  6. eezstreet

    Master Server

    +redistributable*, not to be confused with the full VS2010 of course.
  7. SDL is used on Linux and I think also Mac for window management. It isn't used on Windows (yet). There's other platform-specific code as well. SDL was never in the commercial release of the game. GHOUL2 (.glm) is a proprietary format created by Raven for SOF2 and later adapted for JK2/A. It was rather controversial for its time due to the level of graphic violence that was portrayed in SOF2 (but was toned down for JK2/A). The ghoul2 folder is the renderer and physics code for it. The game still uses MD3 models for a few things. ICARUS is the singleplayer scripting system (.IBI files) As for game/cgame/ui, Quake 3 runs up to three concurrent virtual machines. These were originally in QVM files, which were more LLVM-like in nature. JA (specifically) alters this so they are compiled as native binaries. In multiplayer, these compile into three different DLLs: cgamex86.dll, jampgamex86.dll and uix86.dll. The cgame module is essentially the client-side virtual machine, while game is the server-side. Each mod can have its own cgame/game DLLs so it can have its own behavior without having to modify the engine. In singleplayer, the UI module is absent (it's part of the engine), and the game and cgame modules are combined as simply jaspgamex86, since the client/server separation is not necessary in SP. OpenJK modifies the loading procedure for SP so that the jaspgamex86 can be used from a different folder. Are you more interested in MP or SP?
  8. eezstreet

    Master Server

    It is.
  9. I think when Xyc means "not meant to be server side", he's referring to how Ghoul2 is synced on both client and server as one unit in SP. This behavior is still sorta there on MP. imo, go back to where you were before, and poke tr_skin.cpp. Skin handling is very different from MP -> SP, and once you fix the skin issue, the shadow issue should resolve itself.
  10. JA+ people would benefit, not that I really support such activities. MB2 people very frequently use nonstandard EXEs and I don't think they are on OpenJK yet
  11. Time to bribe some monkeys into doing laundry.
  12. The real limit is 3.40282347e+38F, but you'll never be able to see the difference past whatever the viewcull is (if not less). So yeah, 10000 seems like a safe bet. Also: my understanding of r_lodCurveError is that it functions similarly to r_lodbias, but patches have their own LODs based on removing vertices, I think?
  13. I had a bit of a thought on this. Since some people are interested in having the JKHub master server but don't want OpenJK/can't use the All Seeing Eye, perhaps I could hex-edit the jamp.exe or jamp.bin for people to be able to connect to the JKH master server. I would ultimately want to release these for people to use, but I don't know how to figure piracy into this (since I suppose distributing EXEs would be like...illegal, y'know). @@Raz0r - san, @@ensiform - san, @@Xycaleth - san, give me guidance. (also, I'll totally hex-edit cracked EXEs for $$$, under the premise that you don't distribute it)
  14. I am something horrible yet glorifying. I am on the news but I am something ancient. I have three letters but send out millions more. What am I?

    1. Show previous comments  18 more
    2. Rooxon

      Rooxon

      "God" could also be the answer. Horrible yet glorifying. On the news and ancient, he's got 3 letters and "supposedly" he shows the right way to millions. :P

    3. z3filus

      z3filus

      Dor or a Cat, can also be horrible, yet glorifying, they are both ancient and send out millions of letters, negative or positive :D

    4. Rooxon

      Rooxon

      Now that I think about it, "Sun" fits also pretty much as the answer to the riddle. :D

  15. An inventory is a tough system to try and implement in this game (I'd know, considering I've done it before. ). Fortunately it's MUCH easier to do in SP than in MP. Take Futuza's advice though - get a solid grip on coding, especially learning more about structures (structs/classes) and I'll give you some info/attack plans to go by.
  16. No, you need the Visual Studio 2013 runtime. Download it from Microsoft's site.
  17. I've notified the moderators and they'll get the file online shortly. I ordered a virus scan on the file before it was to be approved because I hastily assumed it was something other than a .dat file, and subsequently the staff member who scanned the file forgot to actually perform the approval process. Sorry about that.
  18. Link?
  19. I considered adding some RPG-ish features to JK2:HD in a vein similar to BioShock. After doing some more research though, I decided that having these RPG elements would detriment the game's design. Specifically, the elements I considered adding (like some vending machines and a money system) were panned by critics, and I also felt that they may have made the game too easy.
  20. What would be neat is if someone set up some kind of web tool that fixes all the shaders in a PK3 and spits out a fixed PK3 to download (unless someone already plugged it into the tool, and it will return a stored file) ideally this would be either a Java applet or a Pylons application, but to my knowledge JKH hosted sites only operate with php/mysql
  21. If I remember correctly, # actually makes the load times WORSE
  22. # shouldn't be allowed because COM_Parse uses C-like syntax. Wouldn't really make sense to support it.
  23. Nothing regarding the blocks were changed. Check for yourself using Git blame.
  24. Edit your post, and to the right there are options to add a poll.
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