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Posts posted by ensiform
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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.
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Steam version would need to be SHIFT + ~ though.
I don't see a point in UU nowadays though.
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.
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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.
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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.
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Its not a command, its the function that deals with it in code.
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BG_ValidateSkinForTeam
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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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The second error regarding OpenJK will only happen if the server is running a really old build of the jampgame. (Like older than May 4th 2014)
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Selecting a model from the main list in the profile menu sets the char_color cvars to 255 FYI, even if it does it on its own.
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Current status of JK2 SP/MP support please (following the one in the original non-section post)?
Neither are available. SP is only available if compiling oneself. MP is not even on the repository, not part of OpenJK.
JK2SP will not be available in the real first release.
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DLLs for SP are now loaded in this order if you are up to date since SDL unified merge:
[fs_homepath|fs_apppath(maconly)|fs_basepath|fs_cdpath]/<fs_game>
[fs_homepath|fs_apppath(maconly)|fs_basepath|fs_cdpath]/base
[fs_homepath|fs_apppath(maconly)|fs_basepath|fs_cdpath]/OpenJK
[fs_homepath|fs_apppath(maconly)|fs_basepath|fs_cdpath]
So it should still technically load from there, unless it hit one of the other locations first. It cannot be from a debug folder (or in PATH) unless its specified as a cdpath or such though.
MP is similar except it does not try to check the OpenJK folder. And will extract from pk3 first if it can.
Tempust85 likes this -
It is the library that has been used the entire time on Linux and MacOSX. We just unified the codebase to also use it on Windows.
It handles window creation, opengl setup, and also keyboard/mouse/joystick/sound events are handled through SDL.
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Unfortunately it is the way that it is because SDL does not support it. You would need an actual keyboard with these characters on them directly, to support it until SDL2 changes the way it handles text input.
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There will always be some small (most likely insignificant hopefully) amount of overhead created by using a library like SDL though.
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All you would see is at most those
The max string length is technically 255+null term for hostname including color codes.
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Probably not wise to limit the length of the server hostname and the motd strings to part of the screen like that on the load page.
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waits are bad, they stop processing rest of stuff.
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As you can see I did push the changes, the qgl file in rend2 may still have more stuff than it needs.
Boba Fett Ultra Utility on Mac
in Jedi Knight Tech Support
Posted
It should be whatever is next to the 1 on the left in the steam version.