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chewbuntu

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Posts posted by chewbuntu

  1. 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

     

    VYNHeVl.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 time

    So 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.

  2. 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

  3. 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
    
    
  4. 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.

  5. 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 :)

    Raz0r likes this
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