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Posts posted by ensiform
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Requires menu asset fix (not happening by us)
Lack of subtitles for things is not going to be fixed by us once again.
You should really try to learn some English if you want to communicate better.
Yberion likes this -
If the subtitle files don't exist in the russian version, we cannot add sorry. We won't be making changes to the asset pk3 files.
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Subtitles work in English mate. We won't be adding any additional content, including language strings.
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Correct, you can't do that. (And having the cd check still there, would not make a bit of difference) NPC files are released under GPL though so, those you can.
See the files here that were released under GPL:
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You're expected to have a legitimate version of the assets, if you don't thats your moral choice.
However, some check for assets or cd might come in the installer.
There's simply absolutely no reason to keep checking for CD in this day in age to be in the drive and have it cause random errors if you use a no-cd.
These were some of the first things we removed because its annoying as hell, especially when developing and would likely have triggered the anti-tampering with custom builds anyway, because of a different executable checksum and memory location.
Omicron likes this -
Your translated text is very hard to understand clearly, but for the most part these things are not going to be touched by this project they are out of our scope of what it's goal is for. Some might even not be possible compatibility wise.
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Doubtful especially for the main.
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SP: https://github.com/JACoders/OpenJK/commit/e604e760db38a33faee499b219f27ef4b15e20a1
MP: https://github.com/JACoders/OpenJK/commit/06e8913f03f1d15b6c067a91d88bd7063f98446a
Just letting people know who don't traverse the github pages, and have noticed this on some maps/mods.
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Doesn't look like rend2 (ioquake3) has anisotrophic filtering judging by the readme.
It does. r_ext_texture_filter_anisotropic its supported by the regular ioq3 renderer too, thats why its not listed as specific to rend2.
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FWIW, misc_model_ghoul does not work in multiplayer, never has and such entity things are not related to OpenJK (especially when you're trying to run JA+ mod where entity spawning is handled)
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Some things noticed need work: (not complete)
r_hdr causes some shaders to be broken.
Demp2 alt fire effect broken
Absorb shader doesn't work
Bubble shader (boons/invuln) looks bad.
Push/pull half sphere's are not implemented to correctly work as they do in vanilla.
Lighting changes due to RBSP and lightstyles not yet compatible with rend2.
Weapon marks (saber marks seem to work though)
Weather
Non-brush based fog
Surfacesprites
Shader commands not implemented:
glow (silently ignored)
noglfog (silently ignored)
q3map_surfacelight / surfacelight (might not really be used)
surfaceSprites (silently ignored)
ss* (silently ignored)
Smoo likes this -
Make sure the paths you have for the game are not unicode.
Assert failed isn't a crash or anything in this case (and its not even in openjk code, its in the C runtime for VS).
Stop running Debug compile, use a release build instead and see what happens.
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Don't compile a debug build. Choose release from the dropdown in the toolbar.
Also the assert likely means someone has an out of range character in a name or something to that effect? (A full callstack is required to determine this)
What language are you running the game in?
ewardd likes this -
You still have to release that code at some point even if you don't use OpenJK.
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@@Serenity937 What exactly is your problem with using OpenJK or a fork of OpenJK? Do you wish to re-do all of the things that have already been accomplished? Anything released by raven earlier this year is bound by GPLv2 terms, that was not something OpenJK decided upon.
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Right and SDL.dll has nothing to do with openjk on windows NOR jamp/jasp.exe
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Oh dear, it's openJK...I might get a blackscreen again...well I'll try running it anyway.
How about instead of complaining that its openjk, you try to find out why this is happening? Nobody else reports this.
I must say I'm very impressed, I had no idea one could recreate the first level that well. Of course with limitations of the engine, only so much that can be done. Only complaint I have is with the mod installation.
The files that require the mod to run properly, OpenJK related, come up as false positives with Norton so I had to make a .bat file to run the mod. Unfortunately this meant that the base game would run instead of the level, so I'd have to do the map command to get the map to run, and I'd end up playing as the default female twi'lek. Weapons work fine though.
I recommend just using the base code to run the mod as not everyone can use OpenJK.
You just said false positive, so... There is no problem, only crappy antivirus that doesn't recognize an unsigned binary for an unreleased engine. Don't spread FUD please.
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I believe adding custom skin and shader support may not work so well due to the fact that they have to be cached and stored in some configstring. Which would break saving compat. :wacko:
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Probably. Which is generally fine too, cuts down on the space in the buffer.
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We are still going to get to it at some point @@eezstreet.
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Very likely its a server using exploit to force you to download a modded/hacked client. Which is prevented in OpenJK. Also possible that they just faked the numbers for the server browser
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Out of curiosity, did you compile openJK yourself or are you using one of the prebuilt ones from buildbot?
I've been able to connect to JA+ servers fine. Has anyone else been able to reproduce this?
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For those questioning version info above, I'm pretty sure the embeded versioninfo for the executable is just 1.0.0.0 so its not that he's not using 1.0.1.0.
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Client side - Get who gripping you.
in Coding and Scripts
Posted
The client side doesn't have this data, so at best its probably doing a range check and looking at the client's anim.
Sounds like you are trying to do auto anti grip hax or some such :|