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Posts posted by Didz
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The blue overlay gets drawn in the code while its drawing all the other 2D stuff. All it is is a rectangle stretched to cover the screen, tinted with a blue colour and some transparency. The colour/transparency is hard-coded in the client code.
Langerd likes this -
Also, slightly off topic but related, openjk.org needs a homepage. I've heard from a few people that they have tried to go there but are confused when there's no page and don't see the little message. If anything it should redirect to the GitHub page. This would help getting people to the right places easier.
We don't have a website developer with enough time to do the homepage. I've redirected it to the GitHub repository for now
Circa likes this -
master.jkhub.org uses dpmaster as its backend, and I've noticed that first artefact too.
Your second bug is invalid though. The UDP protocol does not guarantee packet ordering, so it wouldn't make sense to have a "terminator" packet with EOF like basejka has. This is a mistake that Raven Software introduced into the protocol, the EOF packet should not be distinguished from EOT. However, the extra null bytes at the end of the packet is something I don't really want there either.
I could fix this by using my own master server implementation, but I don't know of any implementations that have a problem dealing with dpmaster's server list responses. If it's a major issue, I can change it.
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I learned so much from developing on JKG and had so much fun doing it. Most of the team members were quite young (I started on the project at 15) and enthusiastic, but we had no idea how to properly schedule our time. We had great creativity and engineering, but not quite the nack for melding mechanics together seamlessly. Most of the videos and screenshots put out for the dev diary were just some rubbish prototypes that weren't properly functional in the game. The biggest hole in the development for me was the lack of story-writing, as the game was supposed to have quests and some lore. Team/time/resource management didn't exist, although we had some idea of what people were working on because we were on IRC all the time (no idea what people outside IRC worked on though).
The final nail in the coffin for my involvement was a time where all the team's focus was directed at creating a Stargate replica in-game, purely for "GM" travel between servers. So much time was wasted working on that piece of crap that no player would ever encounter. It required modelling, texturing, shadering, animating, Lua scripting, sound editing, and dialogue writing. Worst of all, it was completely unecessary as GMs could simply just /connect to whatever server they needed to be on.
I don't feel bitter about the project though, I had a great deal of experience from it. I could feel bitter about players never being able to play the game it was meant to be, but that would just be #FirstWorldProblems.
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The Start button doesn't work for me either in Firefox.
JavaScript is a nice language for writing cross-platform games for the web. Some examples: 2048, Untrusted, and some games by Enclave Games.
Here's a simple game of Space Invaders being live-coded in 30 mins: http://vimeo.com/105955605
Boothand likes this -
Builds page back up
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The builds page is back offline again due to deep-rooted problems in the Bash codebase. See here: http://arstechnica.com/security/2014/09/still-more-vulnerabilities-in-bash-shellshock-becomes-whack-a-mole/
I don't have a time estimate for when I can bring it back up. It depends on when the collective conscience of internet security researchers are happy that the issues have been resolved.
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The View New Content button is really handy and I use it all the time to see what's new on the forums since I last visited. It would really help with figuring out where a post was actually posted if the full path of the post was noted, not just the name of the direct parent subforum.
Right now there are a bunch of posts which are just labelled as being under "Discussion". There are so many mod forums on the board with a sub-forum of "Discussion" that you can't figure out which discussion forum the post actually belongs to.
Current behaviour: Reason to use guns in Discussion
Suggested behaviour: Reason to use guns in Mod Project Forums > Jedi Knight: Enhanced > Discussion
This would make it clearer which mod the post relates to.
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Again, the issue wouldn't be the hard drive (whether it's SSD or not). There's something else that's causing the problem.
The lag could be caused by CPU time being taken up by another process and slowing the server's frames down, or it could be a networking issue.
Have you tried checking Resource Monitor to see what's taking up CPU time and what processes have network activity?
If it's a VPS, you might have been moved onto a node that's full of other customers who are competing for resources.
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The type of hard drive shouldn't make any difference at all during gameplay (unless someone's changing their model, or a new map is loading, etc.).
I would just look into this with @@Caelum and see if there's any other specs that are different with this upgrade.EDIT: Oops I thought you meant you were being hosted by JKA Server, silly @@Caelum for naming his service that. Still try to contact your host provider to inquire about this, maybe they can do some testing with you.
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Wouldn't this be ShaderEd3?
Stoiss and minilogoguy18 like this -
By ping lag, I'm guessing you mean actual lag that's affecting gameplay (as opposed to just looking at the number on scoreboard going up, as that's not very accurate).
You could try using Wireshark to capture the packets that are happening on your network interface. You could compare the traffic that happens when you don't have lag, and then what changes when you're experiencing the lag.
