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Everything posted by ensiform
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How about instead of complaining that its openjk, you try to find out why this is happening? Nobody else reports this. 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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Midgar v3 has broken textures in OpenJK, but not in base game
ensiform replied to Freaky Mutant Man's topic in OpenJK
Probably. Which is generally fine too, cuts down on the space in the buffer. -
Midgar v3 has broken textures in OpenJK, but not in base game
ensiform replied to Freaky Mutant Man's topic in OpenJK
We are still going to get to it at some point @@eezstreet. -
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? -- 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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So move all your games to a non-windows partition or physical drive?
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You're better off making an NPC play an anim for you with icarus than using one of these though. Especially since misc_model_ghoul is specific to SP. And yes, they're just a normal entity, not BSP'd like md3's. Thats only md3s and only done in the compile process.
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And can be gotten around just as easily.
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Perhaps if your install was from 1.04/newest you wouldn't have this issue. Steam has assets2.pk3 (contains this file) and assets5.pk3 Our engine is based off of whatever is newest, therefore it requires assets of the newest. It seems they switched to the keynames.sp required code in patch 1.03 from what I could find on some of the outcast forks.
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/minimize, Alt tab also works too. You do realize the game has screenshot tga, jpeg, and png (png is broken in sp) built in right? (And it always had jpeg/tga screenshots in jamp/jasp.) Saves to homepath in mydocuments under My Games\OpenJK. JAMinimizer/Q3EMinimizer looks at the window title, which is no longer the same thus utility is not usable unless you go change the code, which is available somewhere on github. This should be in OpenJK discussion and closed not really an issue here >.<
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Talking between multiple servers and Ajax Chat
ensiform replied to Tlams's topic in Coding and Scripts
JASS only hooks on to vmMain and syscall, which doesn't actually do anything in OpenJK engine with the OpenJK new abi for mod code. -
Talking between multiple servers and Ajax Chat
ensiform replied to Tlams's topic in Coding and Scripts
Right, also ESL will refuse to change because they're shitty admins who don't even know how to configure a proper base server anyway so... -
Talking between multiple servers and Ajax Chat
ensiform replied to Tlams's topic in Coding and Scripts
Jass might be compatible with openjk mod, but not the engine as it uses hooks. Would be nice to see its source go public. Conventional JA servers will be a thing of the past when OpenJK is released stable tbh (except for MB2). -
Talking between multiple servers and Ajax Chat
ensiform replied to Tlams's topic in Coding and Scripts
I don't think JASS works with OpenJK and its 99.999999999% irrelevant with OpenJK anyway (at least stuff that pertains to engine and not directly related to mod code, which would of course require fixed mod code like most of what is fixed in OpenJK's mod code), as all those things are fixed natively. -- Why not just implement this into an openjk forked server side enhancement sending some packets between. -
Couldn't tell who the ^ was pointing to
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As in the flashes were broken in jka, fixed in openjk.
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Also note that this mod does include early parts of OpenJK so, the rocket screen flash (and any similar) effect works correctly at any aspect ratio if you don't have the "fix" to remove it all together =]
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Fixing is probably the wrong word. More like re-adding support and migrating all of the code.
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Yes but It MUST be done this way else you will have issues with the rest of the code. (And its not that the changing mode causes it, just doing a plain vid_restart causes it too) "scripts" is fixed but the parser is broken.
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The support for it is disabled because its broken (SP). There is no support what-so-ever for MP.
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The problem is that you didn't re-set the ORTHO code in rend2 to be like jka though, so its not really "native" either way. RB_SetGL2D rd-vanilla does qglOrtho (0, 640, 480, 0, 0, 1);Stock Q3/ioq3 does it pretty much the same, except it uses the vid settings like rend2:qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);rd-rend2 is doing:Matrix16Ortho(0, width, height, 0, 0, 1, matrix);Probably needs to be: (or at least if not FBO)Matrix16Ortho(0, 640, 480, 0, 0, 1, matrix);Using the vid settings makes it so that you must use the Adjust by 640 functions all over the place which is seen in q3 code in numerous locations.
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Yes that is the point. dynamic glow is obsolete and done very poorly, so it would get replaced with similar effect. Weather would most likely be redone to be more optimized and not shoving raw GL calls like it currently does.
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Clearly you both have misunderstood how a modular renderer works. Those features still work fine if you dont change the renderer. He simply means, those won't be re-implemented in the new renderer right now as they're not as necessary and glow can be replaced with other effects that look and perform better.