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ensiform

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Everything posted by ensiform

  1. This is only possible because of the addition of light styles. Its a bsp / engine extension from the main idtech3. What it does is flips around pieces in the lightmap ("styles"). The lights themselves do not toggle as it just changes some configstrings around to tell clients which ones to render. And lights which have a targetname (toggleable), DO consume server side entity space unlike regular lights which are stripped from the bsp.
  2. Did you actually make it 64-bit compliant though? Cause old mods are not
  3. ensiform

    Maybe you wanna...

    Its more than that but that was the jist of the issue because nobody in said community actually wants to fix the issue, and would rather continue playing their pure base. (They aren't actually running OpenJK the engine anyway)
  4. You must build it yourself or have one provided by someone who can build it. Not sure what you are on about with widescreen resolution support? You've been able to use any resolution since ever... Without any special renderer. Open console and enter these lines: r_mode -1 r_customWidth 1366 r_customHeight 768 vid_restartIf you are using vanilla JAMP there is a bug which does not let you host a local server at custom resolutions though. But you can still join servers. And this bug is fixed in OpenJK.
  5. Bump. @@Xycaleth is investigating. Oldest revision that the map works is eda37de supposedly. Seems some newer ones still work.
  6. Ported the ETF game code to the JA SDK because I could. https://dl.dropboxusercontent.com/u/13001904/shot2014-09-06_01-39-35.png

    1. Show previous comments  1 more
    2. ensiform

      ensiform

      @Omicron get on IRC ;p

    3. ensiform

      ensiform

      Got a short flag run video from ctf3 uploading to YT. Will post when its done.

    4. ensiform
  7. You of course will be the only one who can hear the differences unless others have the pk3 ---- Fixed the bug preventing these from loading in OpenJK's cgame (it's bugged in vanilla too): https://github.com/JACoders/OpenJK/commit/c73eb444764253541130762cc074eed9721dabb2 I would expect other forked mods to fix it soonish, and possibly MB2 too?
  8. Personally I like when you have clips/ the entire gun being pulled out of ass in most arcade games. It looks `silly` realism wise but thats kind of half the point. Like Serious Sam pulling the big cannon out etc.
  9. Doesn't even work yet.
  10. Presumably Will need a new icon too.
  11. Started work on ShaderEd2 design port for now (hopefully we can get that source dump to make porting the functionality easier), since Assimilate is an area I have even less knowledge about. Main screen for now: (The tree view is stub basic widget and not actually loading anything)
  12. Mass Effect 2 thermal clips? xd
  13. @@DT85 I don't know if I plan to get anywhere with it since I don't even know what Assimilate really does/looks like. I'm not a modeler/animator so it would be hard to try to implement the rest of it. ShaderEd would be more my area, but I always have issues getting a GL widget working in QT and this is no different. Ultimately I think the tools code should have a shared codedbase with some of the basic stuff that is shared between all of them and cleaner/redone. Like some engine/"quake" functions etc. Dunno.
  14. Chances are its the extensions string issue.
  15. OSX users so picky about their software matching their OS rather than being more concerned with it being x-plat
  16. Slight hijack but I started designing a basic Assimilate Qt port:
  17. What's the problem with the source being released? Your SP `mod` would never have existed if it wasn't. Just because the source is released doesn't mean people can't do their own things with it. Regardless of having the source made available or not. FWIW you only have to release the source if you actually make a release or give it out to anyone.
  18. Sounds like a minor glitch/exploit to me.
  19. You have the 2013 redist for x86 and x64?
  20. @@Archangel35757 Ladders should be pretty easy without SOF2 code. Whether or not you want anims to play though is a different story And the surface already exists so you won't need new bsp surface changes etc.
  21. What about someone continuing the DFmod that exists already? It desperately needs its own jagame dll at this point and probably several fixes.
  22. You can HIDE it but, you cannot move it lower (only move it horizontally with cl_conXOffset or w/e). Its part of the engine, not a HUD so can't adjust it that way either. Regardless, nobody wants the wall of text that will more than likely be in the way.
  23. You could probably at least make it server-side optional for now? I don't think we intend to fix it any differently for base game-code. People do this all the time when trolling on plenty of other non-MB2 servers too which are not patched.
  24. Anything that prints from Com_Printf etc The Red box area is what I'm referring to. (Not using your HUD atm) It is not specific to MP either.
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