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eezstreet

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Everything posted by eezstreet

  1. If you have a debug build of OpenJK, the game will experience lag with particle effects. Consider finding a release build of OpenJK; that will solve the issue for you.
  2. I don't understand, what are you wanting to do?
  3. It's due to a bad shader, hence the errors. Are you using any shaders/textures/effects that are specific to that room? If so, show us what you're doing. Also, are you running any mods or source forks (OpenJK)? Or are you just doing jamp.exe and devmapping? Also, SP or MP?
  4. This, so much this. If more people were made aware of this, it would probably fix 90% of the issues that people have running OpenJK.
  5. cinematics/cin_1 maybe. The text crawl is hardcoded though.
  6. JavaScript is pretty bad for doing games in, try Flash or Java if you're interested in doing web games.
  7. Figure out what it's doing there. I've already mentioned this once before in this thread
  8. Yes. The first two lines are referring to what I'm talking about.
  9. If you're using ->, then yes, you're using a pointer. You're dereferencing the pointer (getting the address of where the pointer points to) and retrieving the value at the offset from the value of the pointer. So let's take an example. Let's say you have a struct that's like this: struct sampleStruct { float fDouble1; float fDouble2; } Generally we can work with it in three different ways: Value (sampleStruct myVar;)Pointer (sampleStruct* myVar;)Reference (sampleStruct& myVar;)Pointers are the only things which can be null, and if you try to dereference them (ie, get the address of where they're pointing to) you'll get an unhandled exception. Check with your debugger why they're null.
  10. It's a bug, yeah. We fixed it in OpenJK. Also, we added some neat improvements to Mind Trick level 4.
  11. Say he kinda sorta looks like... ...no no, can't be the same guy. Surely.
  12. Yes, it's because of the way the missile code works. The effect is based on what you pass in s.weapon. Look in the events, there's one that handles the missile draw, I'm pretty sure. If not that, then cg_ents.cpp handles it.
  13. I can copy and paste in the command prompt using ctrl+c and ctrl+v FUCKING FINALLY
  14. This has been asked before. The alt-fire flag is overrided by AI and it's very specific as to what you're doing it for. Make sure you're wrapping it in an affect("script_targetname"). Two NPCs can never have the same script_targetname.
  15. I can't help you if you can't help yourself. There's nothing else to go by.
  16. Try debugging it properly through this tutorial.
  17. oh look :3
  18. Might as well make a tutorial about it.
  19. MOD_SABER
  20. Which was made by the same people as older entries in Serious Sam, and was brought on steam by an indie publisher. That's a bit of an apples-to-oranges comparison there.
  21. If it's a player-only variable, it should (logically) be in gclient_s, not gentity_s. I've never had issues putting variables at the end of it. Also, make sure you're up to date on your fork, and try and debug the issue.
  22. The effect is handled differently between SP and MP. For SP, you'll want to modify that effect, and nothing further is needed. The game moves the end-point of the line segment (do NOT change the name of this segment!!) so that it hits the correct spot. All you need to do to make it red is change the RGB or the shader of that line. For MP, you'll have to modify a shader that it uses (I think gfx/effects/whiteline or gfx/misc/whiteline). Unfortunately, changing the color of this shader will change almost everything else that uses gfx/effects/whiteline - and there are quite a few things that use it.
  23. I don't actually know how the power effects are handled - I want to say that they're all managed in cg_players.cpp but I could be wrong on that. Attaching the effect you want to a missile is going to be a bit tricky though. Maybe make a new MOD_ (MOD_FORCEDESTRUCT?) and check against it instead of the weapon.
  24. Could you give us a reference or something to go by?
  25. ? What does that have to do with the .npc extension limit?
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