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ensiform

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Everything posted by ensiform

  1. 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.
  2. Is it in a .mtr of the same name as the other .shader? And is it in a pk3?
  3. 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.
  4. 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)
  5. Not sure how feasible that would be. --- 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
  6. You need to compile your own version of the jasp game
  7. But did you remove all of JA+ first?
  8. 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.
  9. 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
  10. This is an issue with Jedi academy single player. It's fixed in the OpenJK project.
  11. Why do your screenshots always get corrupted at the top of the screen
  12. You would just need to set the default fs_game value to dfmod and presumably restrict it.
  13. RTCW had SP and MP separated. And being in same executable doesn't mean they don't have separate teams working on it.
  14. That is the way most games are developed with multiple systems like that.
  15. Let's see.... Start by making the renderer in SP use a pointer, make the common interfaces identical... Implement all features across the board whether used or not... Then what? Qboolean is the tricky part. Its a #define qboolean int in SP and an enum in MP. Therefore the interfaces will still likely have issues
  16. What does that change as far as models?
  17. They are scripted to use alt fire either via Icarus or directly in the code I'm not sure.
  18. It's not very easily feasible in the current engine or renderer. @Darth
  19. Because the icon is in sdl_icon.h The text used is defined in q_shared.h iirc.
  20. Most of those are just warnings to you. The 2 errors with > 1000 were the issue
  21. Nope. And Nav Meshes in all likelihood wouldn't be integrated into the editor. It'd be a process in the map when being run and then can be saved.
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