Wireshark is quite advanced to use effectively so you might need to reseaerch interpreting network captures.
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BobaFett's 'hack utility' just exploits bugs in code. The multi-line chat is an exploit that exists in basejka, but patched server-side in most mods. Boba's tool just allows the client to exploit the bug easier.
The amsleep exploit is something that JA+ introduced, so it obviously doesn't affect basejka. That feature is broken in JA+ but it could be fixed.
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If multi-line names or chat is allowed, that's a JA+ bug and maybe you could check out JA++ for your server.
If someone can get out of amsleep, that again is a JA+ bug. I have no idea if JA++ does amsleep, but if it does, it probably doesn't have that bug.
So basically either convince the JA+ developer to fix those bugs, or try JA++ instead.
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^ OBS is awesome, and free in both meanings of the word.
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He's modding SoF2 which uses a very similar engine to JKA. That's why he's seeking help here.
eezstreet likes this -
It's strange that the Quake 3 console should not have a way to pass the value of an returned command into a variable, or some way to directly pass on the value of a variable into another variable… :/
The console/cvar/command system was only meant for configuration, not scripting.
eezstreet likes this -
I don't think this can be achieved with vstr, at least not in the situation @@Cerez wants where the game will save the player's current model while the game is running.
It's possible to do it statically without getting the model dynamically though. Aka you'd have to write down in a script what the old model is.
set model1 "model kyle; set sex male; set switchModel vstr model2" set model2 "model jan; set sex female; set switchModel vstr model1" set switchModel "vstr model2" bind X "vstr switchModel"
As Morabis mentioned above, this should actually be possible with the JA++ client in a Lua plugin. The Lua scripting interface that JA++ exposes is a very powerful tool.
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I voted FFA. But playing Makermod is more of a sandbox than FFA
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Wut It was in response to MBII's source being closed and the false pretense of security that gives.
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For reverse engineers, it doesn't really matter whether the source is closed or not. When you have the MBII client executing code on your own computer, you have the code.
There was a hobby project by a guy called Owen a while ago (I'm sure you know) just to play around and tinker with reverse engineering MBII to add features to it. Having the source closed doesn't stop people who care enough to tinker.
/rant
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Make sure the dedicated cvar is 2. You'll need to have +set dedicated 2 on the command-line if it isn't. Also make sure that one of the sv_masterX cvars are "masterjk3.ravensoft.com".
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The only cheats that I really think are worth even attempting to block in this day and age are wallhack/aimbot. And even that is a stretch because making an anti-cheat that works with GPL software is tricky.
The best way would be to block users out who don't run a specific client that is open source but contains authentication pub/priv keys etc that isn't publicly available. But I don't see this happening unless the protocol in general gets changed. IE to prevent DDoS etc.
You just can't control what's running on the user's computer. If they have the ability to use the proper client and authenticate with that from their computer, they can use a modified client just as easily.
JKHub Master Server
in Jedi Knight General Discussions
Posted
master.jkhub.org
Service Status - Last Updated: 2017-12-06 23:04 UTC
The JKHub master server is currently online.
To view the latest version online, check out this handy page by @@jacklul: https://jkhubservers.appspot.com/
For another alternative master server, try this one by @@ouned: https://jk2.ouned.de/master/
You can configure up to 5 master servers in JKA/JK2, and even browse 5 master server lists from the Join A Game screen using OpenJK. (Use OpenJK client and use +set fs_game OpenJK)
The JKHub Master Server is an alternative master server for Jedi Academy and Jedi Outcast that can be used if Raven Software's master server goes down. The service is provided freely to the community in hope that it will be useful to people.
Configuration for Players
Currently the easiest way to use the JKHub Master Server as a player is by using OpenJK. The OpenJK client along with the OpenJK UI DLL is able to show multiple Internet sources in the Join A Game menu. OpenJK is still in development and hasn't had a public release yet, however development builds for Windows, OS X, and Linux are available at builds.openjk.org.
Alternatively you can use The JKA All Seeing Eye Server Browser Mod if you prefer to stick with retail Jedi Academy. Just note that this won't work if you are running another client-side mod that modifies the user interface.
I'm not aware of any client-side mods for Jedi Outcast that support multiple master servers, but please let me know if you do!
Configuration for Server Owners
Just set one of the sv_master<1-5> cvars in the server's config file to master.jkhub.org. This works out-of-the-box; You don't need any special mod to add the functionality.
Example:
Contact
The master server is operated by @@Caelum and if you need to contact him, just use the private messaging system here on JKHub or head to the JKCommunity Discord.