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Posts posted by ensiform
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2003 isn't supported by OpenJK plus the Xbox code is illegal thus was stripped and may not even have compiled what did exist because it was official SDK not xna.
eezstreet likes this -
Need a map to test this please.
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Afaik the terrain entity is for rmg support and rmg was removed from OpenJK because it was not used and possibly broken.
eezstreet likes this -
Will the guns be used in the glm view models eventually if the support for that is ready?
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I actually just checked the code and it seems to load items.dat prior to spawning of any entities so idk. The error message happens when the item index is < 1 or >= max.
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Pretty sure it works in MP as its designed to give items on spawn. The error suggests that the item being linked to it is simply either not really an item or is something strange happening because SP is weird with item loading. Its possible the items are loaded from items.dat later on thus bg_numItems is either uninitialized or is 0? Which would be a code issue!
eezstreet likes this -
Because at best, people will use an outdated not official release of OpenJK and complain when it doesn't work.
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It wouldn't be integrated as brush work at all. It would have a process to read the bsp to generate the mesh. There might need to be some work in cases of jumping and such for connections to areas for force jumping.
Maksman likes this -
Exactly. I heard some #rumorzandspeculations about rend2.
Tempust85 likes this -
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It lives!
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Only if it functions properly. You're dragging it wrong.
Cerez likes this -
Did you update Mac instructions because I think brew install sdl2 via Homebrew is best option for installing SDL2 on Mac, is it not? @@Raz0r @@Xycaleth @@redsaurus
elias likes this -
The length is more than SMS or Twitter lol
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There's not much reason you need so many characters. Stop with excessive color spam if that's the case.
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You would run into issues with JA+ and base clients if altered.
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Well it depends on the implementation. It would have to be set up by the mapper in some form. It just depends on which process is used to generate it.
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Navigation mesh is what xycaleth showed yes. I would say it's more optimal than waypoints because it's not as rigid. Plus if you think it's unnecessary why it basically the standard of most major engines? Ue3 and 4 use a form of navigation meshes. As does newer versions of source for l4d, cs bots and tf2 bots. Other engines use it too I'm sure. The point is, you can have it be done in a simple command and it wouldn't necessarily be manually placed. Fine tuning will always be something you may have to do it just depends.
The A* path system can be used with waypoints and navigation meshes. It's just an algorithm to find the fastest route.
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g_misc.cpp
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Yes the misc_atst_driveable is completely separate from NPC vehicle code.
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It can be used to find a path in nav meshes too.
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Waypoints aren't necessary. The path solver determines the path to take (IE A*)
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It's not really an upgrade though Arch...
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@@redsaurus tried to fix them for OJK but I'm not sure they're 100% perfect still.
Location of melee damage tables? + Dark Forces mod updates!
in Coding and Scripts
Posted
Weapons should already work under water and sabers only turn off in water if the saber flag says so afaik.