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ensiform

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Everything posted by ensiform

  1. I was always under the impression the source was lost because it wasn't released initially. Unless that was kotf.
  2. Better to use source control in case you lose it again, and it should be provided or made available with at minimum every release, not just an older one.
  3. If there's no source code being made available, then it's a wasted project. No source, no release.
  4. Just use latest 1.6.5 (or is it 1.6.6?) from a few weeks ago. Has a lot of newer stuff. Disabling desktop compositing is not possible after windows 7. This feature was disabled in Windows 8/8.1, any program that attempts to use such feature silently succeeds but doesn't actually do anything.
  5. Perhaps you could talk about the issues you were having and maybe raise a topic in the ojk discussion with what was not working. The vanilla code is not recommended.
  6. I guess the OpenJK source would be the best start or jke
  7. The source for that doesn't exist to my knowledge. It was claimed as having been lost but the game is still released unfortunately without the source.
  8. If you're interested in knowing the number of entities in the game server, use the command /entitylist Target entities will usually not matter for pvs limit because they aren't sent to clients unless they do something, like a speaker and possibly a location. Though in OpenJK game code, locations don't count towards entity limit. Info null is a compiler only entity for light directions. Not null stays and is identical to Target position.
  9. All options are 32 bit cannot be set. Use the highest option in the menu.
  10. Weapons in MP do not use the weapons.dat file which means you must create a code mod to do so.
  11. That means you have vsync turned on. Assuming your monitor refresh is 140 hz
  12. Can you get the console log and paste it on a paste site? Also, have you tried OpenJK?
  13. This feature can be implemented in a mod, hence not really an OpenJK goal. Loading "head-torso-legs" type md3 models requires a fair amount of extra work. And I'm not sure you could get it working easily for a map entity. Mind you, when I attempted to bring ETF over to JKA, I was able to get the md3 player models working, however it uses some extra stuff besides animation.cfg , plus you have to do some funky shit with player model entities so that the game doesn't boom on missing a ghoul2 reference. I no longer have the code so I can't check.
  14. It happens with blocks being in the wrong place during a chop.
  15. Whats the pk3 name of the new version vs the old version? Do you have fs_dirbeforepak set to 1 locally?
  16. Compiling with no t junctions is probably not a good idea in the long run.
  17. No. Call of duty bsp support isn't available in q3map2. And you can't convert to map without having the ability to load the bsp.
  18. I don't see how or why it wouldn't work with Target give. I suppose the changes with weapons in jk2/jka might be an issue (where they spawn with hologram, and still typically show when picked up) Is any weapon disabled on the server? g_weaponDisable? This disables them from spawning like this as well. Update: Found the reason it can't work in JKA. in Touch_Item function there exists: if (ent->s.eFlags & EF_NODRAW) { return; } Which targetname'd items set to true on spawn since they would not be visible. Quake3 does not do this check against it.
  19. Yeah we are. The shader parameter surface exists but that's it. In base game
  20. It works all the time in Quake3. Same thing should apply.
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