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Posts posted by ensiform
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I've never had this happen on Mac, though I still use an older build.
Did the newer mac builds ever get uploaded?
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In OJP and most mods, it was coded in to change that restriction. You can't simply add it to base without making a server-side mod possibly a client mod for prediction too.
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If you use KOTF,the mod won't work.
You shouldn't even use that "mod" in the first place.
KOTF is frowned upon in the community because it is a mashup mod of many others taken mostly without permission IIRC?
therfiles likes this -
They're only available in the duel gametype in basejka.
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I wonder if it has anything to do with https://github.com/JACoders/OpenJK/commit/37dd18aa953330883c9c396984eb3d9bc90458f8
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Such grass. Much. Epic. Very Wow.
Needs more wind.
Stoiss likes this -
I simplified by saying ASCII but I meant printable character ASCII. You would obviously only support the graphical characters which gives you ~88 color codes because excluding ^^ ^" ^` ^~ ^; ^%
The xRGB system only limits the amount of colors and text you can use tbh since it requires more characters to make a color.
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Yes but it should be implemented like color codes are in the engine. Not some gimmicky function that has to butcher the string every rendering and then add colors. Do you really need 163 colors? Why not just do ^ ASCII ?
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The saves are not serialized. They contain pointers and make use of offsets incorrectly. If you used openjk_sp.x86.exe to make the saves you cannot play them on 64 bit linux. You can play them on 32 bit linux.
We're still looking to see if someone can serialize them and have tests to ensure they are the same as they are in basejka on all platforms.
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Unified SP and MP renderer of course so that it would work for both is what I mean, not unified in the sense that rend2 would replace vanilla.
Archangel35757 likes this -
The renderers are too dissimilar to be merged.
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The shared object errors are fine. It loaded the correct one otherwise you would not even get the EvaluateFields() error which exists in the shared object itself. homepath priority is higher than basepath.
If the saves were created or from windows for example (the original jasp saves) they will not work on 64 bit at all.
AFAIK the saves may not be 100% working on 64 bit loonix but don't quote me on that.
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OpenJK uses autoexec_sp.cfg for single player so that you can have a separate autoexec for SP and MP. I don't see why you need to put r_mode into autoexec when you can type it into console at any time and relaunch with vid_restart and it saves >.>
If you look closely in the console it'd say "Couldn't load autoexec_sp.cfg" rather than Executing autoexec.cfg or couldn't load autoexec.
Saves will not show up if they are incompatible. They might still show up and work if you moved them to the homepath I'm not positive.
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Unless there is activity (not counting merges from master branch) on the main repository's rend2 branch soon, I'd say it's dead. No idea who Miracle Max is.
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But what about the dynamic foliage in https://youtu.be/Kd7_NhLIVbI?t=159
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He said it in so many words on IRC not to long ago. But I thought it was kind of a given that rend2 was dead a long time ago.
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Not likely when he gave up on OJK and rend2
And there have been updates to it for quite a while when he was still working on it anyway because they may not apply anymore anyway?
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The directions are here: https://github.com/JACoders/OpenJK/blob/master/README.md#for-players Which is essentially the same as the general installing a mod thing that ent pointed out! Someone must have given you only the link to build and not the page that has readme.
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Are you sure it uses the first 16 NPC entities and not just the first 16 you dismember?
Maybe we should consider looking into changing all those arrays into a struct and put the struct into vector or something if it can be made to be compatible. With a vector there isn't a perceived limit on the amount you can have but obviously you'd still be limited to the number of free entities as well.
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@@Xycaleth got the code to look at?
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Which function(s) are responsible for determining dismemberment though. Could be rand behavior changed and is more precise now but the code relies on it being shitty, therefore its always rounding to 0 now or something I don't know.
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Nothing changed to cause it. And JK:E is using same codebase.
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You can't see your maps outside of Radiant, because they were created using a Radiant without "Admin" options ticked prior. I never found a way of making such files appear again for seeing outside of respective program. Surely this isn't just a problem of the map editor, as I encountered such a thing with many other programs too, be it md3viewer, Behaved or other non-JK related ones.
Creating new map files from scratch is probably the only option here.
Some shaders and textures should be missing: some of them come from JK:Jedi Outcast and aren't supposed to be shown correctly (they aren't used in JA, but simply present in game archives), some materials were made specifically for Jedi Academy, but for some reasons are omitted anywhere in the game. It includes actually dozens of textures, including various fogs, some skies, even some models!
If there was a problem with paths for Radiant, then see if the Radiant files were installed properly. When this map editor is installed, it also adds a few files to the JA - GameData/base folder, including some pk3, which include the above mentioned shaders for caulk, origin, solid, etc. System textures, as people call them.
They exist in the VirtualStore folder C:\Users\USERNAME\AppData\Local\VirtualStore\..... if it was a file in Program Files and you don't see it appearing there without admin rights.
NumberWan likes this
mod overriding not working?
in OpenJK
Posted
There's one from last month.