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Didz

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Everything posted by Didz

  1. What's the exact warning you get in the console after you removed the base water image? It could be that it's a warning about the JPG format of your new image. The images must be saved as interlaced JPGs, not progressive. Be sure to test your changes by putting them in a .pk3 archive. It should be alphabetically after all the base assets, and many people use a convention like z_animatedwater.pk3 when testing. (You might know this already and it might be patronising) EDIT: This is the code that draws the water wake shader, in case another coder can spot something I've missed that would prevent an animated shader being used: https://github.com/JACoders/OpenJK/blob/master/codemp/cgame/cg_players.c#L4791
  2. Close VS and try running CMake again to re-generate the project files. Make sure the lines involved in the errors here aren't different to the upstream OpenJK code.
  3. I'm quite happy with the Microsoft Sidewinder X4 keyboard, I feel it's good for programming and gaming. Pressing the keys is not like a mechanical "click" or the soft "squidge" of other keyboards, it's more like a soft "clunk". You have the positive tactile feedback of knowing exactly when the keys are down, but without the frills/noise/price of a mechanical keyboard. Other reasons I got it was: full-length (with number pad), programmable keys, proper F1-F12 keys (not replaced with buttons), lit keys, affordable price. Uuuuuunfortunately, it's been discontinued now so you'd need to find one on eBay. NewEgg and Amazon have it, but their prices have jumped to exorbitant levels because of the rarity.
  4. A brush with the weatherzone shader should encompass any inside or outside brushes you have. Make this a misc_weatherzone entity brush. Make sure there's some padding of at least 16 units between the edges of the weatherzone and any inside/outside brushes inside it. You can only use EITHER Inside brushes OR Outside brushes. You can't use both! Either place Inside brushes in area you want to shelter from weather, or place Outside brushes in areas you want weather to affect. The weather engine snaps inside/outside areas to a grid of 64, so make sure you align these brushes to the 64 grid in the map.
  5. If it shows that you're behind on JACoders/master still, do another pull, merge the changes in, push back to your origin. I noticed you were using Pull Requests for some reason on your own GitHub repository. You don't need to make use of GitHub's Pull Requests, those are for the community to make requests to you, or if you have any features to merge that you want community participation in discussing.
  6. Your problem was simply compiling your cvar unlocker (or any other mod) in Debug configuration. Those assert boxes don't show up in Release builds. I thought your post was about the underlying assertion error about animation files not the fact that assertions were showing
  7. You'll need to have the path to your meld.exe in your PATH environment variable. Open the System window with Start + Pause/BreakGo to 'Advanced system settings' then click 'Environment Variables...'Select the 'Path' variable under System variables and click 'Edit...'At the end of the variable value, add ;C:\Path\To\Your\Meld\Folder (The semicolon is used to separate paths)Save all that Now you need to make sure Git is configured to use meld.exe as your 'mergetool'. Open Notepad++ ideally, or Wordpad if you don't want to install it. (Don't use plain-old notepad)Type this into the file open dialogue: "%userprofile%\.gitconfig" (Literally, including quotes)Your user .gitconfig file should now be open. If it doesn't, just create a new file.Add meld as the mergetool to this config file like this: http://meldmerge.org/help/resolving-conflicts.htmlSave the file. If it's a new file, use the same path as above when saving the file. Now after pulling, you should get Meld opening when you do git mergetool to resolve your merge conflicts.
  8. Dynamic lights can be added server-side (think CTF flags being carried). I think the entity was called misc_dlight, but I don't remember. They don't look as good as lightmapped light, but they get the job done when you just need a simple point light in an area. I may be wrong, but I think it's possible to use these for negative lights too where they darken an area. As mrwonko said, inside/outside areas for weather need to be in brushes that are on the client. You could go with full-level rain (Korriban might have really leaky ceilings) or there might be basejka .efx files you could make use of and maybe scale them up. I think there are already effects for lighting strikes and sounds for thunder, and these can be scripted like Clan FJA and zeƒilus mentioned.
  9. I think it's just a shader keyword that it uses. There's an option for Force Seeing shaders in ShaderEd2 at least, I can't remember what the keyword is for the shader text itself. Force Sense shaders only work in SP. You'll need an engine modification to make them work in MP.
  10. It's generally good to split up your services between companies so you don't have a single point-of-failure that holds together your entire online presence. Basically, resilience to the company's services going offline, or your account being compromised. EDIT: Just make a list on paper of possible combinations you can go with, what each one offers and their prices.
  11. Yeah it's right. That message just means that you need to set-up iPage's nameservers in your namesilo account so iPage's DNS servers (for your website and e-mail) will be associated with the domain.
  12. Namecheap offers private email as you've found. If you only need one address, the Private option is fine. I don't have e-mail hosting for my own domains but the internet seems to point to Zoho as a good free choice for it. Seems like it's free for 10 users. They have a guide for setting it up for your domain.
  13. I suggest Namecheap! Their prices are quite good and I've never had problems with them. Their control panel interface hasn't caught up with the modernity of the rest of their site, but they assure me it's coming. You can use Namecheap for the actual DNS hosting for your domain too (as opposed to just being a registrar). Or you could have Namecheap be the registrar while having your DNS hosted somewhere like CloudFlare. EDIT: Namecheap's DNS servers come at no extra cost after domain registration. You have full control over your DNS records. Their DNS service also provide free e-mail forwarding and URL forwarding if you need it. Domain registration comes with 1 year free WhoisGuard too (if you want to hide your registration details from the public databases), but the price is only around $2.88/year afterwards.
  14. Delete the wall and try again? Make sure there are no brushes that you've hidden in Radiant too.
  15. Is your problem that these walls should be opaque (not see-through) but they're invisible when the map is loaded? Or do they disappear at random while the game is playing? Are they just regular structural brushes, or are they detail brushes? Are they wall entities or just part of the world?
  16. Yep, reusing the texture file for different parts of the model would be beneficial. It means less images need to be loaded into memory at once. It's essentially a form of a Texture Atlas. For a list of all the images loaded by the game while playing, just use the /imagelist command in the console. And yeah, it's just finding a good balance of separating textures into different files and working with the resolution you want to. If it's easier to split the textures out, do it. If it's easier to have it on one texture for UV mapping, do it. Optimisation can be left until afterwards if necessary.
  17. Didz

