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Posts posted by ensiform
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SSE isn't really going to affect anything in a negative way though. FP math is still guaranteed by the IEEE floating point spec. Most of the issues are probably from other optimizations such as in gcc at different -O levels which mess up the way the old code is expecting it to work.
ESL is shit anyway.
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Definitely going to affect SP and MP to some degree, it just might not be manifesting itself as visibly.
You should ensure that file paths related to quake filesystem (ie: relative models/..../blah.tga etc) are all going to be <= 63 + a nul terminator byte. The game does sometimes append too so, its hard to say for sure where that print is happening. And even harder without the ability to track the code location.
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Protip, filtering for "Jedi Academy" game will filter out servers who are silly enough to set fs_game "base" when they launch the game. And lots of base servers do.
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The current zip implementation will remain the only way for pk3s, anything else will just confuse the shit out of the filesystem. And its not portable with other stuff that reads pk3s like radiant and q3map2, and probably some other tools.
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What is the server anyway?
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Because its superior? and what eez said.
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The stupidity of OpenJK is that it is open source which makes it easier for that douchebag to hack JKA further as he pleases.
Is there really nothing that we can do to stop that loser from ruining the game?
This is a very arrogant claim to be making. The Jedi Academy source is open, we cannot choose to make OpenJK closed, its against the license. Security through obscurity doesn't make it that much harder. TnG was hacking servers long before.
The real issue is, using the closed source mod still which is not being maintained and likely is the areas that are being exploited. This is just a guess because there is no information provided to know what they did.
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else(MSVC) != else if (MSVC)
older CMAKE versions require the else() blocks and endif() blocks to contain the same thing that they were opened with.
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Issue: https://github.com/JACoders/OpenJK/issues/473
Fix: https://github.com/JACoders/OpenJK/commit/1ef1b1c4f4a1239b771b6354a9bafbc13d469483
Basically, old code used trap_G2Trace for projectile collision and some kicks/kung fu stuff. During the course of the qvm-strip, it seems that G2Trace was removed entirely since it was just an extra syscall to the SV_Trace function, however.. In legacy syscall handling of the engine, the g2 trace information is lost, thus needed to be preserved when using trap->Trace with g2 flags and lod information.
The issue does not seem to have affected sabers in this case at all.
If you were using OpenJK engine there was no issue. Old server mods should have been fine too that did not contain the legacy syscall translation API.
Shadzy likes this -
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func_plat - WONTFIX, behavior is expected as it is currently. Could add a new one, the problem is that "wait" is forced to 1 second regardless of the wait parameter. Affects Q3 too.
func_train - unlikely we will do any sort of logical entitiy improvements for this ourselves
fx_runner - could be investigated possibly
info_player_* - fixed already (in mod code, old mods and old base will still be broken obviously)
misc_model_static was improved in our cgame but area portals are tied to server code thus not affected because they are client side only ents. and misc_models are not even ents once you've run bsp.
skyportal changes sound compat breaky.
point_combat - unsure
target_kill - sounds trivial
target_level_change was fixed in coop branch, so it will get put back in to master at some point.
ogg support is out of the question (for now)
target_print - IIRC that requires icarus changes to add new enums, unless there's already a way to change the "message" field. But this is just another thing that you would waste memory with G_NewString on.
target_speaker, those things cannot be added the mod code has no exposed options for sounds for that stuff. speaker is also not designed for music. the music in worldspawn is music
triggers probably won't be touched for the most part. mp/ffa5 is just shitty mapped to a point that it doesn't insta kill.
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thats how pvs works, can't change.
already fixed, in ui.
" and % are not allowed on purpose. simply because " is the argument separator, and never gets to the code to be inserted as chat and % is a format crasher, even if fixed, old clients could have vulnerabilities, and still blocked anyway.
entity limit is not getting raised, compatibility reasons.
honestly most of the general game bugs im not gonna continue for now..
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i think fixed, but really sounds like lag or a DoS.
But only prints that are happened directly from the command you executed will be transmitted. (Can't change this behavior)
fixed iirc
icarus scripts are run on the server so I'm not sure what the issue actually is. sv_fps maybe matters.
this is actually a client bug and was fixed (?)
it does not crash, throws a fatal error.
server side or client side remaps ???
this sounds like single player.
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<icarus can be examined at a later time>
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Nope, shared with compiler
Never gonna happen do you not understand the idea of compatibility of old clients and vice versa?
logical entities can be added to mods like they already have been
maybe
no, shared with q3map2 too
Honestly, I'm sorry that so many people try to go overly complex but the engine just is not designed for it. And we aren't really here to change that especially while retaining compatible its not possible.
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The EULA you agreed to when installing Jedi Outcast and/or Jedi Academy prohibits you from doing so and releasing it with a game that isn't one of those (distribution). The same thing applies to most games, including the game where the engine came from Q3.
Technically also using the original mod SDK with the now open source engine is forbidden too.
Raven can't and won't do anything really, they'll forward you to Disney who will in all likelihood say no as they have with some other non official star wars stuff now.
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Yes, he works in level design.
I still don't get what the argument here is about? You've asked for what OpenJK has done already minus changes to the assets which we are currently honoring the EULA of the original game by not doing.
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Hmmm...
So no, I don't want OpenJK. I want a full game patch that actually digs into the game and fixes the bugs directly, for everyone, without having to run mods over mods over mods.
That's exactly what OpenJK is. The mod portion is not required by any means.
MoonDog and Darth_Bothersome like this -
You should have the correct JA++ version of uix86.dll in C:\Users\Kenny\Documents\My Games\OpenJK\japlus when it loads correctly, otherwise if it is failing to load it, it probably won't. Or it can't load for an unknown reason.
]japp_version
Unknown command "japp_version"Suggests its using base.
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Why isn't it extracting :|
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Don't install JA+ at all, with JA++
Wait for @Razish to help you install JA++
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You were supposed to remove the JA+ pk3s and use the JA++ ones. @ Server related question
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JA++ is not going to work if the external server is pure and running JA+ @ connecting to servers as client response
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do you even the pk3s for the mod you are trying to use?
(recommended to also not have the fabulous_openjk.pk3 unless its only in the OpenJK mod folder then it won't hurt if fs_game is japlus)
Are you trying to run a JA++ server or a JA+ server.
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Try removing all dlls from %USERPROFILE%\My Documents\My Games\OpenJK\japlus and the ones in the GameData\japlus folders.
Did you put fabulous_openjk.pk3 somewhere?
Remove dll files from %USERPROFILE%\My Documents\My Games\OpenJK\base as well.
Hint: if %USERPROFILE%\My Documents\ puzzles you, just open up the Documents folder and traverse the rest if under Vista or newer.
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All you have to do is run CreateVisualStudio2010Projects.bat
Might be easier if you idle on the irc channel if one of the devs is around.
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Simple answer, nope.
Lol..What?
in Jedi Knight General Discussions
Posted
inb4 filter control chars on client side server info processing.