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ensiform

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Everything posted by ensiform

  1. 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.
  2. 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.
  3. 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.
  4. But what about the dynamic foliage in https://youtu.be/Kd7_NhLIVbI?t=159
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. @@Xycaleth got the code to look at?
  10. 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.
  11. Nothing changed to cause it. And JK:E is using same codebase.
  12. 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.
  13. But it also means no more EAX like the menu says. Technically EAX has been gone since Vista anyway?
  14. Why wouldn't it? I didn't use the full ioquake3 code, just the QAL stuff.
  15. It doesn't really fix any of the issues that the Creative proprietary version supports though. And EFX may not work the way we want it since the eal file parser is not available which I haven't seen any sort of online documentation for it's file format.
  16. ensiform

    OpenAL Soft...

  17. You should be explaining your errors not just telling us there are errors during compilation. How would we know what errors you are experiencing? Sounds like you just copy pasted the SP code without changing the necessary gi functions to the trap equivalents. Also ent->max_health doesn't exist. Not really related to the language being used as the code you're looking at in SP for this is still C compatible despite being .cpp file. From the looks of it, the code is not broken. The functionality was implemented simply for NPCs/ICARUS it seems. And because the command didn't exist in Quake3 they didn't add it to the MP SDK or pay much attention because its a cheat after all. And yes, it should be moved most likely. This isn't a topic about OpenJK.
  18. I would recommend using the OpenJK's variant of the JK2 SP, but its not released and not the best stability wise/save compatibility wise. If you had visual studio someone could guide you to compile it yourself but I'm not sure what the issue is here yet.
  19. To make ioquake3 work it needs quake3. In the exact same sense that OpenJK requires JKA.
  20. Just a note, 1.6.4 is likely to be the last version to support XP.
  21. Google icculus gtkradiant should be able to find it there if you need it.
  22. http://ioquake3.org/get-it/ These are the files you should be downloading and installing 1. http://ioquake3.org/files/1.36/installer/ioquake3-1.36-3.1.x86.exe You need either tell it to install to quake 3's directory OR copy quake3's pak0.pk3 to the directory that it gets installed to. 2. http://ioquake3.org/files/1.36/data/ioquake3-q3a-1.32-1.x86.exe This is only necessary if you install ioquake3 to a separate directory from quake3. (You should make sure it is set to same install folder as step 1 if not) 3. See below, extract files in the zip for x86 Windows to the folder #1 and #2 are installed to.
  23. The water one *might* be included as common/nodraw_water but you'd have to make one for lava if you really think you need it for connecting lava tunnels. Otherwise for lava it really doesn't matter if the lava box sticks out of the walls.
  24. Not the regular nodraw shader, that will cause same issue.
  25. You should not be using caulk on the other liquid surfaces, regardless if it appeared to work before. The compiler will randomly pick a face that the contents of are used, its not set which one is used all the time. It's not really random but it isn't always the same face that gets looked at between either the ordering from saving .map file and or something compiler does. Your best bet is actually a nodraw water and a nodraw lava. They may have to be created for your map but that's the safest way to ensure all sides are the correct contents.
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