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Posts posted by ensiform
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For a swamp map i maked years ago i changed the muddy water shader and the water got a brown fog when player swim inside.
This has absolutely nothing to do with the 2d screen effect. This is simply you putting fog in the water shader, or separate fog brush in the water.
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JO actually had some different underwater effects, yavin based SP maps had green underwater for some areas for example. Might of just been some code they took out or probably something they had setup that could be read in the shader information for what texture to utilize for underwater effects.
JA they might of felt it was a waste of effort less perhaps it's still left in game just not used at all.
JO has no underwater effects at all.
The screen effects were added explicitly to JA, and poorly. What you are asking is simply not possible. The only information you get is the contents flag.
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I'm not sure if the md3 lod code even still works in JKA from q3.
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It does redirect to the github page...
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But this is a mod change that requires server-side and client-side changes. (Possibly only client-side mod)
Assuming you mean the "message" field in the worldspawn. So, using other mods will be unaffected.
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Does it really matter who? James, attempted restarting the jk2 one and it caused both to be down following. So something probably happened thats taking longer to bring back up.
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Just look at OJK's parser. Only thing its missing is IPv6 parsing.
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They were, initially going to shut it down. But I think someone did some convincing
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Trying to get into base ctf, but I'm mostly a casual JA+ player
JA+ CTF is actually JA++ now.
Omicron likes this -
CTF only. Option does not include this.
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I've tried using centity renderfx rf_lighting_origin but it changed nothing. I'll try refent. I'm guessing the origin issue is why the misc static & ghoul aren't displaying stencil shadows in certain areas in a map when the player + NPCs do.
Simply setting the flag doesn't do anything, you must actually supply the lightning origin information in the struct as well.
Tempust85 likes this -
Probably need the lightningorigin in the refent.
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I don't see the shadows showing up at all for the misc_model_static or misc_model_ghoul.
RF_NOSHADOW prohibits shadow generation in engine (cg_shadows > 1 )
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Not changing the load screen in OpenJK.
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Well I know that misc_model_statics are implicitly set as RF_NOSHADOW in SP and MP.
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Probably RF_NOSHADOW being set on the refent
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I know, I had a look but perhaps the released source code is ever so slightly outdated compared to what's in base JKA.
Very highly unlikely.
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I'm mapping in single player mode. Like I said, it works fine in JKA base.
Seems like Raven added a "2048 or 256" for any spawnflag at the lowest left of the spawnflag choosing area as any entity with a spawnflag in this spot gives the same issue of the spawnflag and thus rendering the entity unavailable in the map. This would explain why it works in JKA base and not in OpenJK, which only uses 2048 in that spawnflag spot.
But the code never changed in OpenJK. And there is no reference to 256 in the original code release for trigger code or func_breakable code either.
https://github.com/jedis/jediacademy/blob/master/code/game/g_breakable.cpp#L551
https://github.com/jedis/jediacademy/blob/master/code/game/g_trigger.cpp#L623
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Knowing the basics about your system would help too. Standard things for reporting bugs. Basically no logs, no help.
At the very least OS, CPU, GPU, GPU Drivers. Also version information of OJK being used.
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Sounds to me like you are comparing JAMP and SP spawnflags on entities perhaps? They are not guaranteed to be the same. You need to specifically tell radiant SP mapping mode or MP mapping mode as well.
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The flags that gtkradiant says are not going to be 100% accurate since the developers did not make the ents files.
Tempust85 likes this -
I makes me wonder, because I didn't touch OpenJK. The files are exact in the folders. All works well in jasp but not OpenJK.
As for making logs, I don't know rightfully how to make some. You can tell me how to make logs and I will gladly send you.
Well you probably have a conflict. I cannot know without seeing your files list.
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Windows gives error reports with at the very least the offending module and addresses (exe or dll) when you see the crash dialog (for me anyway). The only other thing you can really do is try with logfile 2 and checking the qconsole thing. Or run with a debug version of OpenJK which I will not be providing.
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What flag bit is on the trigger_push, it should be 2048 for MULTIPLE in SP.
npc spawn jedi works. Friendly jedis are spawned on kor1 and kor2 for me.
Not sure.
Is anyone there?
in Introductions
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Obligatory Portal Turret to the topic title:
https://www.youtube.com/watch?v=o5t_-fxR1TU