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chewbuntu

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Everything posted by chewbuntu

  1. tfw the ja++ binaries pk3 download is kill
  2. thought it would be nice to have multi line map messages, just came to my mind when attempting to use \n to display the map version below
  3. Hey Jkhub! I've started working on a custom ffa3, not a serverside entity mod but more of a clientside-plugin kind of thing, removing the invisible walls and stuff It worked for the past few days, now on the latest update where i added a new room behind a wall, my non-openJK using clients get an error message as stated in the picture below. Already tried removing the transporter.md3 from the main area, which i didnt really intend to do because I wanted to have non-plugin, vanilla players to have no affect on the main area (i.e. the known glitching through walls that are not physical on the serverside.) Also tried to remap the shader using the technique given in the post about entmodding Still this pretty much seems to be a compiler issue. Yet it works for me playing with openJK and JA++ It all worked well for non OpenJK clients until i added this: http://puu.sh/dmPe3/b570c32644.jpg http://puu.sh/dmPfL/719befbe8e.jpg ////// EDIT /////// i attempted to start the map without any light compilation on a vanilla jk3 too, giving me following lines resulting in the same error as stated above: ]\devmap mp/ffa3 ------ Server Initialization ------ Server: mp/ffa3 ----- FS_Startup ----- Current search path: C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\lgnd_ffa3PlugIn.pk3 (20 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets2.pk3 (62 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets1.pk3 (8320 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData\base\assets0.pk3 (15346 files) C:\Program Files (x86)\LucasArts\SwJa Vanilla\GameData/base ---------------------- 47496 files in pk3 files Loading dll file jampgame. ------- Game Initialization ------- gamename: basejk gamedate: Jul 22 2003 Loading dll file ui. Loading dll file cgame. Shutting down OpenGL subsystem Requested feature was omitted at compile timeSo it's not the lightmap that's the issue. Must be something i fucked up during compiling... but i compiled it several times with different settings that compilation was merely the bsp -meta.
  4. hey, so im experiencing a few troubles opening the console in openjk, due to the character being ^ to open it anytime i open it the character is put into the textbox so if i per say wanted to amempower it results in being âmempower, so i first have to put a space -> remove the circumflex -> write again, which is quite a hassle
  5. first, I want to mention that I was not in the position to be able to compile openJK from source either, installed all dependencies but im getting weird errors anyway, i cannot start an openjk server, i'm getting stuck on "opening ip socket localhost:29070", that port should be opened on a vps... shouldnt it? also, I can start minecraft and redeclipse just fine, without any issues at all. Edit: forgot to link some log stuff Output of ./openjkded.x86_64 AND ./openjkded.i386: OpenJK-MP: v1.0.1.0 linux-x86_64 May 17 2014 ----- FS_Startup ----- Current search path: /root/.local/share/openjk/base ./base/assets3.pk3 (13 files) ./base/assets2.pk3 (59 files) ./base/assets1.pk3 (8320 files) ./base/assets0.pk3 (15346 files) ./base ---------------------- 23738 files in pk3 files execing mpdefault.cfg execing openjk_server.cfg couldn't exec autoexec.cfg ----- Initializing Renderer ---- --- Common Initialization Complete --- Hostname: formall IP: 109.230.254.178 Opening IP socket: localhost:29070 its a debian server btw with these specs: Architecture: x86_64 CPU op-mode(s): 32-bit, 64-bit Byte Order: Little Endian CPU(s): 16 Vendor ID: GenuineIntel CPU family: 6 Model: 26 Stepping: 5 CPU MHz: 3073.551 BogoMIPS: 6147.10 Virtualization: VT-x
  6. I want to know if the OpenJK-Staff has future plans for implementing a better texture blending in rend2, because making terrain currently is kind of weird without more than 2 textures overlapping :3 I dont know how hard it would be, as you probably have to invent an all new method for parsing the corresponding reference file, in vanilla a .pcx file. or is it radiant-dependent? just a question. love your work guys.
  7. Version 1.0 super early alpha

    555 downloads

    since there are so many characters, like assassins creed models etc. uploaded here, I decided to upload mine. I made this a while ago. In fact it's the only (completed) playermodel I've created, due to it's sucking i kind of stopped. Might get into it again, as I know the principes. This model is not to be taken any serious - no npc support - weird rig - no custom sounds - generally weird - made by me et al I apologize if I have hurt any submitment rule, since I do not have any copyright to finn the human, but I made all of the model including its textures myself.
  8. thanks Well I hoped I could change the played animation in the .veh file, but apparently MP won't let me.... maybe I haven't tried hard enough
  9. whussup guys, im writing this from my ipod so dont worry about the format please xD well... what could i tell? ic ive been playing jk3 sorta from the release, with changing names and huge breaks im a modder, fairly advanced in my opinion when it comes down to designing and esthetics but that's something you'll have to make your mind up for, when i released my stuff mostly i'm about claning and i led a few ones i just love tinkering with the game engine in forms of servers, maps, playermodels, skins, ent-mods, map_objects, scripting... it's possibilities may not be endless, but if properly handled, it's a good approach. now i want to thank darth arth, nab622, mrwonko, szico and all you other guys for your tolls/tutorials/tips, that have been guiding me to create my own stuff in kinda every possible way, you guys rock! expect to see some content from me! cheers, chewbuntu 14.04
  10. Version 1.0

    201 downloads

    This vehicle lets you sit on any chair model you wish, just appropriate placement over it needed! hop on it, press USE or w/e. rest to know is in the readme.txt aiight. ah, you can test it by /devmap vehtest guyze! if anybody can edit the .veh file to not show a radar, i'd appreciate it hint: use entity modding - techniques to get rid of the hud, didnt try it but should work
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