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ensiform

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Everything posted by ensiform

  1. The bug is that the server has weapons disabled and you used give all or etc. This was already fixed in newer openjk cgame dll/so file. Update.
  2. The build install option now also copies the SP game dll (jagameARCH.EXT) to base folder. (This is reflected also in most recent buildbot packages too). Should fix issue of people trying to load OJK SP without running +set fs_game OpenJK or not copying it to base themselves since we do not allow loading the original jagame for reasons that it is no longer compatible.
  3. ensiform

    MBII

    I guess thats a better option because you can guarantee that its not jamp, and is actually jampded/linuxjampded
  4. Anything dealing with anims is going to be a compat breaker more or less though. Vehicles are also sorta both game loaded too.
  5. ensiform

    MBII

    There was probably something on the forums or hacked at some point and it got flagged and has been ever since. AFAIK they won't listen to users telling them its false unless there's someone on the site ownership's end to confirm. Strange that its still blocked though if you said something.
  6. ensiform

    MBII

    You don't need to open source it to make it compatible with OJK. All of the stuff I was shown for hooks used is irrelevant with OJK engine. I only see you being the ones complaining instead of making 1 cvar to turn if statements off (That cvar can be the version string of the engine for runtime detection even). Wouldn't even have taken you 5 minutes a year ago. The alternative method would be to take a little more time and use the newer API. But then you are semi in the grey area of using GPL code in general. Note: Fix your shitty ass site so that it doesn't get blocked by NOD32. This will also detect jamp.exe on windows so you might need to get more creative. char version[MAX_CVAR_VALUE_STRING] = { 0 }; trap->Cvar_VariableStringBuffer("version", version, sizeof(version)); if ( strstr( version, "2003" ) ) { // do JAMP stuff here } else { // OJK or other non jamp compat engine }
  7. Happens in current SP as well.
  8. Search your repository maintainer for libsdl2 and libsdl2-devel stuff. (Not a linux user) http://libsdl.org/download-2.0.php
  9. Tested the April 1st build from buildbot and the map loads fine. Even the April 22nd one does and the May 6th one does... but my win64 bit local build does not. Happens on a fresh x86 build and x86_64 on windows too. But not on http://builds.openjk.org/openjk-2014-05-06-15939504-windows.zip I can't see anything in the changelog that would even remotely be related though. It was already happening before I added 6302b86155f65383ea9fd7ba870409df1c28ae87 and 97b410bf53cacae4d63ca02352a2be9f46e0424c
  10. You'll need to be specific about some things so we can better understand and help: What OS are you running? What mods are you trying to install? And are they actually mods with its own folder within GameData, or just some pk3 with replacement media of some kind? And AFAIK the Steam version shouldn't affect anything in general. OpenJK can also work on CD or Steam version of assets.
  11. This map produces MAX_PATCH_PLANES error in OpenJK. I know it happens at least as old as April 20th compiles (JAWA) servers use builds from then. RMG removal stuff maybe? from jawa server: That spammed CM_ message shows up when developer is 1.
  12. ensiform

    Road Map

    Movement is part of the game code, not part of the engine _at all_.
  13. ensiform

    Road Map

    rend2 isn't technically part of the roadmap, hence why it is not in the master branch. better vehicle and flight dynamics is up to you as a modder to improve since it would be non compatible and not the engine's responsibility.
  14. I fixed the minizip issues last night as well. I think MP works fully more or less.. SP will still have issues; though it at least compiles.
  15. Sounds to me like you are expecting your hand to be held, with the visual server config generator and too babied by the defaults of JA+ being different from basejka to understand JA++ or lack of even reading documentation provided, which is also in his signature. :unsure:
  16. http://store.steampowered.com/sale/Star_Wars_May_4_Sale $3.39 USD for JKO and JKA each.
  17. Anything's possible. But that doesn't mean Awesomium implements nicely with this engine. Plus you'd need to make the loading stage asynchronous first if you wanted it to be anything but static. Why do you love comparing to other engines so much =p
  18. You can also simply copy jagame from the OpenJK mod folder to base. And the reason you get this error is why we stopped loading the original one in GameData unless you use a debug build. Are you building yourself? Should be selecting release if so.
  19. I meant timescale's implementation is not OS specific at all. Link to map, maybe xyc can test it locally with actual OJK gamecode.
  20. Unfortunately the problem then would likely be regular JA+ (modcode jampgame) lol dvar is so Call of Duty timescale is cheat protected so im not sure. Did you mean Linux Ded?
  21. Knowing what mod (jampgame) they use is helpful. -- @@Xycaleth probably could need sample map with scripts + source and a vid demonstration of intended windows behavior for the navgoal thing. As for timescale... I still don't know whats even wrong with it. Its not even an OS specific thing. And if it is what might be happening then its worse than I thought and won't really fix it until mrwonko is done with some major rewrite stuff.
  22. It did, Cat was making it but its gone now. I think he lost the source. But I don't think he actually put it on the actual master.jkhub.org location.
  23. The map limits are constrained by the compiler too.
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