chewbuntu
-
Posts
15 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by chewbuntu
-
-
tfw the ja++ binaries pk3 download is kill
-
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
-
that actually fixed it. thanks a lot raz0r!
-
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 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.
-
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
-
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
-
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.
-
i love u
-
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
yo razor ja++ cant be downloaded
in JA++
Posted
ye win 32 sry