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Posts posted by ensiform
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It also occurs if you aren't using fully up to date jk2. Ala 1.02
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You shouldn't really need the extra hack to use it. The analog mode should work to a degree when turned on in the console you just need to also bind keys.
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Modelscale can be achieved with Lua scripts or commands.
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Set is preferable to seta unless it's a cvar you absolutely need in the jampserver/openjk_server auto gen file.
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Which kind of turret are you thinking of? And I might have an idea but it's kind of late so ping me later in the day Monday and I'll see if I can come up with a solution for you.
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Circa, get a copy of visual studio 2015 community and use xaramin which will let you make both from c#. I don't know how to get them to the app store though.
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Maybe @@Didz would/could write something? Wouldn't necessarily even have to be php.
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You do not have the drivers installed for your video card with correct OpenGL.
Will need to find out what if any graphics card you have in the computer and download the drivers.
GL_VENDOR: Microsoft Corporation GL_RENDERER: GDI Generic GL_VERSION: 1.1.0
Who is watching? likes this -
Map leaks also happen when entity is in a solid. You may also have built the hull with details if that option is on by default to create detail brushes.
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It's q3map2 that has issue, not radiant. Probably bad model file?
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Looks like an invalid jpeg image being used.
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I see. Most people probably click this:
My point is that the function is there, and it was removed to avoid redundancy. I'll see to putting them back though.
The link on right goes to last post, the hidden image is to get the unread new posts so if there were 3 new posts it'd go to the first of the new ones you didn't read I believe where the one on the right would go to the most recent post as a whole.
Circa likes this -
A .mtr file is the same as .shader except it takes precedence over .shader if it exists to have the new features and .shader be legacy without new features.
Tempust85 likes this -
Is it in a .mtr of the same name as the other .shader? And is it in a pk3?
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Unfortunately no I do not know. I'm pretty sure its related to the screenshots embeded in the saves code. So that'd be @@redsaurus' department.
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The dlight images are different JK2 uses q3 method, JKA uses an external image.
G2 API code has some various differences, JK2 doesn't support asian fonts and has some simpler font rendering.
The JK2 Skeleton is used without the warning messages.
JK2 doesn't support _off surfaces
JK2 Strip SP_* Language
JK2 has only 4 frustum planes and 5 in JKA
Some fog and surfacesprite differences (IE jk2 doesn't have the global world fog definitions)
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Not sure how feasible that would be.
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There's other issues I can forsee right now too. Specifically with the JK2 specific sections in the renderer. I guess we will need to expose a game being used to the renderer so we can check if game == GAME_JK2SP else if game == GAME_JKASP or if game == JKAMP
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How to do this please? In some program or basic editing with notepad?
You need to compile your own version of the jasp game
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Wow I read this whole thread thinking someone made a Guide by now, I was wrong. >.>
All I got was, download mod and drop into "correct" placement, it will work. But it don't
But did you remove all of JA+ first?
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We shall see what happens if eez is dedicated to do the work. But the biggest issue really is (above the other complications) is the difference in how SP and MP handle ghoul2 model "handles" between the engine/renderer and the gamecode.
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Well if you select all files it might work when choosing a .ent file but it won't replace any only import if you select File->Import
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This is an issue with Jedi academy single player. It's fixed in the OpenJK project.
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Why do your screenshots always get corrupted at the top of the screen
**OFFICIAL** Dark Forces Mod revival topic
in WIPs, Teasers & Releases
Posted
What did you think the highest difficulty does to achieve 50/50 max? Lol