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mrwonko

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Everything posted by mrwonko

  1. This is an issue I do not want to reproduce, installing that many mods sounds like too much of a hassle. I read some of the related code to see if I could figure out what might theoretically be the issue. Your screenshot looks like SP to me, so I checked the SP code, but it should work the same in MP. The first thing that jumped out is MAX_SHADER_FILES = 4096. You should be able to check if that's the limit you run into by adding a Com_Printf log like so if ( numShaderFiles > MAX_SHADER_FILES ) { Com_Printf("Too many shader files (%d > %d)", numShaderFiles, MAX_SHADER_FILES); numShaderFiles = MAX_SHADER_FILES; } at the limit check in ScanAndLoadShaderFiles. But I suspect it's currently impossible to run into that, because you probably run into the MAX_FOUND_FILES limit first, which is also 4096. A message about that could go before the return in the limit check in FS_AddFileToList: if ( nfiles == MAX_FOUND_FILES - 1 ) { Com_Printf("MAX_FOUND_FILES (%d) exceeded, ignoring file %s", MAX_FOUND_FILES, name); return nfiles; } If those are indeed the limits you're hitting, I would recommend you keep doubling both of them until it works. Don't immediately set them to something super large, as increasing the limits will increase the amount of RAM needed, and you only have so much of that. Also be aware that a single broken shader file can break other files as well, which can also cause the kind of issue you're experiencing. When that happens, the broken mod needs to be removed or fixed.
  2. When I use that model in multiplayer, my saber works just fine. How are you using it?
  3. I've heard of this issue before, but don't remember what causes it. Please link to an example so I can take a look.
  4. I don't know of any, but I wish there were.
  5. If you check the readme of the lightsaber mod, it says And JA Unlimited's readme has a section called "Is this mod compatible with other mods?" which contains So these mods are fundamentally incompatible. A programmer would have to merge the source code of both to create a new, combined mod, but I don't think the source code of either mod is available online. You'd have to contact the creator of JA Unlimited and hope they still have the code 15 years later, and re-create the rgb saber mod by taking the relevant bits of OJP.
  6. I think you have to restart radiant after switching between Single Player Mapping Mode and Multi Player Mapping Mode, maybe that's why it didn't work at first...
  7. npc_player only exists in Jedi Academy SP mode. If you're creating a JK2 map, use npc_kyle instead.
  8. So it turns out that's not quite true. If the file is not listed in the torrent, I didn't download it as part of my jk3files scraping. However, there are still some mods I downloaded separately, just to play them. Looks like Expedition 1.05 is one of those, I found an 11-year-old file on my hard drive. I've uploaded it to my website, the download link on the page you posted should no longer be dead. --edit-- On closer inspection, while the readme of that file does contain "File Version: 1.05", its filename is "expedition1.06_readme.txt". Chances are this is a WIP release I received at some point? The full 1.06 release correctly says "File Version: 1.06"
  9. No, this was never available on my mirror, when I remove files (on request), I remove the file page as well. The IDs of removed files can be viewed in the config: jk3files-mirror/config.py at master · mrwonko/jk3files-mirror (github.com) When I scraped jk3files, crawling the file page for metadata and downloading the file itself were two separate steps, which could fail independently. It was a random dice roll whether a request for a recent file would hit an up-to-date server instance, so my script would retry a couple of times, then give up. Maybe this was one of the newer files I failed to download, or it had already been removed from jk3files for some reason? You could check the torrent, that's the most complete version of my archive: http://mrwonko.de/jk3files.torrent If the file's not listed there, I never had it.
  10. This Reva? I've downloaded it and tried it in OpenJK SP and she threw her saber at me without my game crashing. Am I doing something differently than you?
  11. I've never looked into it in detail, but the Dynamic Music System uses the ext_data/dms.dat file, which seems to define the timestamps at which switching between tracks sounds seamless, so you'll probably want to look into that.
  12. I know that a single broken shader can break all following shaders as well. Maybe that's also the case for NPCs? One broken NPC in turn breaks others? Try removing mods to find out which one is causing it, then share that one here and we can have a look at why it's broken.
  13. Sounds like Jedi Academy Enhanced might have added support for progressive jpeg textures, which are originally unsupported and lead to that error message. You then installed a mod that uses them (maybe Jedi Academy Enhanced ships with progressive jpegs? That would be a little mad...) and this makes it incompatible with the original game. Try removing mods until you find the offender.
  14. I don't understand the difference between spawning and showing up. Can you elaborate? Also, what's an example of a mod that exhibits this behaviour?
  15. You can compare the glm saber models for Jedi Academy and Jedi Outcast sabers using the ModView tool. At first glance, I can see that Jedi Outcast appears to use a tag called "*flash" to define where the blade starts, while Jedi Academy uses "*blade1", presumably due to the added support for multi-bladed sabers. So you'll have to edit the model to rename the tag, which can be done using the Blender Plugin or a hex-editor (making sure to replace instead of insert so the overall file length stays the same). The other issue is that Jedi Outcast does not have customisable sabers. That either needs to be programmed in (which needs to be done inside the VR port), or you can replace the default saber by giving the new one the same name. If you go the latter route, you should provide one PK3 file per saber, and then the player has to choose only one of them.
  16. Which steps are you referring to? What guide are you following?
  17. It's an animation used exclusively for that purpose, right? Then you could change the animation, e.g. by replacing it with a different existing one by editing models/players/_humanoid/animation.cfg, or by modifying the animation from the _humanoid.gla itself e.g. in Blender. The relevant animations should be BOTH_STAND1TO2 and BOTH_STAND2TO1.
  18. That would best be done using a sun light, which can be done using a custom sky shader, as described at http://q3map2.robotrenegade.com/docs/shader_manual/light-emitting-shaders.html, or using a directional light entity with a special key I can't quite remember, possibly "_sky" set to "1".
  19. These light rays have been created using brushes with a special texture, possibly common/dark_dust, on its visible sides, and system/nodraw on invisible sides.
  20. It would be nice if you could share your .map and .bsp, so we can see if we can reproduce the issue. I haven't watched your video yet, but it sounds like you're hitting some bugs that could be fixed in the engine.
  21. You could probably use vertex alpha for the fade, which you can control using alpha volumes. The principle is similar to (one method for) blending textures on terrain. I was going to point you towards SimonOC, but the website seems to be down. Somebody else can probably provide more details.
  22. It doesn't need to be called "base", you just need the correct folder structure inside of it,
  23. what Ramikad said, and make sure to read the included pdf manual for more details.
  24. Can you share the broken version of the map? This looks like a bug in the code that should be fixed, but we'll need a way to reproduce it first.
  25. Nice. I did a brief search for Blender Merge Normals Across Objects and found this alternate approach, but use whatever works for you.
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