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ensiform

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Everything posted by ensiform

  1. The "Visual C++ Compiler November 2013 CTP" toolset is required for 2013 to support it in 2013 which is a separate download and must be selected like the v120_xp thing. https://blogs.msdn.microsoft.com/vcblog/2013/11/18/announcing-the-visual-c-compiler-november-2013-ctp/
  2. Having this mod unfortunately makes surface sprites (grass etc) not render for me as fluidly as they do in basejka for some reason.
  3. The update in question is a manually addable compiler version I think, but not shipped with. Unfortunately the fixed save code now depends on constexpr so you will need 2015 community to compile now it seems! Sorry for the inconvenience as we didn't know when merging this. Would have been caught if the buildbot slave for Windows was active since that was using 2013 still I believe.
  4. It requires 2013 community edition or later, not express AFAIK. And technically "any" are allowed, those are just provided batch files for convenience. You could very well run the CMake GUI and attempt to make VS6 project files if you wanted, but that doesn't mean it would work. The actual compilation guide: https://github.com/JACoders/OpenJK/wiki/Compilation-guide#windows-1
  5. Please give us some more information about your system and possibly try launching the game with +set logfile 2 in the shortcut and paste the output in a code section here.
  6. I don't really play much anymore. But I did only play 1.01 yes. But I'm a full force, full guns CTF kind of person and I don't like sabering its only best used for climbing lol.
  7. That's regular difficulties though. But this topic wasn't just about having permadeath option.
  8. Really the differences aren't as vast as some claimed. The code patches were scoured to find what really changed and that's about it. It's not like 1.02 to 1.03/4 jk2.
  9. Yep. Check out newest DOOM for that option lol. You must complete a map to end it or else start a the beginning.
  10. Would you be willing to play 1.01 where more players are or are you deadset on 1.00?
  11. 1.6 is like 1.4 only it's maintained still. It doesn't have anything like 1.5 because the developers chose to make 1.4 base for zero radiant (the initial plan for quake live)
  12. The Android version isn't really supported by anyone here so we don't know what's special about certain configurations.
  13. Are you asking to use a cheat protected variable on a server with cheats off? Or am I missing what your intent is..
  14. You should upgrade to 1.6.5 radiant tbh... For sure newest q3map2.
  15. You should probably also be using 1.6.5 for continued support with radiant as well.
  16. It built just fine here. Failing during compile or failing with the error in the OT? If the former try turn off building of botlib in all configurations as its unnecessary for mods always has been. Problem with mm is that it has a bunch of patches built in which won't work unless you're using jampded and nothing else for engine.
  17. Someone link me the source and I'll look at it later today for ya. Maybe if you're really lucky I'll create a CMake for it ;o Edit: Is this failing for people who built it on their machine or is it failing for someone who's using a prebuilt version given out by someone other than the official makermod release? If someone else, then most likely you need proper VS C runtime installed too.
  18. Mind making flag icons too? Those are not included either it seems.
  19. Works now. Looks like making it sort above assets#.pk3 also helped too?
  20. Well I wouldn't say "better". But it would be better if all the tricks and crazy mouse settings to get wiggles and pokes were removed, it would be better. Because let's face it when I see the person's saber moving at mach 3 in a movie while they are spinning its ridiculous and not really fair imo.
  21. You can't change the damages of weapons for MP without a code mod. jampgamex86.dll is exactly code changes in mod form.
  22. Delete the item entry in the menu file like any other menu item.
  23. Caution: You should never alter the assets pk3 files. Instead extract what you want from them and put the replacement in a new pk3 that is sorted alphabetically after assets pk3s. Might be easier also to just remove that object from the menu file so it doesn't show up, no? A black/transparent image is still technically rendered to the GPU otherwise.
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