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Raz0r

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  • Current Clan
    iv

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  • Gender
    Male
  • Location
    Australia
  • Interests
    Exposing Cael's gender
  • Modding Interests
    Coder
    Jack of all Trades
  • Gaming Specialty
    Dueling
    Capture the Flag
    Speedrunning
  • Operating System
    Linux

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    mrrazish@gmail.com
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    https://builds.openjk.org
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    razish
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  1. Worth checking your GPU vendor's control panel for any "profiles" applied, like forcing anti-aliasing etc.
  2. The only real answer is: talk to your lawyer if/when you're serious about releasing anything, especially commercially. No one on the internet can really give you the legal advice you need. That being said, my advice is steer clear. My other advice is start with ioquake3 (same engine JK2+JKA are built on) and work from there, to avoid "Star Wars" (read: Disney and their infinite financial + legal resources) coming to bite you. I'd also steer clear of "laser swords" and "magic" which could be reasonably argued by lawyers to no end. You'll need a lot of coding experience either way you go. JKA is specifically a legal grey area, given the source was pulled and a gag order given by Our Great Overlords specifically over licensing/legality concerns. There are a few other threads discussing this and similar ideas. Quick search showed these will be of interest: https://jkhub.org/forums/topic/1974-openjk-general-topic/?tab=comments#comment-23405 https://jkhub.org/forums/topic/1986-why-cant-you-use-assets-in-non-commercial-standalone-games-exactly/
  3. Late to the party, but is there _any_ more information in the error message or console? 99% chance it's an issue with the mod referencing a filename or name of a model/shader/sound/etc that's simply too long.
  4. Any chance I can get ja++ for Mac? You mind posting a drop box link or something? Thank you!

    1. Circa

      Circa

      Until or if he responds, I have an old build from 2014 you can use in the meantime. Although keep in mind if you're on Catalina it won't run since it's 32 bit.

      https://circa.im/files/jka/japlus_Mar2014_mac.zip

    2. Monkee

      Monkee

      ❤️

      Thank you! You are a scholar and a gentleman, good sir. Cheers.

  5. Plz fix japp.jkhub.org ;_;

    1. Show previous comments  3 more
    2. Aldro Koon

      Aldro Koon

      Sadly not but thanks anyway

    3. Akion

      Akion

      Np, take care!

    4. Slangblades

      Slangblades

      This helped me alot. Thanks Akion!

  6. For posterity, JA++ code has been at https://github.com/Razish/japp since ~2013. No one ever got JA+ code from Slider as far as I know, he hasn't been active in the community for a long time.
  7. Pretty sure it's `cg_saberContact 0` and possibly `cg_saberModelTraceEffect 0` + `cg_saberClientVisualCompensation 0` Appears to be handled by cgame/cg_players.c -> CG_AddSaberBlade
  8. Thanks for the report, added to JA++ as of commit 23ea718
  9. Glad you figured it out. I've now built this into JA++ as of commit ec26a23 ?
  10. Not sure if serious. Android port of JA has been done (xlava, ent, couple others). I think mobile and browser platforms are just nowhere near practical enough to warrant that kind of effort - 3 people dicking around for 5 minutes is hardly worth it. kungfooman may put in effort for wasm, he's working on an ioq3-based wasm/webgl thingy. Pull requests are welcome ?
  11. What's the exact command you're entering? I would start by checking for warnings/errors in the server console when loading a map. That will probably tell you exactly why. Then remove all mods and reintroduce them one by one until the issue occurs again. It may be a corrupt mod or simply a size limit.
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