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ensiform

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Everything posted by ensiform

  1. 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.
  2. Just look at OJK's parser. Only thing its missing is IPv6 parsing.
  3. They were, initially going to shut it down. But I think someone did some convincing
  4. JA+ CTF is actually JA++ now.
  5. CTF only. Option does not include this.
  6. Simply setting the flag doesn't do anything, you must actually supply the lightning origin information in the struct as well.
  7. Probably need the lightningorigin in the refent.
  8. 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 )
  9. Not changing the load screen in OpenJK.
  10. Just wait for SW games to go on steam sale and get em cheap.
  11. Well I know that misc_model_statics are implicitly set as RF_NOSHADOW in SP and MP.
  12. Probably RF_NOSHADOW being set on the refent
  13. Very highly unlikely.
  14. 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
  15. 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.
  16. 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.
  17. The flags that gtkradiant says are not going to be 100% accurate since the developers did not make the ents files.
  18. Well you probably have a conflict. I cannot know without seeing your files list. -- 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.
  19. 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.
  20. You done fucked something up then or using something old and broken probably in terms of SP. As far as your MP mod goes, I shouldn't really have to tell you what specific to look for. Needs some kind of actual log information or crash debug log in order to see why it crashed unless someone else can reproduce it with debug symbols.
  21. What gives you the error? JKA after loading the map post editing or what? Seems to me like you re-saved the BSP as quake3 bsp with either quark or q3map2.
  22. I can't reproduce the heal one or some of the effects in the other mod not working. So you'll have to be specific as to which ones in the lightning pack are a problem. I can't really find anything that doesn't work. I do see however, that the force push shockwave will conflict with the new lightning stance you cannot use those both together. And this is not something new to OpenJK. Never used FM3 don't even really know whats special about it. Can't really guarantee mods will work without knowing if they use engine hacks. This is the only assumption I can really make without having any more information than "It crashes".
  23. You should put this up on GitHub or something so people can test it as you work.
  24. What do you think this is, Frostbite? You can't really achieve breakable full level type terrain with BSP.
  25. GTKRadiant will read pk3s, q3map2 cannot and will never. So shaderlist is required for q3map2 to understand what shaders are available.
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