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Posts posted by ensiform
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Recast, detours and a*
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Check with the new build if one gets made this coming week to see if that works.
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Check your My Games folder in user documents. The game writes here and has for the last 3 years now because of program files folder issues, and it allows multiple use profiles to have separate configurations, plus will be saved with modern Windows versions.
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Seems to work fine now, unsure.
Edit: Interesting, it may be something local nevermind as my current build must have been from a stash.
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Nope not a shader tool.Yeah-- I thought you started one...
I think adding shader support in mod view would be best. But also a new Shader to preview 2D textures with shaderfx
PS I would appreciate not using image comments.
ChalklYne likes this -
The solution is navigation meshes instead of waypoints. With areas for combat/camp instead of points.
The bots are tbh worse than NPCs.
Archangel35757 and mrwonko like this -
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A new shader tool would be nice obviously.
But it would need to support JKA lighting and both renderers.
z3filus, Archangel35757 and minilogoguy18 like this -
Well what architecture is it?
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CVars meaning you need +set if you intend to have them on launch.
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You can try forcing it with r_customWidth and r_customHeight. Not sure I would recommend playing at such a small screen size but heh.
BruceJohnJenner likes this -
In the command console.
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If any force powers are disabled, it disables all of them for bots I think.
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No, OpenJK is not a mod in the context you're using. jampconfig and jampserver are completely unreferenced when using OpenJK. It only (also) becomes a mod if you use the openjk pk3 in the OpenJK folder or in base folder as such its just a replacement with fixes for base.
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Rather than having commands in the ui which cannot be tab completed, you can now add them via ui module.
ie: trap->AddCommand("ui_openmenu");
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If you're using a build within the last 3 months, you can hold down the alt key while pressing tilde, to still input it as a character for color codes.
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Indeed, only JA(MP?) has the shift requirement. Q3 (before ioq3) just had tilde.
As did quake, quake2, doom3, half life, half life 2
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Because you assume it's because ioquake3. It's long since been tilde only before then and every other game. More because it's less hassle. I have an idea though so I'll see what I can come up with.
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You do know that jampconfig is not used, right? It's openjk.cfg. Shift+Escape always works, regardless. I realize that, shift unfortunately cannot be added via the cl_consoleKeys file. Removing the line from the config uses default you must explicitly set it like set cl_consoleKeys "" with quotes or else it does nothing iirc.
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Works fine for me.
... On your ancient Mac build that can't be used for verifying "works for me" in any normal sense.
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And I thought you were the one who said it worked fine?
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It happened *after ending rail*
eezstreet likes this -
I saw brew install SDL which may be the sdl1 package?
New file category suggestion
in JKHub Feedback & Help
Posted
So I have a map fix for an original base map in the form of a .ent file which is supported by OpenJK. How should I proceed with uploading to here? I was thinking a new Map Fixes category would be good fit. But then who is the license? It's basically just the q3map2 exported entity array from the bsp with the fixes applied to the broken door "team" keys.