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Everything posted by ensiform
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RBSP only tbh. Can contact ttimmo at radiant channel to see if additions could be added for rbsp enhanced too.
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Should probably consider looking at ent's https://github.com/entdark/jaMME Not sure if there is release version yet though. This isn't a just a mod, has engine and renderer improvements and a new demo format from q3mme afaik.
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You dont need to report it here plzkthx.
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- vid_restart seems to cause a heap of issues with ghoul2 code and these need to be resolved. (MAJOR) - Dedicated should be allowed from main exe again maybe? (Possibly linked to fixing vid_restart and adding game_restart) - sound issues on siege should be looked at @ github issue tracker. - snd_restart should probably do a vid_restart once that's fixed if we can make it work correctly so that it restarts cgame. - game_restart is now needed from ioq3 because fs_game has always been CVAR_INIT but, it was glitched before where you could set it on console. This is a major code change to server and client so, it may take some time. - some of the remaining straggling smaller issues on tracker. - deal with xinput being bad on windows or just remove it for now. - solve the shader parser issue or continue to make it be syntax checking. - 64 bit, probably needs most work in filesystem and windows support still. (Also need to disable the EAX/OpenAL code on Win64 as there does not exist 64-bit libs or binaries that will work with the code used by JA)
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No, there are not going to be easy added weapons/forces from files because those still require code changes too anyway.
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There's interest in actually fixing up some parts of the SP code to be a bit more mod-able for use of things like dfmod.
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Are you using the existing DF mod as a base?
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The correct is "jan ors" not the model name jan. The other thing is known (and now fixed below). https://github.com/Razish/OpenJK/commit/aa784739d9a9a3a217c1dc7aa106b6255ef3c700
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Which exploits? At best you can reset your stats by resetting the GUID.
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Emotes don't work unless in duel mode. forcenext/forceprev works fine here with openjk cgame or without it.
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Cvar_Restart_f being triggered for no reason?
ensiform replied to Dusty's topic in Coding and Scripts
"safe" only exists on command-line to determine of skipping the relevant game config (ie: jaconfig.cfg / openjk_sp.cfg etc), its not a real command or a real cvar. Also, the dynamic glow cvars have been removed of their cheat status in OJK (and just a few minutes ago also in OJK SP) I really doubt anything is actually calling cvar_restart, rather config just isn't being saved or loaded as per safe-mode as explained. -
Its just not very descriptive that its a quick save vs auto vs manual save.
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I know, but it is more confusing than something like: This one doesn't have any manual saves, but has a quick, auto, and mission restart. Img 1 This one has a couple of manual saves: Img 2 And carrer list: Img 3 Is much better representation of save/carrer imo.
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** UPDATED AUGUST 20th with few more things ** Make JK2SP actually work with cmake builds!!! Make SP game code more moddable. - Make netfields customizable in the mod dll. (entitystate/playerstate/usercmd) - Make holdable buttons be customizable in mod dll +attack etc. - Allow some jka and jk2 specifics to be removed easier? - Make it so that weapon and force power systems are more generic so mods don't have to rely on the forced defines. (this could allow you to actually remove lightsaber and others for example, from dfmod maybe) - Make a mod option maybe some new text file that says what your mod supports { Use tri-part model+skin (jaden) , use singular model with model_default like JK2 (kyle) } Could possibly be used for some other things. - Maybe at a later time split the UI portion into a DLL so that JK2 and JKA can have separate UI codes without having tons of if JK2 all over the place in UI. - Don't load base auto saves/checkpoints from a mod in menu. - Don't display base saves in menus when running a mod. - Don't allow blind deletes of saves without confirmation. - Disable load quick button from default config and possibly add confirm quick load to avoid accidental quick load presses mid-game. - The whole save/load menu is a bit confusing to me --> and --> <-- doesn't really mean anything. - Would like to revamp the save system entirely. Possibly a named campaign so you could have multiple campaigns going. - Sandbox mode that doesn't save to affect your checkpoint progress etc (even loading some custom map or MP map will trigger a save in SP heh) - Mission screens can get bugged if you've loaded a map from console. - No return to main menu / quit from mission screens. - Investigate the force lightning tossing of NPCs all over the place if this is in original. - Fix up mind trick 4 or replace it with a new power even.
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Thats actually like 9 pages of commits behind even. The changelog link has been updated somewhat.
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There was plenty of them that were trickled down from the quake 3 engine in general. Add on top that JKA was based on an even older version of q3 than the last q3 released version. This is missing a ton of the changes at this point but, https://github.com/Razish/OpenJK/blob/master/CHANGELOG.txt plenty of the security and large bug/holes were patched at the time this was last updated.
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Like I said, there is NO multiplayer support for JK2 what-so-ever. com_jk2 is purely for single player. openjk and openjkded will not recognize it.
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I have the source code of JK2. How can I compile it? help
ensiform replied to mesrey's topic in Coding and Scripts
Not too interested in jk2 for now. -
Are you starting the game with no jka install alongside it and with +set com_jk2 1 in the startup parameters. There is no Multiplayer JK2 support.
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You would have to create an entirely new & compatible (not crashing) humanoid animations that are not derived from the original assets if you intend to distribute with a custom engine such as OpenJK because of legal reasons. Same goes for any and all other assets not released with GPL source code including the menu files.
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At the present time no, because that whole code is going out the window soon.
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That's because the extra instance can't extract the dll from pk3 since it already exists and the file is locked to the first instance.
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It is but that pretty much means we'll probably have to sacrifice netfield override support or figure out how to restart the game properly during really early stage of svc_setgame without having it restart later too. This comes before the systeminfo does so... Part of it happening is also likely because of the severe changes raven made with how models and animations are cached too. :|