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Posts posted by ensiform
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Would rather someone make Gaige instead
http://borderlands.wikia.com/wiki/Innuendobot_5000 Might be more hilarious than a regular loader bot too =p
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Is this from Tales of the Borderlands or something? Kinda looks like it.
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I believe the 16 number has to do with the fact that the ghoul2 system has a maximum of 16 collisions.
Cerez likes this -
That's cheat protected on purpose because you can see around corners more iirc. (Hence why 3rd person is cheat protected entirely in Q3 online play)
Smoo likes this -
Have you tried not using tor or a download manager?
eezstreet likes this -
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Yeah it doesn't work like that.
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Well you can't unlock it with just using openjk.x86.exe, you have to be running the mod. Which can't be done without a pure hack or an engine alteration that still bypasses the pure.
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The maximum value for cg_fov and cg_fovViewModel in OpenJK mod is 130. Plus with the aspect correct option it self adjusts behind the scene to proper aspect fov at that value.
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Also, OpenJK and JA++ have cg_fovAspectAdjust so it looks correct on non-4:3 aspect ratios.
Only playing on servers with the correct cgame client mod fs_game OpenJK or japlus (with JA++ installed instead of JA+) of course. Not the OpenJK engine.
Smoo likes this -
You can't map it to shift+tilde. Only single keys. The defaults map to the ascii value of tilde which is ` and ~ on the US keyboard and no shift required.
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Well, like I said the actual cvar itself exists in the "cgame" dll portion of MOD code so we can't fix it for you on base servers. A hack is a hack and we won't be implementing some workaround in the engine to let you use cg_fov to work on base servers.
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You can specify any single key you want to use to open with the console with cl_consoleKeys by default it maps to the tilde key.
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The limit was raised. But you can't play on servers that don't use fs_game OpenJK unless the server you play on uses a mod that you have which also raises it.
Can't help you if the server is pure or running "base" as the cvar exists within the client mod portion, not in the engine part (OpenJK)
Does the CVar Hack even work for cg_fov? The fov restriction isn't forced like some of the other limited cvars.
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I totally forgot you merged OJK-Speed stuff to master.
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That page says its experimental an disabled by default.
Ziggurat likes this -
Compile it from source and see if it works? I think there is basic arm support but I don't know if there will be issues or not. You may only be able to get a server running.
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Same issue, not terribly awful- but noticeable.
It was moved to an issue on github so hopefully someone will investigate a little more.
anxietymuppet likes this -
It looks like Xycaleth's buildslave uses Visual Studio 2012 without the XP flag, so you're not going to be able to run it on XP for the time being until that changes without making a compile yourself
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I am not in control of this.
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It works fine for 32 bit. But XP may be no longer supported by the official builds depending on which compiler platform toolset was used and which version its compiled with.
#upgrade
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I'm not at my computer right now so unfortunately I can't check what the cause is. Seems to me like it's related to being in an area which has odd slope causing an landing event maybe between on ground and not on ground.
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Yes the hud is not aspect adjusted.
Did you build yourself or are you using build from the builds page?
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Your OpenJK is too out of date.
cg_fov 120 for jedi academy
in OpenJK
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Right, pure hacks which won't be incorporated to the main tree. Hax hax hax.