    hi

    Hi there, welcome to JKHub Here's a list of all the MBII servers: http://my.jacklul.com/mb2servers/
  18. cg_fovAspectAdjust is either enabled or disabled (0 or 1). It's hard to describe what it does exactly. When it's enabled, it'll adjust the value you have set in cg_fov so that the field-of-view doesn't appear stretched. cg_fovAspectAdjust was first introduced by LordHavoc for the DarkPlaces engine and more detailed information can be found here: http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30#56610
  19. set sv_floodProtect "1" // throttles the rate of client commands if enabled (can help to avoid chat spam) set g_allowDuelSuicide "1" // pretty self-explanatory, can the /kill command be used in a duel? set g_stepSlideFix "1" // I think this has to do with friction when players are standing on each other but I'm not sure set g_allowNPC "1" // simply, are NPCs allowed to be spawned in the game? (/npc spawn jawa) Can't tell you about any of the saber locking stuff or the JA++ ones. No idea if japp_ammapAnyGametype relates to voting or using an admin command. You can set cg_fovAspectAdjust to whatever feels comfortable to your playing. A narrow FOV is of course disadvantageous because you have less view, but it's completely up to how you like it. Leaving it at "1" means it'll be suited for 4:3 screens. You only need to change it really if you have a wide screen.
  20. The browser's developer tools are also invaluable when debugging problems in your code. Just press F12 and click the Console tab, any warnings and errors will be shown there.
  21. I only just noticed I was replying to two people with problems... (Get avatars!) But still,
  22. Well, I doubt the problem lies with VirtualBox itself. I think VirtualBox just happens to trigger the conditions that expose the bug in the code. I could be wrong, it might be a networking problem in VirtualBox. If the problem happens for anyone else using the "vanilla" OpenJK client, it can be noted as an issue on GitHub to be investigated.
  23. OK, analysing that packet capture and the connect packet from the client is similarly garbage, but the server decides to accept that packet this time. This leads me to believe the MBII OpenJK client is encrypting the content of the out-of-band connect packets, but I don't have time to analyse this deeper. My guess is that this new code is broken and only happens to work on some platforms. Bring this up on their forum/bugtracker/whatever they use If this is new code introduced by MBII, I'd be disappointed that they've published a binary release of the client without making the source available as required by OpenJK's GPLv2 licence (But maybe I'm looking at the wrong repository). Maybe there's another explanation for the discrepancy in network traffic.
  24. That's exactly what I needed For some reason, your client isn't forming the connect packet properly. It's got a load of garbage in the packet where your userinfo data should be (in plain text). I suspect the reason for this is maybe a bug introduced by the MBII OpenJK client in the CL_CheckForResend function, but I can't see any difference in that function on their own GitHub (maybe they're not up-to-date?). If you can show pcaps of this version of the OpenJK client running on working distros though, that'd be interesting. It's weird that this happens only on a certain distro.
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