-
Posts
1,626 -
Joined
-
Last visited
Content Type
Profiles
News Articles
Tutorials
Forums
Downloads
Posts posted by ensiform
-
-
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.
-
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".
-
You should put this up on GitHub or something so people can test it as you work.
-
That sucks...
What do you think this is, Frostbite?
You can't really achieve breakable full level type terrain with BSP.
-
GTKRadiant will read pk3s, q3map2 cannot and will never. So shaderlist is required for q3map2 to understand what shaders are available.
-
There is no actual breakable terrain, just the entity as @@Xycaleth described. You can't make a map solely out of them. Even if you could with a caulk hull, you'd still hit the entity limit pretty quick
-
-
You can make an ase model have a light emitting shader just fine.
-
Just a heads up, taking code from RTCW or ET GPL projects is against the terms of both their GPL and the GPL version Raven released JK2 and JKA under.
Zenimax released RTCW and ET under v3+ and Raven released JK2/JKA under v2 ONLY. They are not compatible technically.
-
You sure about that? I don't recall having to add a clip to make them solid in every case...
Tempust85 likes this -
Who has a model that exceeds 500 verts when using stencil ? (IE it does not work)
Would like to test before I push the commit.
Archangel35757 likes this -
Not strictly speaking rend2 but I know people have complained about this issue:
https://github.com/ioquake/ioq3/commit/c787cf3aef0daa32478f90a5f43fb794ff6b5313
Will probably apply to rend1 soonish. Don't think it applies to r2.
Archangel35757 likes this -
On non windows, you can set cl_consoleKeys cvar, this won't propagate to windows until Windows also uses SDL2. You can use shift+escape to toggle it for now otherwise.
-
Dismemberment code and cvars haven't changed in OpenJK. Still works last time I tried.
-
Numpad worked without any problems in JK2. They borked it in JKA some how.
Even in JK2 SP?
-
The console keyboard thing wasn't really a bug, more like oversight on Raven's part of not allowing you to use numpad keys as numbers.
-
The numpad keys seems to be a bug in SP. I assume it happened in base as well, we haven't changed any of the keys code there.
Brought over the change from MP.
https://github.com/JACoders/OpenJK/commit/e04792c33b0b206932c5ac01c4f80befb3d5995e
I don't get crashes when changing the resolution at the main menu via console? You should probably avoid using vid_restart when running the game due to the separated renderer module can cause issues like that still.
The white screen is unlikely to go away, we fixed every other case of it but it just doesn't go away. Cinematics and 2d are actually drawn at 640x480. And rendered at your resolution. Requires changes to mod code for 2d, cinematics were adjusted to be that way on purpose.
-
You can also just press the scores key (TAB) to force them to load as well same as dying.
This option was always defaulted we did not change it in OpenJK. It is there to prevent you from hitching when a player joins mid-game to load all their assets.
-
OpenJK doesn't change any of the menus so you must have a conflicting ui mod / pk3.
-
-
What OS. What Compiler.
MinGW isn't supported. just putting that out there.
Looks like you have the code in multiple places.\original\openjk-master\
\mod - new\openjk-master\
Both being attempted seems weird.
Tempust85 likes this -
Did you make them 32 bit? TGA Alpha Channel only works if the images are in 32-bit. Not 24-bit.
Angel Soul likes this -
func_push is not a valid entity
RebelChum likes this -
trigger_push won't do anything without one.
Problem with Force effects mods and ForceMod 3
in OpenJK
Posted
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.