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ensiform

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Everything posted by ensiform

  1. All of the duel MP stock emotes work in SP but everything else that you might be thinking of as being part of JA+ etc aren't possible without someone creating a new mod with those added animations and such.
  2. Are any of the Android ports actually in good legal standing?
  3. The dynamic lighting toggle isn't actually disabling anything related to the glow from lights or the saber. It affects whether the game produces lights from your sabers, guns, explosions on the ground etc. Also, you didn't list and nvidia or amd gpu so most likely using onboard video which may not actually support dynamic glow at all due to lack of hardware features and GL extensions.
  4. I should point out that you aren't forbidden from making a community effort on GitHub with UE4. You just can't technically allow freely access with a copyleft license. You're still bound by the terms of the Unreal Engine License regardless. Also, allowing modding is possible too but you do have to do a lot of work to get that in place. Also, the ShooterGame is bad. No decent physics, no gun code prototypes besides the crappy blueprinted ones. For a project like this you definitely want to be heavily Unreal C++ based and only Blueprints for later design/spinoff code changes. I have yet to find a good quality maintained C++ in the forums or store that has a bit better base for building fast paced shooters. FWIW if you are interested in bringing some custom maps from JKA either built by you or with permission, you can look at using HammUEr for getting the maps over to UE4 as a start.
  5. Could a moderator please move this out of OpenJK forums? Its not specific to openjk
  6. Is the area portal only on one face of the brush within the doorway? And assuming there's a door of course. It's possible some of the sounds being played aren't affected by pvs at all.
  7. ALL entities count as entities as such by the compiler, including lights when being parsed and processed. Once they are stripped and no longer looked at in process of map->bsp they no longer count. (MAX_MAP_ENTITIES in gtkr/q3map2) The only place they don't count is by the gamecode even if you keep them. (MAX_GENTITIES) Pressing the "m" key in radiant will show you a count and breakdown of what's what.
  8. You can see entity counts in the editor under the map info or entity info I think?
  9. Means it doesn't exist. You probably have file extensions turned off and the actual file is being named autoexec.cfg.txt
  10. Newer builds definitely most helpful for avoiding issues
  11. Which build are you using if you can remember off hand? What operating system do you use? This sounds like an old bug where the game thinks the window was being resized thus infinitely restarting.. But that's been ages afaik even before the last updated build.
  12. r_lightmap cvar is mostly a debugging of the lightmap not to toggle using it or not.
  13. cl_noprint is not recommended! It prevents output from cvar printing to find values, command output etc as well. Fix the file so that it doesn't have the issue is probably best bet.
  14. I only said if I commit the changes, right now that won't happen. And SP doesn't load for me currently.
  15. I know it worked sorta well by default, it was implemented badly by comparison. User perspective vs badly programmed are two different things. That old build is not recommended but if you insist. I have working better stuff locally but its not ready and even if i commit it, there won't be a windows build for you to grab. You'd need to find someone to build a generic copy.
  16. Well, the axes aren't implemented and that old method wasn't very correct either. You won't be able to play with a pad right now and its not very effective to do so especially in Multiplayer where you will get steamrolled anyway.
  17. in_joystick 2 no longer exists its only 1 or 0 now, so 2 is basically same as 1. You need to bind the keys for buttons, and I'm not sure on the axes depending on which controller.
  18. I believe @@Caelum has brought this up before because some customers are having it too. Afaik it's like 16 then it happens. Contrary to popular belief, the game wasn't really designed for people to stuff hundreds of packs of NPCs etc and try to load as many as possible lol. But fixing it so more work I don't foresee being something easily changeable at this point when it's not really being worked on.
  19. OpenJK can't implement properly scaled HUD and remain compatible with mods or rewrite a new separate API code path. JKA and OpenJK have supported any resolution since forever actually. The only problem was you couldn't host a local server with jamp.exe and have a non 4:3 resolution without crashing which was fixed shortly after the source dump release. Playing on a server without also being a host worked fine at any though. Just the HUD isn't scaled, nor was the fov adjusted. The fov is adjusted with OpenJK SP and OpenJK mod code for mp + ja++ with several options to customize to ones liking. Hopefully this clears up some confusion over what people mean by resolution support.
  20. There's no xinput support anymore, it's handled by SDL directly. Also that build is way old but unfortunately we don't have a new one for you right now.
  21. Looks good. Only complaint is that it seems to be quite smaller than all the rest of the guns in 3rd person. Was the original quite this different in terms of size?
  22. VS 2013 or newer is required to build OpenJK. 2015 or 2017 are preferred at this point. The different editions of each one don't change whether you'll get MAX_PATCH_PLANES or not. The bug was already fixed anyway long time ago.
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