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Everything posted by Exmirai
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@@ent add shadowplay support to jamme? :>
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as far as i can remember - no :> mrwonko told me that there might be problem with chat icon replaced itself
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there still issue at least with circa's chat icon replacement. Can't get it work
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@@Raz0r like you did in QtZ https://www.youtube.com/watch?v=uv8WbnRvDMM
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Graphic artifacts + driver crash + computer freeze
Exmirai replied to afi's topic in General Tech Support
Try to delete them in safe mode. And then load in normal mode. If computer will still crash - cpu/motherboard/etc problem, if no any problem then its related to gpu -
Open Jedi Project: Roleplay Edition.
Exmirai replied to Finalizer's topic in WIPs, Teasers & Releases
swjkja is opengl game, directx isn't required :>. Better to replace it with OpenGL 2.0 ( rd-vanilla ) and OpenGL 3/4 ( rd-rend2 ) -
confirmed on several machines...
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@@Circa i'll scale it down to 16x16 ingame. So 512x512 would be enough i think...
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@@Circa, can you export these icons as power-of-2 png's for using in ja? :>
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I think would be fine if we could add *.gla animations without edit vanilla animation file. e.g: ===assetX.pk3 /models/players/_humanoid.gla ] /models/players/animation.cfg ] --main animations files ( contains all base anims ) /models/players/animevents.cfg ] ===zz_somemodname.pk3 /models/players/_humanoid.gla ] /models/players/animation.cfg ] --additional animations files ( contains only new FACE_SMILE and FACE_NONSMILE ) /models/players/animevents.cfg ] In that case zz_somemodname.pk3 will overwrite exist animation ( that defined in that file e.g: FACE_SMILE etc ) and add non-exist ( FACE_NONSMILE etc )
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Project freezed because i'm focused on ja++ itself and my friends projects . But i will continue...i promise
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i have same issue on newer build, i've fixed that by installing steam assets
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is it hard? -.- no. And it'll allow to create much more functional mods :>
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Could you guys make ui imports available to cgame? things like LAN_GetServerInfo() LAN_GetPing() etc...would be great, because we could assimilate ui module and cgame module without breaking compatibility
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i've added entity scaling ent:Scale
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you could write little lua script :3
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nah, just remake as ja++ script
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what do you want to impement?I'm not familiar with BFUU
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BFUU couldn't work under OpenJK because it uses engine hooks
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see japlus/admin_strings.json file
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I turned stun baton into toolgun in my makermod plugin https://github.com/EpicLoyd/MakerMod/blob/master/toolgun.lua