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razorace

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Everything posted by razorace

  1. Before I continue, here are my Visual Studio debug settings. Command: D:\Steam\steamapps\common\Jedi Academy\GameData\openjk.x86.exe Command Arguments: +set fs_cdpath "D:\QRS_Depot\OJP\Enhanced" +set fs_game ojpenhanced +set fs_dirbeforepak 1 +set sv_pure 0 +set viewlog 1 +devmap mp/duel4 Build Output Folder: D:\QRS_Depot\OJP\Enhanced\ojpenhanced\ I'm working on a mod based off the original JKA SDK code and the autobuilt openjk executables are simply dropped into my steam install directory for JKA. (The steam executables don't allow Visual Studio debugging due to their DRM.) Please clarify as to what the "portable switch" is. Adding +set fs_homepath "." to my existing Command Arguments just cause a crash immediately on startup. I'd rather not build into my fs_homepath because my mod's working directory is inside my source control folder structure. Adding +set fs_homepath "D:\Steam\steamapps\common\Jedi Academy\GameData" makes the game use "D:\Steam\steamapps\common\Jedi Academy\GameData\ojpenhanced" for read/writing cfgs and cached .dlls. However, this doesn't solve my problem as the game still attempts to use cached .dlls in "D:\Steam\steamapps\common\Jedi Academy\GameData\ojpenhanced" over the latest .dlls in "D:\QRS_Depot\OJP\Enhanced\ojpenhanced\".
  2. Is OpenJK intentionally caching loaded .dlls in the /my games/<modname> folder whenever loading a mod? This is causing a frustrating problem when actively working on .dll code. Whenever I compile new versions of the .dlls, I have to manually delete the cached .dlls for my newly compiled .dlls to work correctly. Is there a setting I can set to ignore the cached .dll files?
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