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Everything posted by Didz
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So we switched from XenForo to IP.Board, and now we're switching back?
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Check out the shader manual here: http://q3map2.robotrenegade.com/docs/shader_manual/contents.html It may take a while to understand if you're new to modding, but just try to adapt existing shaders by adding layers that glow and stuff like that based on the stuff you learn in the shader manual.
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It means that somewhere along the way to the master server, your requests are being rejected by a firewall. This could be a firewall that's on your computer, the firewall in your modem/router, or a firewall by your Internet Service Provider. You just need to figure out where your requests are being blocked and fix that. You may need to contact your ISP to see if they're blocking the traffic. The relevant traffic for Jedi Academy is UDP port 29070-29079 and UDP port 29060. Some JKA servers use different ports.
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Gaming can be e-sports. It doesn't involve strenuous athleticism, but neither does Darts, Snooker, Chess, or Boules. If there are fans willing to watch opponents compete in games against each other, you have sports.
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safe_malloc failed on allocation of 276824064 bytes
Didz replied to scp_chaos1's topic in Modding Assistance
This has come up before: http://jkhub.org/topic/1985-map-compile-problem-safe-malloc/http://jkhub.org/topic/4004-compilation-parameters-for-q3map2-and-safe-malloc-allocation/You can try adding the -lomem flag to your light compile's command line, but this wasn't a solution for either of the threads mentioned. Here's how you can set-up a 64-bit Q3Map2 though: http://jkhub.org/topic/4088-gtkradiant-and-q3map2-64bit/?do=findComment&comment=59997 Technical side note: I'm not sure what the significance of the 276824064 (264MiB) number is. No idea why the compiler would be trying to allocate 264MiB at once; this seems like a memory calculation bug rather than an intentional allocation. -
LuaMakermod - is it interesting to someone?
Didz replied to Keyten's topic in WIPs, Teasers & Releases
Lua scripting support was one of the core things planned for Makermod 2.0, but it's really unlikely there will be another release of Makermod... The beginnings of a rough Lua implementation was started in the current client plugin for Makermod, but it only has an API for getting and setting cvars currently. (Try doing /lua_do "cvars.name = 'Blahblah'" and /lua_do "print(cvars.name.string)") The plan was to have players be able to write building scripts as Lua files on their computers, and then have these scripts uploaded using a command and executed inside a server-side Lua sandbox (with limits on resource usage). Here's some of the API I came up with 3 years ago: (it matches the current set of commands closely) If people are still playing Makermod, it could be a good thing to look into. cc @Scooper, @spior, @Onysfx -
How to use a domain name to point to a dynamic IP?
Didz replied to Mysterious Stranger's topic in General Tech Support
You need a DNS provider that has support for updating records remotely. I use CloudFlare as my DNS provider for most things, and they support Dynamic DNS: https://support.cloudflare.com/hc/en-us/articles/200168816-Does-CloudFlare-work-with-Dynamic-DNS-Can-I-update-my-DNS-records-remotely- Their free plan does all you need! If you're on Linux, you can simply use the ddclient tool they offer to update your records. But if you're on Windows, you'll need to explore other options. Here's an article regarding other methods: https://techjourney.net/update-cloudflare-as-dynamic-dns-ddns/ (Skip down to Method 5 for Windows) I don't think you'll be able to add your server as a favourite in JKA though. If I recall correctly, JKA only supports saving IP addresses as favourites, not hostnames. -
As long as your players' computers have the capability to decrypt the content in order to present them in-game, their computers will also be able to just decrypt the content to extract it onto their hard drives too. No technical measure will prevent this. Your options are 1) get a lawyer, 2) don't release your content, 3) ignore it. Reverse Engineering is also a right protected in the U.S. (DMCA) and the EU (Directive 2009/24/EC). I played JKA for the modding aspect, and entity modding was one of the most enjoyable ways of thinking out-of-the-box while creating fun experiences for players. I don't see how experimenting with entities in maps could be in any way disrespectful to the original creator, unless they're also redistributing repackaged PK3s.
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The SDL migration brought in a lot of regressions like this (minor enough to go ahead with the change though). If either of you have some spare time, could you create an issue for it on the GitHub site? I don't have a non-English keyboard so I can't test the broken functionality here, but we need some concrete stuff to work off, such as the config files containing the key bindings and the affected keyboard layouts, etc. If there's any difference in how basejka and OpenJK generate the bindings to the saved config file, these would need to be noted too.
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For the record; from Windows Vista onwards, you can create a dump file for any process from the Task Manager. Right click on a process in the list and click Create Dump File. It'll take a while to generate, but after it's done it'll show you where it's saved. Dump files can be used to debug the state of the process in Visual Studio as it was when it was running. They're much more useful if you have the .pdb files for the game EXEs and DLLs there too.
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Open the Help menu from the main menu, click Troubleshooting Information, click "Refresh Firefox..." and confirm you want to reset the browser. This will remove all add-ons and customisations, and reset the browser to its initial state. It'll keep your history and cookies intact though, so you won't need to log in everywhere again. All the old Firefox data will be put in a folder on your desktop as a backup. Best to add your add-ons one-by-one afterwards, cause it's probably one of them that's causing the problem. If this is still happening after resetting Firefox, you might have deeper malware that's hijacking your network traffic.
