Jump to content

ensiform

Members
  • Posts

    1,626
  • Joined

  • Last visited

Posts posted by ensiform

  1. Neither of the two cvars you mentioned actually affects the true intensity of the dlights.

     

    r_dlightBacks 1 causes it to skip rendering the dlight if the backface of the dlight is not visible.  This feature was stripped from MP by raven software back before the game was released for supposed hacking.  (So MP acts like it is "0" which always checks the backface)  Probably going to make this the case for SP too at some point in OJK.

     

    r_dlightStyle 0/1 uses more expensive extra pass for rendering the dlights if set to 1.  Effect probably shouldn't be that visible at all like you said.  Default is 1.

    Aidor likes this
  2. OpenJK only works if you also use the OpenJK ui module.  Aka running custom mods will not give you the option to select the others in the menu.

     

    Still being maintained mods can of course choose to implement it.  I'm not yet sure if it is in JA++ yet or not.

  3. Thanks. Is there any reason why not to simply set it higher by default in the main branch of OpenJK? A mb is pretty small potatoes for most computers RAM-wise these days, so maybe it would be better just to set the amount fairly high so problems like this dont happen very often?

    First time I've heard it happen.

    BruceJohnJenner likes this
  4. Well, something is using up a lot of the UI_Alloc memory to fill that 1 meg allocation pool.

     

    I'm going to bump it up to 2 megs to be the same as what MP currently is at for UI allocations.  Maybe that will help.

     

    Update your repo to the master to see if bumping the limit to 2 megs helps you.

     

    Willing to bet its your species pack in combination with NPCSP that caused the issue.

  5. Thanks for the advice, but I got it to work just by editing the main.menu file in the base packages. The one thing that confused me about the way the OpenJK project is set up with cmake is that just running make without any additional flags only seems to produce the base executable, whereas to create a working copy of the program, you need to run make install (and copy over Assets 0-2 pk3 files from a normal distribution obviously.

     

    I now have the program up and working, and the game goes directly from character selection to Oobahs Massassi temple, rather cool :D

     

    The only issue I see so far is that NpcSP refuses to run with my OpenJK forked build. Whenever I try to run the game with the npcsp config and pk3 file, the program crashes while loading the map, and the console says something to the effect of "ran out of ui memory". Can anyone confirm that the latest version of OpenJK does not work with npcsp?

    Whats the actual error?  I don't have one that says ran out of ui memory.

     

    The one thing I notice when spawning NPCs is the console does say "unknown UI script ;"  But still spawns anyway. @@therfiles

  6. You'll have to wait until Monday unless I can get Cat to give me permissions to force build with upload again.
     
    The new build should be uploaded now but there seems to be an issue with the rsync process which I can do nothing about until Cat returns.
     
    @@Darth Futuza , perhaps you should upgrade your Atlantica as it was fixed like shortly after issue 271 was opened in 2013. :P

    http://jkhub.org/files/file/1561-atlantica-fix/

     

    Which map is the first map?

  7. I never said HE personally had to do it =p.  Someone from the community who maybe does, could, and release the hotfix pk3.  And this was just a suggestion to avoid getting spammed in the future.

     

    Also, in theory they could/can use #s in their shadernames though which is one of two reasons why were against making the cop-out way.  The other being someone decides to switch to *********** or ============= etc.

     

    Staying silent like most of the RP players have, is why none of their issues got fixed faster.  FYI.

     

    I'm going to commit and push it for now since I haven't heard of any shaders that use # directly.

  8. Put all of the fixed shader files in a new pk3 that is like zzz-RPShaderFixes.pk3

     

    The broken ones are no longer referenced.  Its how the quake 3 virtual filesystem has always worked.  Only one copy of a file is ever actually used when using the virtual filesystem.

     

    This is so you can release patches and so that assets3 contents replaces assets0 contents and 1 etc if 3 has something that was in any of the previous pk3s.

     

    --

     

    http://slexy.org/view/s2Ft1VYYiz

     

    Here's the current patch, but I'm not sure if only checking for a single # is the best route.

    Futuza likes this
  9. Rick, its primarily not a mod.  Please stop calling it one.

     

    You personally wouldn't have to.  In fact 1 pk3 with all the shader fixes could actually fix all of them.

     

    I would hardly call this lacking of backwards compatibility.  Sure some _shaders_ are broken but the maps actually work, the game works.

     

    Regardless.  Measures will be taken to allow your broken map shaders and skin/model shaders.

×
×
  • Create New...