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ensiform

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Everything posted by ensiform

  1. You would only get the mesh. In Jesus pose.
  2. ensiform

    Sound Bugs

    Most of the rest of the listed stuff won't be related to the SDL2 port.
  3. Rich Whitehouse's noesis tool. It's available on the jkhub files list.
  4. ensiform

    Sound Bugs

    SP?
  5. ensiform

    Sound Bugs

    The latter is known, please read. Music is music volume shouldn't be specific to the menu or not at least last time I looked before vacation.
  6. Its hosted on Microsoft servers now. (Off site)
  7. There's no force feedback support with that because it requires being hooked up to something in the game code. And its been removed because sdl2 uses xinput directly. But the game controller / joystick code implementation isn't anything special yet (from ioquake3) SDL2 does have haptics (ff) support but again it must be hooked up to something to tell it when to run on events etc. Maybe if we can find the original ff game implementation we can come up with something. Like from effects files.
  8. Sounds to me like its hitting a q_strncpyz that wasn't using a compile time hardcoded value like in jagame for size. I thought I changed the strlen usage from @@eezstreet.
  9. Chances are we will only be able to add vibrations to single player since it would break mods in MP or not work with 99.9% of mods.
  10. Need to make sure jagame, rdsp-vanilla and openjk_sp are up to date.
  11. Singleplayer or Multiplayer? Up to date OpenJK ?
  12. Sounds related to rend2 specifically. Never seen in vanilla.
  13. Not without a considerable amount of coding (ie a mod)
  14. ensiform

    Kill me pls

    In SP you can always do helpUsObi 1 at any time unlike Multiplayer. Also, with OpenJK SP until it is actually released you should keep your jagamex86.dll files consistently the same as what is in the build file. Just in case the API changes before final as it has a few times over the last few years mainly for bugfixes.
  15. ensiform

    Kill me pls

    I would say you probably have an older version of Openjk which doesn't automatically try to load jagamex86.DLL from the Openjk mod folder for SP. And since the mod in question doesn't provide one being it was made pre-source release it won't load without one. The one in GameData hasn't been compatible with Openjk since the beginning of the project. Simplest options would be to copy jagamex86.dll to base and the mod folder. Or update to the newest test build from http://builds.openjk.org
  16. With OpenJK you can use Shift+Escape to open the console or specify the keys in cl_consoleKeys cvar. (Defaults to ~ ` 0x7e 0x60 ) The hex values are equal to ~ and ` FWIW Chat styles exist in JA++ mod with some of its plugins.
  17. It should be whatever is next to the 1 on the left in the steam version.
  18. That won't fix the UI or the HUD. This requires a lot of code changes. Also, OpenJK has FOV aspect correction and the fov is not capped as much as base.
  19. http://en.wikibooks.org/wiki/Q3Map2#Creating_an_.ase_model_out_of_brushwork
  20. Sounded to me like he said he's using the Steam copy of the game (assets) with OpenJK. I think people still like UU for the music player or w/e.
  21. Thats not possible without recompiling the map if they are just textures on the outside. They should be solid on the inside which wouldn't allow teleporting in.
  22. UU is for Windows only. And it wouldn't even be compatible with OpenJK, as it hooks onto jamp specifically. What keyboard do you have that console doesn't open? It defaults to `~ but you can change it by setting cl_consoleKeys in your openjk config files.
  23. Its not a command, its the function that deals with it in code.
  24. If the modelname doesn't start with jedi_ it will not have the colors for team games applied. Gamecode restriction. Both sides (cgame and jampgame) Unlikely to change.
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