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ensiform

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Everything posted by ensiform

  1. What is the exact errors in the console? Loading the menus preferably and if it fails to open it.
  2. I wouldn't do that but okay And its also not very proper or "legal"
  3. Did you check the console for errors? Are you using OpenJK? Have you tried a clean install besides that map? Maybe it uses textures which are only in jko?
  4. As long as someone can't steal someone's buyback until they've really decided they don't want it then I don't see any issue with buyback being available to everyone's sold items.
  5. It would make most sense to get most of the values we need before adding just 1.
  6. Can you try setting in_keyboardDebug 1 in your console and then pressing the ² key and give me the result of pressing that key? You'll want to turn that off again to get rid of spam afterwards.
  7. No, you need to have a brush with the system/origin texture be part of the func_bobbing. Then the model2 key will work or at least that's how it's designed to. It can't just be a brush by itself though, it must be a brush that's part of the entity group itself ie before you select it and tell it to be a func_bobbing, that must also be included.
  8. It worked before SDL because windows has a generic 0x29 check and SDL does not. We may have a way to fix it later but not right now. Those characters work just fine O.o And I did not say bind 0x29 toggleconsole I told you exactly to add it to the cl_consoleKeys cvar string. Try pasting the actual character 2 that you used instead of 0x29.
  9. You should instead be adding that character to the cl_consoleKeys value in the openjk.cfg. Shift+Escape is the other workaround. Unfortunately there isn't an easy way to do so like before. It was never implemented as such that it actually supports your keyboard specifically but the 0x29 scancode allegedly represents whatever key is there regardless of international from what I was told and this does not get handled well in SDL which deals with video, window manager, sound and inputs in a cross-platform manner.
  10. OJP and OpenJK are two completely different things. OpenJK does not implement this. The OJP mod for Multiplayer does or did at one point.
  11. Well it depends, I mean isn't there cg_smoothCamera? And also, Jaden can do rolls and moves from first and third person (you can't in JK2)
  12. It needs to have an origin brush for where the model will appear as part of the func_bobbing entity itself.
  13. I think its related to ongoing issues with the ghoul2 system. @@Xycaleth ?
  14. What do you mean its very different from the original game? Is it too complex for 3D?
  15. Works the same way. Some people like using bat file as its also portable with the game and make a new shortcut to the bat file.
  16. Well you're better off looking at the jk2 code and actually removing the species stuff all together and making Kyle the player again. At least that's the idea for dfmod anyway.
  17. cgamex86.dll jampgamex86.dll uix86.dll
  18. Also would be a wise idea to idle in the jacoders irc channel with a real client. Can sometimes get decent help there etc.
  19. Delete any risidual local dll files within the base folder under GameData/base and in My Documents\My Games\OpenJK\base and the OpenJK mod folder for both root paths as well. One thing to note is... You need to not have openjk.pk3 and openjk-x86.pk3 You want the latter only and you want the most recent one from the most recent build. In base or in OpenJK.
  20. Why can't it just use regular humanoid animations to be playable?
  21. I don't think so. Not without some special code for a specific NPC etc. Which I don't even know if it would work.
  22. Invisibility/cloak isn't a skin or model. It's an overlayed effect plus blocks the rendering of the model itself
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