Jump to content

Raz0r

Members
  • Posts

    1,135
  • Joined

  • Last visited

Everything posted by Raz0r

  1. I've compiled the whole MP codebase on an RPi before, but only successfully ran the dedicated server with jampgame and confirmed it working online.
  2. I made Cat fix the uploading issue, Mac builder should be triggering fine. I can poke things this weekend
  3. And launching with +set fs_game "japlus" results in the same issue? Are there any DLLs outside of PK3s in base or japlus in GameData and Documents/My Games/OpenJK? If so, delete them. As a side note, it would be great if module loading was more verbose (i.e. absolute paths of modules loading, or at-least the fs_searchpath entry + relative game path)
  4. Specifically Mismatched UI_API_VERSION: expected 1, got 2 is of interest. It sounds like the engine expected the UI version to be 1 (meaning the engine is out of date) but running a newer JA++ build UI responded with version 2 When in doubt, UPDATE EVERYTHING
  5. Can you link the file in particular?
  6. Needs less uniform or normal distribution, more scattering!
  7. FWIW, gcc is not tied to Linux - I use it on Windows. You could try to unify the build system before worrying about linux-specific and jamp.exe specific issues. That would rule out compiler/language extension related issues.
  8. Raz0r

    Makermod on JA++

    Keep the same folder structure it has, make sure plugin.lua is in a folder like japlus/lua/sv/<plugin-name>/plugin.lua Optionally in a PK3. Same as any other plugin.
  9. It shouldn't matter for this, but as with everything the latest is usually the best.
  10. I doubt money will help. Apart from Xyc's issue with having/wanting to rewrite cgame<->renderer communication, the only real concern is available time of skilled-enough programmers. At the moment that is 0
  11. The code was passed onto @@ufooo who will work on a Linux version. See this thread
  12. I personally have it in ~/games/jka, /opt/ is a common non-standard choice. I believe Steam defaults to ~/.steam/steamapps/
  13. Unsupported is poor word choice, I recommend 'Inactive' and then you can implement explicit protocol for having a mod project classified as inactive (i.e. has not responded to 2 emails 3-6 months apart)
  14. We're going to need more info than "does not work" What exactly did you try? What were the warning/error messages shown to you? (you may want to run the -onlyents or whatever inside cmd.exe) Otherwise, how are you verifying that it's not working? Check the ingame console on map load and when you expect your NPC to spawn for any errors relating to your NPC. The other option you have instead of recompiling back into BSP, is to have the entities file named e.g. t2_trip.ent and OpenJK will load these automatically instead of the entities inside the BSP.
  15. Raz0r

    OpenAL Soft...

    OpenAL is something like the OpenGL of audio. OpenAL-Soft is a particular implementation of that API in software. From their main site: "OpenAL Soft is a [...] software implementation of the OpenAL 3D audio API."
  16. Raz0r

    OpenAL Soft...

    pls 2 merge Any idea on Linux / Mac support out of the box?
  17. You'd be missing the shaders and such, which are essential. Grab JK2Textures.pk3 from the JK2 Restoration mod
  18. I believe your best bet for resizing the / partition would be a livecd, to ensure it's not in use. I could be wrong, but that's what I'd do to be safe.
  19. I kind of like the idea, but doing a dynamic animation for it without new animations might be difficult, and deciding when it should trigger needs to be thought about. It should be a rare occurrence, so maybe all force pushes should take a fraction of a second to complete and if you/the enemy pushes within that time frame it should trigger the lock. Or maybe just a random chance? I don't like randomness, and I don't like being interrupted by something gimmicky.
  20. It doesn't look as fancy as it could in JA++ currently, only the core functionality of it shooting out, attaching, pulling you along and you swinging works. There are no fancy graphics, models or animations for it, just a black line resembling the rope.
  21. For any respectable zombie/horde game, you need to write a lot of new AI and pathfinding i.e. you need a good programmer with a lot of time. Seen any of those around JA lately? =p
  22. I specifically don't provide a "one size fits all" configuration because I'm not going to force any form of gameplay onto other people as if it's more righteous. The default settings are sane and almost always match base/vanilla gameplay. Any further customisation is entirely up to the server owner and how they want people to play on their server. As you're not using the dedicated server to run a game, all of the cvars created by the server will be written to your client's configuration (<fs_homepath>/<fs_game>/openjk.cfg) A list of cvars and their descriptions can be found here Try japp_allowJetpack 1 (same deal with japp_allowHook, it's a bit-value for allowed gametypes...but never allowed in Siege) followed by /jetpack
  23. I suppose that's misleading. It's showing your (client) mod version. Did you download the server binaries? Solo Game still runs a server behind the scenes.
  24. Easiest way to tell if you're running JA++ server is /aminfo in Solo Game. Easiest way to tell if you're running JA++ client is to be in the menus and check the value of /japp_version If they're both running, you can just do /set japp_allowHook 1 from the ingame console of Solo Game (assuming you're trying to play FFA - it's a bit-value of which gametypes it's allowed in) /bind x +button12 for grapple, as in JA+
×
×
  • Create New...