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ensiform

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Everything posted by ensiform

  1. #1 OpenJK is not for unpatched version #2 OpenJK uses the SDL2 library for cross platform input and window management and opengl context creation, so this is not something we may be able to fix on our end. We need to at least see your binds as to why they might be broken.
  2. They're all compatible (>XP). They just need to have the correct redist installed.
  3. According to the code it looks like it does. Reads the saberstyle field. But the codebase is too different to allow the bitfield adding of the known saber styles to be input from the saber file unfortunately. -- Also, this isn't really the scope of the mod as it is only gamecode related. It would only affect NPCs if the server is running fs_game OpenJK if we were to come up with a fix.
  4. The item exists in JKA, you can get it with giving the inventory and giving battery. The images just don't exist in JKA. But I'm not sure what exactly was the issue with the fog / fullbright effect not working without JK2.
  5. Pretty sure its because they took out the code that allows it to work in the renderer. Simply adding the images won't fix it.
  6. Its from EF1 source code.
  7. The 128 menu count was raised in OpenJK from 64 in jamp. Its still 64 in OJK SP for the time being.
  8. Are you sure it will actually display red/blue though? Any species skins (possibly only related to tri-part, not sure) that don't start with "jedi_" get set to 255 255 255 in team games.
  9. Does the aforementioned skin pack actually work in MP with team gametypes ?
  10. The game has ALWAYS supported widescreen resolutions. Its just a matter of using the console. The menu will not be extended in OpenJK. Breach of EULA of the Game's installer to distribute modified menus or any assets with the intention that they are not being used with the original game.
  11. Should get involved in the UT4 alpha =] Help shape it to be the proper 2004 sequel that it needs to be.
  12. Pretty good chance that red isn't keeping that up to date. And, you could ship with an autoexec_sp.cfg in the basepath folder rather than a forced main config because most people probably wouldn't like a forced config in general.
  13. OpenJK's SP looks for autoexec_sp.cfg fwiw. Also if you type /exec and press the tab key after the space it should give you list of the cfg files.
  14. Affect how?
  15. I still don't see why you need it in your basepath's mod folder? Its going to be in the mod folder regardless. Just under My Games\OpenJK\YOURMOD
  16. @@Cat is investigating tonight.
  17. https://www.youtube.com/watch?v=6rL4em-Xv5o
  18. I really doubt that CMake's CPack feature supports InstallJammer generating.
  19. FYI you linked to UDK not UE4.
  20. Same thing?
  21. That isn't the case with Linux very easily anyway. It doesn't come with 32 bit versions of everything ready to go without doing a lot of work and installing all the correct 32 bit packages.
  22. You should set the executable to disable desktop compositing under its properties.
  23. No @@Cerez, the code is fine. Its a linker error relating to what looks like system/standard lib related.
  24. How many files do you think it was going to install? O.o And I would assume its not uninstalling JKA itself so...
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