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Posts posted by ensiform
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Well OJK is basically slowed to a halt lately so I wouldn't count on much getting backported even if you were able to come up with a solution that could be brought to OJK.
Tempust85 likes this -
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But the "_n" is a suffix added on when looking for a normalmap version of "datapad".
Assuming you get the same crash with debug, it looks like you have an image object in the dynamic images array that has no name somehow?
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Possibly, but your saves are tied to your mod. I never looked at it in depth. You could ask the author of the pull request.
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The SP was unfortunately not designed to be as modder friendly as we might have hoped. Even having custom models can break saves or tie saves to those models.
@@Dusty, chances are your save code is probably ancient by now. There was some patches recently through a pull request to overhaul the save system (for cross platform compatibility etc) but it may have created some other issues in the process.
Access violation doesn't mean you need to allocate more memory. It means you have a location in the code that is trying to access invalid memory. IE: reading a pointer which is null or garbage or going out of bounds reading an array (which is basically the same as a bad access to a pointer since somearray[index] is the same as doing *(somearray + index) I believe? May not need the *
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Have you looked at why/where it hangs with a debugger attached?
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Nope.
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The HUD is rendered at virtual coords and you need to scale everything by hand. Pretty sure jaMME and joMME are the only mods that have it available fully. But neither are SP.
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Looks nice except it's too dark to be playable in MP. Hopefully that improves near final.
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brew install sdl2 ? This is a required step of OJK so that applies as well...
therfiles likes this -
I think vjun just uses q3 brush fog.
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Anything's possible with the source code but nobody's actively working on survival/horde modes currently. I know similar have been attempted in the past though.
Smoo and Darth Shaxx like this -
But it's also a common misconception that the games themselves are perfect untouched. We already have witnessed throughout the years how terribly the code has caused a negative shift in people's viewpoints over saber mechanics simply from recompiling the SDK or full source makes something feel different to some people. The simple fact that it's as flakey as it appears to be makes it hard to make a case as to what the true intentions are/were or if they just shipped calling it good enough.
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I was thinking of a Source JK like how theres a GoldenEye Source lol
I don't really see the point in this at all. The source engine isn't that much newer I'm comparison or that revolutionary.
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@@ensiform - I disagree... GtKRadiant is being developed, improved and maintained. Many gamedev tools have been, or are being, updated. We also have all SoF2/JKO/JKA asset exporters for 3ds Max and Blender. So creating new content is easier than ever.
Prove to me there are actual radical improvements going into the slow as molasses development into GTK Radiant that are actually helping bring people to older tech3. Most people today do not build with BSP hence they won't use it anyway.
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My favorite games in the world are Jedi Outcast and Mount and Blade, neither have good graphics. What would we win by doing the game again in a new engine, if we can keep working on the old one?
There is somewhat of a motivation requirement to actually continue wanting to work on the "old one" too. And with the poor state of tools (and how time consuming it is to build new ones), there is little incentive for new developers or modders to come to an old out of date idTech3 based engine. Rend2 or not, there is still very little reason to continue efforts at making major new content because it is very tedious IMO
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I'm pretty sure it's by design that thrown sabers go through.
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You shouldn't be using any higher than 1 if your computer is old IMO. The rest will be taxing on the system with multiple player characters on screen.
Unfortunately though it's not possible. Volumetric (2) is that way but not 3.
Smoo likes this -
Because your server isn't configured for "saber only". You've got melee and turrets/emplaced turned on too most likely. Which it still counts as not full saber only.
You'll have to also disable the items manually by adding
set disable_<item classname> 1
The above to your server config. Replacing <item classname> with each of the ammo pickup classnames.
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I think this is just because the repeater alt fire in jka has the orb feature plus distortion and the distortion may be rendered several times because of number of passes for the effect. Turn cg_repeaterOrb cvar off and it should be the same as jk2.
PS why "secret" mod?
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You'll need to do some coding to actually change weapon behaviors like removing the bouncing effect of the missiles.
And in general no it's not okay to just rip and port modded content especially without permission from the original authors of the content you've taken/used.
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I'm at work I told you on discord so I can't play...
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110 is not vc 2015 though. That looks more like 2012?
Ask me anything about the Jedi source code
in Coding and Scripts
Posted
@@MGummelt what did you guys do to the efx system to cause this in JKA over JK2:
https://github.com/JACoders/OpenJK/issues/908
Nobody has been to be able to notice where it's adding extra primitives when the efx files are identical.