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Everything posted by Dusty
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Well I'm not worried about languages right now but I don't see how that would be affected. The thing is though that's one of my techniques, using cvarStrList to load sets of commands into cvars. I can work around it, but it's beat if I can never use that ever in MP... I mean MP recognizes cvarStrList as a valid command. The problem is I don't know how or even if I can use it for sets of commands. The problem is I think MP can't read values in quotes like SP. Fair enough. Alright, will do, thanks for the tip! I just want to make this clear though, with the exception of the EDITFIELD stuff, everything I've mentioned is possible in SP as I've done it, I'm not just blowing smoke . So, in SP I can have a textscroll item determine it's displayed text via a cvar, but in MP it crashes out right (the game won't even load with that in a menu somewhere). Basically, you take out the "text" field in the menu item and just put in a single "cvar mycvar" field. And then if the value of mycvar is say @SOMETHING the text it shows will be @SOMETHING. MP won't work with that method at least, but is there any provision in the code for getting it to read from a cvar somehow, that's maybe set up differently from SP? If I have to maybe I'll have to do some ownerdraw coding stuff but that's out of my area of expertise.
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So I'm kinda gonna copy and paste this from somewhere else I asked. //// So, I notice some of the functions and workings of things in the UI system are a bit different in MP as compared to SP, where most of my UI code experience comes from. My Questions: 1.) In MP, cvarStrList seems not to serve its main function that I use it for. Looking through mb2 and base, I notice hardly any of the MP menus use it, always using cvarFloatList instead. The main thing I use cvarStrList for is loading sets of commands into a custom cvar I make. Like say I have: This all works in SP. But in MP the menu item/button with this code won't respond correctly. The problem with cvarFloatList is it can only input numbers/floats into a cvar, it can't put in a string of commands like above. CvarStrList works fine if I use it the same way I could a FloatList, but that defeats the purpose. 2.) Autowrapping text in ITEM_TYPE_EDITFIELD. Is this possible? Can I have an EDITFIELD item type scroll to the next line when the user inputs enough text? All my experiments with this are buggy. Hard to tell anything. 3.) Autowrapping text and using a cvar to determine text in an ITEM_TYPE_TEXTSCROLL. Does the autowrapped feature work in MP for textscrolls? When I used it the way I did in SP it doesn't seem to do anything. The only tools I have are maxlinechars or whatever it's called. Also, in SP, I can have a TEXTSCROLL decide which text to show based on a cvar. For example: ^Using that setup crashes the game though. Is there any other way to use a cvar on a single menu item to determine what text it displays in MP? //// EDIT: Just cause I think they might be able to help me, @@eezstreet and @@therfiles
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Yeah I go by a plethora of names, dusty, dat aluminum falcon, noob jedi, to name a few.
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Also, the game wouldn't crash for referencing strings in a .str file that don't exist yet would it?
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You play moviebattles Therfiles? I visit a variety of moviebattles servers....
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I dont know, I usually just adlib with the spacing, sometimes the game doesn't like my spacing though... I'll send it to you in an hour or so.
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And what am I building therfiles? If you thought something related to MB2 you'd be correct. Heh, I still can't figure out what's wrong....
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So this menu I have keeps crashing the game. I can't figure out where I went wrong in the menu. Everything seems to be in order, and I've also pinpointed this specific .menu file to be the problem. Can you guys help me find if I did something wrong? In the past it's come down to missing/misplaced brackets or spaces where there shouldn't be. I can't seem to figure this one out though.
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//Slightly off main discussion Meh, everything is getting so advanced now and crazy (I'll just try and look at the TV and my eyes will implode). I almost wish they'd just update the current PS3/360. Maybe better performance and other stuff they never got to, like PS2 software emulation on the PS3 and wireless N-cards. (I'm a ps3 owner btw) Maybe I'm just saying that though cuz the PS3 got hardly any support next to the 360. Games on both systems would generally look or perform slightly worse on the playstation, or wouldn't get as many DLCs etc. It was beat too because I'm pretty sure hardware wise the PS3 was slightly more powerful, even though maybe it has to do with what I've heard that the ps3 Cell processor or whatever was harder to develop for.
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So, the question still stands, does anyone have it lying around?
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No I'm POSITIVE they were made. They were uploaded to pcgamemods.com I think which went down.
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So I've been looking for these maps. The only one still available is part 1. Can anyone help me out?
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*slightly off current discussion* So is the first release of OpenJK going to be finished soon? Or is it already sort of released, or in a continuous WIP state?
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^Interesting.
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Seta stands for "set archive" I'm pretty sure, and for a while I had the impression that it wrote cvars to the game's config file, or at least had the game sorta remember it, because seta sets the default value for coded cvars...
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^I mean, I don't think I am. I think the problem is the game never saves them. When I call a custom cvar into existence via something like "seta new_cvar 1" in the console ingame, when I exit and load the game back up, it has no memory of it, unless it's called via the same command except in a .cfg file. The .cfg file only has to call it once then the game saves it permanently, as i can delete the .cfg after one use and still have the cvar.
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I mean, I know .cfg files work, but being able to set and remember cvars ingame would suit my purposes better.^ I guess I'll just have a cfg load all the cvars intitially into memory for the game, so they're set as somewhat permanent cvars. Still, thank you for the quick responses!
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So I can't believe I never noticed this... but... JA always forgets custom cvars I set! Using seta, which is supposed to write commands/cvars to the game's config so they're remembered between sessions, won't work for my cvars that I make up! It works fine for cvars the game has coded in, but mine are always forgotten! Anyone have any ideas? EDIT: Posting my issues miraculously allows me to find a solution... Seems the game doesn't save my cvars when they're set by something ingame. If an outside of the game .cfg file sets it however, it remembers it just fine....
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Without coding ! EDIT: Also, thank you Eez, for possibly taking my request, and thank you to you and all the other generous coders working on this project!
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We couldn't get projectile speed in there too could we? Naah....
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I agree with therfiles. So does OpenJK let you play without the CD for JA or JO? Is that what it means by "Removed CD Check"? Does that mean we can't make mods that edit the assets when playing on OpenJK? Or OpenJK itself isn't allowed to hand out mods with it's package?