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ensiform

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Everything posted by ensiform

  1. Don't install JA+ at all, with JA++ Wait for @Razish to help you install JA++
  2. You were supposed to remove the JA+ pk3s and use the JA++ ones. @ Server related question -- JA++ is not going to work if the external server is pure and running JA+ @ connecting to servers as client response
  3. https://github.com/Razish/japp/wiki/Downloads
  4. 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.
  5. 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.
  6. 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.
  7. Simple answer, nope.
  8. 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 :|
  9. 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.
  10. 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.
  11. Subtitles work in English mate. We won't be adding any additional content, including language strings.
  12. 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: https://github.com/jedis/jediacademy/tree/master/base
  13. 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.
  14. 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.
  15. Lets not forget Rich Whitehouse, who is basically responsible for JA (rww)
  16. Doubtful especially for the main.
  17. 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.
  18. It does. r_ext_texture_filter_anisotropic its supported by the regular ioq3 renderer too, thats why its not listed as specific to rend2.
  19. 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)
  20. 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)
  21. 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.
  22. 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?
  23. You still have to release that code at some point even if you don't use OpenJK.
  24. @@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.
  25. Right and SDL.dll has nothing to do with openjk on windows NOR jamp/jasp.exe
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