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{JoF} - Jedi of Freedom
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Sweden
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Dueling
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AldroKoon
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Aldro
Aldro Koon's Achievements
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Sithani liked a post in a topic: {JoF} presents The Academy Trial & The Force Challenges
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Gnost liked a post in a topic: {JoF} presents The Academy Trial & The Force Challenges
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Torki liked a post in a topic: {JoF} presents The Academy Trial & The Force Challenges
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{JoF} presents The Academy Trial & The Force Challenges
Aldro Koon replied to Aldro Koon's topic in WIPs, Teasers & Releases
JoF Cloud! Then {JoF}Maps -> {JoF}Missions -> {JoF}AcademyTrial.pk3. Also: When playing the JoFAcademyTrial map, press the crystal that is infront of the Tree close to the bridge when you spawn to start the level! Do note that it's designed for two players so you need to be atleast two to progress properly. -
scp_chaos1 liked a post in a topic: {JoF} presents The Academy Trial & The Force Challenges
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Aldro Koon liked a post in a topic: The Academy V4
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Aldro Koon liked a post in a topic: AngelModders Jedi Temple on Coruscant - Knightfall
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Huge thank you to @Gnost and Nieris for the creation of these truly special maps, designed for two players. The inspiration was from Jedi Knight SP and the critically acclaimed Portal games. Special thanks to @Toxiee, @HaVoC and all of our testers who helped us brainstorm and balance it to fit within our community. Additional thanks to @PreFXDesigns and Weske for the holocron entities ingame. You can find the map through our Launcher or on our Cloud over at https://jofacademy.eu/ Simply navigate to {JoF}Cloud -> {JoF}Maps -> {JoF}Missions -> {JoF}AcademyTrial.pk3 Gnost, you may also want to upload it to JKHub. The latest JoF EJK client is recommended to use for the best experience of this and any of our maps. When playing the JoFAcademyTrial map, press the crystal that is infront of the Tree close to the bridge when you spawn to start the level. Do note that it's designed for two players so you need to be atleast two to progress properly.
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Cor liked a post in a topic: Any server still active or alive? Is the MP community finally dead?
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Aldro Koon liked a post in a topic: The Academy V4
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NPC BehaviorState is broken on LINUX SDK
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
I can't comment for others but the MP sabering of JA+ is precious to us and we've spent years reverse engineering it for ourselves with slow yet steady progress. JA++ didn't really attempt that so it was never considered by us (we merely checked it out briefly out of curiosity). -
NPC BehaviorState is broken on LINUX SDK
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
@mrwonko and everyone, I want to offer a little update: It turns out that it is most likely the SDK for Linux that makes this not work. We tried JA Reloaded 1.2 which is from 2003 from back in the day and that one also suffers from the same issue. There's *likely* something wrong with Icarus and the official SDK when compiling on Linux (regardless of GCC or ICC compile). We're just not sure why yet. -
NPC BehaviorState is broken on LINUX SDK
Aldro Koon replied to Aldro Koon's topic in Modding Assistance
Yeah we figured as much, just puzzling that it works on Windows. JA++ is not an option for us. Thanks Wonko. -
This is probably an issue that has existed forever. We are unable to change the BS (BehaviorState) of any NPC through the usage of Icarus Scripts when on any JA+ version that is for Linux. The very same method works flawlessly on every other version: Windows/Linux Base (OJK/JAMP) and puzzling enough also the Windows version of JA+ works too. I have looked into every way to find a workaround but we're pretty much out of options. Is this something anyone else has encountered? Do you have any ideas why this might be? Is there a workaround? If nothing else, then let this topic serve as an explanation for others who may encounter this. Note that I have tried this across JA+ 2.2, 2.3, 2.4B7 for Linux and they all have the same problem.
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Circa liked a post in a topic: NPCs having choppy movement (MP)
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Something like npc movement/interpolation(?) is being divided by a harcoded value that takes into account sv_fps 20 so when you try 30 or 40, it doesn't take that into account The fix corrects this and calculates based on what sv_fps you have set
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Aldro Koon liked a post in a topic: NPCs having choppy movement (MP)
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Sv_FPS 20 will fix it but if you want 30 or 40, you need Milamber's fix. SmoothClients won't matter and it currently doesn't either.
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Circa liked a post in a topic: NPCs having choppy movement (MP)
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We have solved it. Turns out it's an issue with SV_FPS being above 20, this should be an issue for everyone who plays with values above that (usually 30 or 40). Milamber has made a patch and he'll get it to OpenJK as well.
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The above results appear to have been inconclusive, what appeared better and made us suspect this is just not being reproduced today. It is a very strange thing and I honestly don't know if we can figure it out for we have been trying to (on and off) since 2021.
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Zebon liked a review on a file: Cemetery Resurrection of Desann!!
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Aldro Koon liked a post in a topic: NPCs having choppy movement (MP)
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Circa liked a post in a topic: NPCs having choppy movement (MP)
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UPDATE: @Milamber has found that it's something related to g_smoothClients / cg_smoothClients. Fingers crossed that we manage to figure it out.
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We are troubleshooting this over at {JoF} with our Coding Team but so far we can't make much sense of it. We believe it's something between servers and clients that are mismatched. Does anyone have any ideas at all for why Desann here is moving in such a "choppy" way? It's applies across OpenJK/EternalJK/JA+/JA++/Base, but some combinations don't reproduce it. https://i.imgur.com/N1ePFSN.mp4 There are combinations of certain server executable/mod/client where the NPC moves perfectly smooth, so this is not normal incase anyone thinks it is.