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ensiform

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Everything posted by ensiform

  1. 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.
  2. 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");
  3. Implemented
  4. 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.
  5. As did quake, quake2, doom3, half life, half life 2
  6. 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.
  7. 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.
  8. ... On your ancient Mac build that can't be used for verifying "works for me" in any normal sense.
  9. And I thought you were the one who said it worked fine?
  10. It happened *after ending rail*
  11. I saw brew install SDL which may be the sdl1 package?
  12. Did you brew install sdl2
  13. ensiform

    seamless portals

    https://github.com/JACoders/OpenJK/issues/471
  14. x86_64 is definitely 64 bit. The naming of packages was or maybe is now incorrect. The name of the .app folder itself is not exactly a telltale way to know for sure if it's a 32 or 64 bit build. If one is 64 bit and trying to load 32 bit dylibs that's simply not going to work as it's impossible to mix architectural differences in processes and it's shared objects.
  15. No there isn't as there are no actual releases. Pure server maybe causing something but it shouldn't be related to SDL (?) IIRC if the openjk build is truly x86_64 you would not be able to use JA+ anyway which is only universal for ppc and x86.
  16. ensiform

    seamless portals

    FYI the camera portals don't work if you use dynamic glow feature.
  17. Why the cryptic text? Either you are or you aren't or someone else.
  18. Because you see, both games use a script flag (bitmask) to tell it you want the NPC to fire with alt fire. It's not very intuitive. If you use a script to enable the specific NPC to alt fire does it work? Which NPC's use it in jk2 using the NPC spawn command?
  19. There's nothing to fix. The NPC's in question in jk2 weren't flagged explicitly in code either.
  20. It's near dead. Won't say dead because then I'll get bashed but it's pretty close.
  21. So I had started working on changing the saber damage SP code to use a vector for OJK. Not sure if anyone else is interested in finishing it up or if it will even work this way or possible better options? Plus the G2 collisions code is still technically capped at 16 as well so that's why there was a 16 limit here (I think?) https://gist.github.com/ensiform/27c30883c10656ea2721
  22. The naming thing was just because it was packaged wrong but I believe it may have always been x86_64, if I'm not mistaken. The latest SDL2 should be used but I have no idea how to make it use or look in the correct place. https://libsdl.org/release/SDL2-2.0.4.dmg is the newest but I couldn't tell you how to install that properly so it uses it. (Intel 10.5+)
  23. Force power that disrupts or allows control of droids?
  24. It's not unnecessary. Most of the ones you would think do, don't actually meet the rank check anyway. Considering stcommander and stofficer is actually listed as ensign and not commander.
  25. The alt fire code is identical in JK2 and JKA however JKA adds the altfire parser option to enforce it if it exists which shouldn't be affecting anything since it doesn't remove the flag if it doesn't. JK2 hardcodes certain enemies based on rank to use altfire, where as JKA adds the flag to certain ones in the npc file.
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