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ensiform

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Everything posted by ensiform

  1. We need to be able to replicate the issue to catch the crash with debugger so more specifics or better yet the package with menus that break to test it ourselves.
  2. Should be pretty easy for you to write in lua then.
  3. Not that I'm aware of
  4. A new version is published weekly unless there's a problem with the build machine. But nobody has started to do any digging. And we would need to have the exact problem of the crash to know why it *crashes*.
  5. Hmm. The JA+ system wasn't really that great if I remember correctly.
  6. Lol swearing filter should be up to the clients in a Lua plugin. But maybe a server plugin if epic wants to make one. Use a file to have word list and how to detect legitimate usages as part of other words (ruleset)?
  7. I think that's maximum items per menuDef.
  8. The latter of which only applies to the gameinfo.dat file.
  9. Define too much content lol. The parser for menu files does not have a restriction on filesize at all... So unless you've somehow run out of usable memory by the process then I don't see how there's an issue with total number of menus. The engine still hiccups at 64 parsed files it looks like for the botlib parser. (In MP)
  10. I thought KOTF was purely a singleplayer mod.
  11. I told you which ones to use. Most maps for tffa don't have specific team spawns though. The info color ones are for siege.
  12. @@Darth Futuza it is actually in ui_shared.c / ui_share.cpp my bad! menuDef_t Menus[MAX_MENUS]; // defined menus int menuCount = 0; // how many
  13. ui_main.c / ui_main.cpp @@Darth Futuza
  14. Sure but in MP its still difficult I've created an issue on github so it can get looked at hopefully.
  15. I would make it memory limited only but I don't know where we can best put the freeing of memory and I tried using C++ stuff in SP which failed miserably So if @@Xycaleth or @@mrwonko want's to tackle replacing both MP and SP to use a resizing dynamic array like the species code, feel free.
  16. Actually it's a map lit with the new light mapping tool.
  17. There are no differences in OJK. It joins all the arguments regardless. In original jasp and jamp it would only set the first argument if you did `/name Just a Person` but in OpenJK this works the same as `/set name Just a Person` this is because the former now looks at argument 1...n except in the cases of ; ending the command ofc.
  18. That's because it IS OJP's saber combat with very minor tweaks
  19. Some of these things could probably be backported into the main radiant's version of q3map2.
  20. Please state that upfront with your request to avoid the confusion. Is your project single or multiplayer?
  21. I'm not 100% convinced the changes are actually legal for these ports to run rampant.
  22. @@redsaurus Thinking maybe https://github.com/JACoders/OpenJK/commit/f8eeb44943446cb08d1008842c617cd7c6ee0f2b But the div by zero was fixed here, https://github.com/JACoders/OpenJK/commit/85d17952a9c37c47565f65786d7d7a046035cf5b which is older than you describe.
  23. Pretty sure it's fixed in newer builds of OpenJK?
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