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Posts posted by ensiform
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Why wouldn't it? I didn't use the full ioquake3 code, just the QAL stuff.
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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.
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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.
mrwonko likes this -
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.
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To make ioquake3 work it needs quake3. In the exact same sense that OpenJK requires JKA.
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Just a note, 1.6.4 is likely to be the last version to support XP.
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Google icculus gtkradiant should be able to find it there if you need it.
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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.
After using any of these installers you should upgrade to a test build
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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.
Asgarath83 likes this -
Not the regular nodraw shader, that will cause same issue.
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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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You want the test build from there, as 1.36 is from like 2009 or earlier. Which goes in your quake 3 installation folder, and includes the SDL dll necessary I believe.
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Compiling as 64-bit application does not magically make it use up all the ram though. The code base still is pretty much exactly the same as the 32-bit version and I'm not really sure what changed 64-bit wise, if anything.
Your map sounds like it is too superior for what it is being created with
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https://icculus.org/gtkradiant/downloads.html Includes 64-bit q3map2 by default in a special directory fyi.
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No, in fact it is not a problem with the engine but it is a problem with your graphics stack with something on your laptop like I said previously. Unfortunately it is common for nvidia, amd and intel to provide shit support for OpenGL especially on older graphics cards and laptops. The Microsoft driver is not supportive of real OpenGL unfortunately, which is being used causing issue. MOH isn't even using SDL, which then disproves the theory that SDL is at fault here. It is highly, laughably implausible that JO works but JKA or MOH don't or even Q3.
What link are you using to download ioquake3? It comes with SDL in the zip file downloaded. ioquake3 requires quake 3, it doesn't run separately either.
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Recast is being used internally with future Omni-bot development including Q3 BSP reading. I'm not really sure on it's progress though.
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https://github.com/recastnavigation/recastnavigation Can be made to work with JKA just fine but it might need a tiny bit of engine access. IMO this would be good to use for both bots and NPCs regardless of horde mode or not.
Limited bsp reading is all that you'd need, which could probably even be done without the engine and just load the file in mod code.
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How does it destroy mod features lol. This isn't the place to ask about KoTF though so...
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Kinda surprised nobody has come up with the idea to do a total conversion horde mode mod for JKA. Ala CoD zombies or something to that effect.
I realize that its unrealistic and I don't have any kind of time to put forth nor am I artistic to create levels or anything. Just thought I'd throw the idea out there.
"Hey let's just add zombies mode with trooper skins, making some kind of backstory of how all the clones got turned into zombehs for lulz."
Jolly likes this -
None of the OpenJK contributors care enough to test KoTF so, you're shit out of luck for seeing what the issue is
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server.cfg is never auto generated by the game or server itself. This is a construct of the server operator.
with jampded jampserver is created and with OpenJKded this is openjk_server.cfg These are not the configs you would care about. As this is the same thing as your regular player config, but for servers.
Smoo likes this -
In theory yes but not necessarily as it was grafted to the jka engine and there are issues with modern compilers, saves, and such.
If you have the pack files for glow you can have dynamic glow and such for example.
Smoo likes this -
OpenJK doesn't ship with JK2 support at all. You'd have to compile it yourself.
OpenAL Soft...
in OpenJK
Posted
But it also means no more EAX like the menu says. Technically EAX has been gone since Vista anyway?