Jump to content

ensiform

Members
  • Posts

    1,626
  • Joined

  • Last visited

Posts posted by ensiform

  1. 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.

    eezstreet likes this
  2. 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.

  3. OpenJK no longer stores config files in the game folder, to which a user may not have write access, but in his home folder; I'm not sure where there though, look for ~/.openjk or something like that.

     

    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.

  4. 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.

    Smoo likes this
  5. Quick update, reinstalled JA from the start and tried just installing JA++ and running it using a .bat file (+set fs_game "japlus") but even that didn't work. I then tried it with just the basic openjk.x86.exe . So maybe i am doing something wrong in creating this file. Sorry i am new too all this

    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

  6. Means you have an out of date ui or possibly all 3 dlls in whatever mod folder you are using which is based off of OpenJK.  IE you possibly have openjk.pk3 and openjk-x86.pk3  You should only have the latter now.

     

    Running as admin would not have done anything at all as its not necessary.

  7. Myself, but I know that mostly everyone else in jacoders has said previously they don't know much about renderers.  I don't even go to #jacoders anymore so why ask that?  We knew this going in that mostly only xyc was going to work on it and may go stagnant and other life issues anyway have affected every other aspect of OJK development so there's that as well.

    Smoo likes this
  8. It was done for SP already since... either last month or october...

    The nav system in JA is not worse than JK2.  (Not talking about MP)  AI behaviors may be though but that's different.  Don't forget JKA was rushed out the door and then never really worked on again much so...

    No comments

    Probably they did because they were appealing to wider audience with JKA.

    I disagree with the idea of waypointing better.  Just replace waypoints with some kind of navmesh and recast to avoid waypoints all together.

    JM difficulty is still a lot more difficult in JK2 than JKA though I think for various reasons.

     

     

    PS I do think its ultra stupid that the Jedi AI are basically perfect when it comes to projectiles on higher difficulty EVEN throwables.  You could be two inches from their face and they can still manage to push shit while also doing 3 other things.  Tavion being able to do that is one thing, but all the enemy Jedi AI? ...

     

    Also the reports about criticism apply to JK2 as well.  Its not like the AI changed that drastically.  Also, there are certain limitations (at least at the time).  And stormtroopers are clones after all...  The jedi enemies WILL use force push > 85-100% of the time on JK or JM so I don't know what this is about.  Its not like the JK2 non-Jedi enemies would do this either so they're not even comparing games and this is useless criticism about the game.

    Maksman likes this
  9. Because your playerbase doesn't know any better either.  Yes of course, but simple google search suggests they already can get around it but I won't say how.  Base servers also should not be explicitly set to fs_game Base either :P

     

    OpenJK's cgame also does have the aspect correct fov too not just allowing you to set the value higher.

    Smoo, Cerez and eezstreet like this
  10. I just set the cmds in autoexec.cfg or in this case openjkautoexec.cfg i think and it loads when you first join a server. Though it resets when map changes or restarts or when joinijg another server

    Its still autoexec.cfg and only works on initial startup.

    Smoo likes this
  11. I'm not blaming anyone, I'm saying that its flawed reasoning to still abide by the fact that pure servers do anything and hence rubbish admins who think it does.  I could connect to a pure base server with JA++ running in base if I wanted to, just is slightly more difficult than other things :\

    Cerez and Paullik74 like this
  12. It doesn't matter whether you are on a pure server or not as to why the cvar does not work.

     

    The reason it does not work is it is limited to 97 in basejka cgamex86.dll which is being used on the pure servers. End o story.  Get your rubbish admins to stop using pure if its such a concern as pure doesn't stop much to those who can do anything about it coding wise.

    eezstreet, Smoo and Cerez like this
  13. You can with modified binaries of course but this is not a discussion for this topic or even valid for us to discuss.  Yes Linux does get around this but this is not the intention and there is no other way to support pure servers and have a Linux client to do this.  Official Windows versions will not be modified to circumvent it in any official capacity.

    Cerez likes this
  14. Well, I've successfully assigned a new cinematic script trigger to a door, added a new NPC entity, and I'm about to try out camera work with newly added reference tag entities. So, at least for scripting, this is incredibly useful. :winkthumb:

     

    In fact, it's what I've been missing all these years. I never understood why we had to alter the map (source) files to add NPCs, script triggers, and camera angles to a level. This makes sure we don't need to do that anymore.

     

    Update:

     

    Adding new reference tags works perfectly! :D Get ready for JKA real-time movie time! ^_^

     

    Actual entities which are brush in radiant based cannot be added.  They can be altered but not added. (trigger_multiple, func_door etc)  They must be compiled in due to how they work other than the key/value pairs.  The model key with the *# tells it which brushmodel to use etc which is not in the entity information.

     

    Because entities are encoded into the bsp as well.  So why would you not need to alter the map source file?  The onlyents flag works well too but its sketchy at best since it modifies the bsp file anyway.

     

    And yes, you must extract them with the q3map2 flag to export a .ent file.  As it will not just append entities it uses it instead like Raz0r said.

  15. Just be clear that you cannot actually add brush entities ("bmodels") aka triggers, anything that is an entity but you had a brush rather than a point entity/box.  You MAY be able to re-use existing ones but i'm not sure that'd work out so well.  You should be able to edit the ones that exist without changing their model field "*number"

×
×
  • Create New...