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ensiform

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Everything posted by ensiform

  1. Credit one? FYI this affects the FPS and timer plus anything else drawn in the engine with SCR functions too. (Including chatbox) Yes that is cmd/cvar descriptions being worked on.
  2. Yes but MB2 of course is a *requires server and client* mod.
  3. Great sure the engine could do that.......... But the mods will still fail to understand as they would only know about the main one and they couldn't load the other anim cfg files etc.
  4. This isn't affiliated with OpenJK project so why post it here? Post the issues on the file's comments.
  5. I don't get that syntax? A subfile of a file? Keep in mind both cgame and jampgame both restrict and only have the one humanoid anims compatible for clients. And animations are used in the bg_pmove code as well.
  6. The nomip call is only required for registering images or shaders which do not already have the flag on it of course. If the shader already has that option set, it will still be nomip etc.
  7. It is never going to be for MP. Even still SP support isn't going to be any easier.
  8. It simply will not happen unless more of the code is decoupled from the engine, which I don't see happening with the little amount of people with good coding skills working on OpenJK. (Not me)
  9. Haven't checked. The saberlock crash was fixed is all I know of. Its possible it may have been fixed in the FX code calling g2 stuff but again, haven't checked. Can you test it?
  10. Exactly. Adding weapons isn't the same as merely adding a definition for the gun. Tech3 isn't built in such a way that it would not be capable of loading new weapons like this. This isn't skyrim you know.
  11. MP is only going to support humanoid for players. Both server and client use it. Also, the mod code and engine code and renderer expects it to be humanoid. And, the animation file used is attached to the model directly in the header of the file. And in the mod code it refuses to allow any other animation files if they are not humanoid.
  12. I don't think so, at best you'd get re-skinned versions of variants.
  13. What if you're registering shaders ahead of time, or for player models. The only issue you would have adding new traps is that they would not function when running without ojk engine since not hooked up to any syscall. But I still see little use adding the server browser features to CGame. The purpose of cgame is control over currently connected server. The UI is handled separately regardless if the CGame shares the rendering portions of the ui, its still not the same ! Even the HUD drawing isn't really using the UI code, it just asks the menu files for the location of specific objects and renders by hand.
  14. Patched files are fine of course.
  15. CGame module isn't supposed to be ui and cgame >.<
  16. The menu files (other than menudef.h) are not released under GPL popular to what jk2mv devs may believe. The menu files being on the OJK repo at this commit https://github.com/JACoders/OpenJK/tree/14cea1563762076974bee277afadbd5bf234c494/base/ui does not indicate the fact that they were actually intended to be released as such. Being that OJK came from the zip file dump initially which was incorrect and had no license file with it we cannot assume that they should be treated as GPL just because we put that dump file on our repo initially. When Raven made the official sourceforge versions, these files were not there and the license was there so this means they are not governed under GPL and are still copyrighted and fall under the EULA terms you agreed to when installing the game. They are fine for mods, but they cannot be derived from and distributed with an engine project such as this. Also the menu files included in the SDK were from 1.00 and didn't have the few that were fixed or changed in 1.01.
  17. This mod doesn't work properly FYI. Its difficult to say where its failing, the parser is fine as there's no message. I'd say the original shader is probably in the buffer before chat.shader is, therefore when it looks for the shader name, it uses that. Override only works 1:1 if you replace the whole file and you likely do not want to do that to conflict with other potential mods. Strange, I have ruled out the comment causing issues. I have also ruled out the shader's file name as well. zzchat.shder doesn't help.
  18. I never said I was doing anything about it just looking. Great for that person. There is no network incompatibility with 1.00 unlike JK2 because the changes are so insignificant that it doesn't matter :| Community issue is hardly moot point still. Community and friends update, problem solved. Ignore what other communities you don't want to play.
  19. Mixing saves with arch version differences is not going to work because the format stores pointer data.
  20. Saves aren't exactly in the best of state no. Especially on 64 bit.
  21. Linux versions never did. Since Linux doesn't operate like that and it used the homepath method for servers anyway. The border problem is likely related to drivers or external sources. Define how the game is buggy though? 64 bit linux is going to be an issue to begin with.
  22. Too many hacks involved in the jk2mv route and technically both projects are shipping assets with GPL engines that are derivatives. Though jk2mv has a file diffing scheme for some stuff like menus but I couldn't find where that is handled.
  23. ensiform

    OpenJK Issue

    Wait... You're trying to use bat files and .exe files from windows versions????? That's not going to work on Mac. Link to the instructions you're using please? http://builds.openjk.org/openjk-2015-11-30-c8c64c4b-osx.dmg
  24. ensiform

    OpenJK Issue

    @@Xycaleth @@redsaurus who else has mac that can assist?
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