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They look like typical BSP splits. Have you changed _blocksize at all in worldspawn? Default is 1024 units I think.
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Creating a specular map is as involved as creating a regular (diffuse) texture. You typically start off with the diffuse for reference, brush out the shiny bits lighter, brush out the duller bits darker, add some noise, do some blur, a little of this, a little of that... There's no one formula for getting a specular map done, it depends completely on the material you're trying to create. Experiment and tweak.
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My $0.02: I think this project sounds crazily large and will take over a year to get to anywhere worthwhile. I'm used to taking on too many projects and having none of them get finished/released. (Makermod 2.0 anyone?) You won't be expanding your skillset by doing this, because it's just same old JKA/Q3 code modding. All JKA coders can do this project, it'd just take a ton of time and effort. In my opinion, I think you should carry on working on Rapture, but treating it as a hobby project. Don't expect to make money from Rapture, just expect to learn and make something fun. There's also some past research that talks about how releasing teasers/previews of your work while you're doing it will have a negative effect on your motivation. That's because you'll be getting positive feedback from other people (instant gratification) which means you're becoming less wanting to achieve the end goal of finishing the project. I'd link the article if I could find it again. I know that definitely happened with me when showing prototypes of portalmod while I was doing it, then I lost the motivation to actually get the implementation done properly.
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These are all the textures used by the r_we command: fog / heavyrainfog / light_fog / sand = gfx/effects/alpha_smoke2b.tgarain / acidrain / lightrain / heavyrain = gfx/world/rain.jpgsnow = gfx/effects/snowflake1.bmpspacedust = gfx/effects/snowpuff1.tga You're thinking of worldspawn fog there.
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Opening the console with ` or ¬ or ~ will release control of the mouse so you can move the window.
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t1_rail has a similar effect to what you're suggesting. Lightning, thunder, screen shaking, rain, fog, etc.
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On the topic of uninstalling completely: Mods and other custom user content shouldn't be removed from any directory (i.e. don't remove anything not installed by the installer)Contents inside My Games\OpenJK (i.e. files that are written during gameplay) should only be removed given a checkbox, or not at all. The directory will include standard cruft such as servercache.dat and security.log, but it must be the user's decision to remove this stuff. Every user will have their own My Games folder, so the installer would have to take this into account by trying to enumerate all the users on the computer. Everyone's free to use their own home path though, and even have multiple home paths, so I'd just not even remove any of them. (And maybe say a message about the user data not being removed after uninstallation)
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They're good friends, I think it's simply just.. banter /ˈbantə/ noun the playful and friendly exchange of teasing remarks. "there was much good-natured banter" synonyms: repartee, raillery, ripostes, sallies, swordplay, quips, wisecracks, crosstalk, wordplay, ... verbexchange remarks in a good-humoured teasing way. "the men bantered with the waitresses" synonyms: joke, jest, pun, sally, quip, ...
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Been a while since I posted my last desktop. Here's the current one
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Here's an online demo of the different blending options you have: http://www.andersriggelsen.dk/glblendfunc.php The "Blend equation" option should be kept at GL_FUNC_ADD (Addition), since that's the only blending mode available in Quake 3 (as far as I know; maybe @@Xycaleth knows better). The "Premultiply" checkbox on the page is an advanced topic that concerns texture filtering, it's best to leave that Off as it would involve extra steps when exporting assets for the game.
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As far as I'm aware, it's not possible to do that sort of masking in the Quake 3 engine where you have a stage that uses the alpha information of the stage below it to figure out how to blend with the surfaces underneath.
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The flaw in understanding here is that GL_SRC_ALPHA means drawing alpha only, that's not what happens. In your stage 1 example, you can use the fomula Xycaleth talked about to understand how blending would work there. FinalColour.RGB = SourceColour.RGB * SourceColour.A + DestinationColour.RGB * 0 ... which simplifies into ... FinalColour.RGB = SourceColour.RGB * SourceColour.A Things to note here: GL_SRC_ALPHA as the source blend func means the source RGB colours (texture RGB) are multiplied by the source Alpha channel (texture Alpha).SourceColour.A is a single number between 0.0 and 1.0, corresponding to the alpha channel of that particular point in the texture.Multiplying by anything that's less than 1.0 means that the RGB colours will be darkened, because the resulting values will be less than the original.Where the alpha is 0.0 in your texture, the final colour will be black. Where the alpha is 1.0 in your texture, the final colour will be the original RGB colours.Your stage 1 will basically result in a fully opaque surface whose colours will blend between black and their original colours depending on the alpha channel at the particular point on the texture. Your stage 2 would be this: FinalColour.RGB = SourceColour.RGB * 1 + DestinationColour.RGB * 0 ... which simplifies into ... FinalColour.RGB = SourceColour.RGB So here, you're completely ignoring the result of the first stage (because you're multiplying destination colour by 0), and instead you're simply using the full RGB colour of the original texture (And it'll still be fully opaque over whatever's behind the surface). So your shader essentially just does the default blending because the second stage is GL_ONE GL_ZERO. I don't understand what technique you're trying to aim at in your post though. You want one stage to have a scrolling texture with RGB, while another stage is staying still and just acting as a sort of transparency mask?