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Everything posted by Raz0r
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set japp_allowHook 1 Default values = unmodified gameplay/behaviour.
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As a non-modeller, it looks like either a shader issue (cull twosided) and/or inverted normals on the mesh.
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Error menu file not found: 1,using default (it's 0 now)
Raz0r replied to CaptainAtomas's topic in Jedi Knight Tech Support
For future reference, you can use /reset cvar_name -
As mentioned on Steam: Repeater and DEMP2 are too similar at smaller sizes. Not sure what to do about that. Trip mine is just a blob, it took me a while to figure it out. Definitely needs more details/lines like the closed hand icon. Detpacks are also a bit hard to distinguish. Rocket might be better off using a rocket instead of the rocket-launcher I'm assuming the icon to the right of the flowing water is lava? That wasn't intuitive. Is the one beside that acid? I can't work out which one is telefragged, fell to death or crushed The open hand is...? I'm assuming the closed hand is killed by (dark) force i.e. "annihilated by" - but that won't look right for lightning, only grip I like the idea of that explosion-y graphic to distinguish alt-fire. EDIT: Ensi is right, concussion alt-fire should be the crosshairs. I would also recommend adding one for disruptor alt-fire/sniping.
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Will be adding this to JA++ (issue #339)
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Had to make another fix for sh_lua.pk3 causing an error when joining games or starting servers. Download sh_lua.pk3 here and drop it in japlus
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Yeah, later versions of OpenJK and JA++ have a newer API version for font improvements. Can't be running an older build of one with a newer build of the other.
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Just made another build for Windows. Download it from here. Here are some of the changes: + Added japp_sortScoreStyle to sort score by kills, net, kdr, kpm, clientNum * Normalised some more CGame font rendering - "server is changing maps" and "connection interrupted" + Added tab-stop to bad chars checked with USERINFO_VALIDATION_CONTROLCHARS * Removed cheat-protection on d_saberAlwaysBoxTrace, d_saberBoxTraceSize, d_saberGhoul2Collision, d_saberInterpolate, g_allowNPC, g_saberRestrictForce + Added japp_showNextMap which will attempt to decipher mapcycles + Added chatbox key handlers for Ctrl-Home and Ctrl-End to scroll to the first and last messages respectivelyBut most importantly there were some behind-the-scenes changes which means some very cool/useful plugins are coming soon - including killtrackers, new HUDs, entity interaction on servers - so make sure you grab this build
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Then I would suggest you're not all running the same version of the map.
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I don't see where the confusion is, the error message is very self-explanatory. MAX_QPATH (defined as 64) is the maximum number of characters a game-relative path to a file can have. strlen = string length function, calculates the number of characters in a string. Both of those errors are legitimate - those filepaths are longer than 64 characters. That particular mod simply won't run. It's not an issue on your end at all.
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It's a bit-field with these value combinations: 0x00000001 make sure cl_guid does not exist, q3fill protection 0x00000002 make sure cl_punkbuster does not exist q3fill protection 0x00000004 make sure IP is there once or not at all, engine adds this at the end 0x00000008 make sure cp_pluginDisable is there once or not at all 0x00000010 make sure name is there once or not at all 0x00000020 make sure rate is there only once 0x00000040 make sure snaps is there only once 0x00000080 make sure model is there only once 0x00000100 make sure forcepowers is there only once 0x00000200 make sure color1 is there only once 0x00000400 make sure color2 is there only once 0x00000800 make sure handicap is there only once 0x00001000 make sure sex is there once or not at all 0x00002000 make sure cg_predictItems is there only once 0x00004000 make sure saber1 is there only once 0x00008000 make sure saber2 is there only once 0x00010000 make sure char_color_red is there only once 0x00020000 make sure char_color_green is there only once 0x00040000 make sure char_color_blue is there only once 0x00080000 make sure cp_sbRGB1 is there once or not at all, from JA+ 0x00100000 make sure cp_sbRGB2 is there once or not at all, from JA+ 0x00200000 make sure teamtask is there once or not at all, 0x00400000 make sure password is there once or not at all, optional 0x00800000 make sure cjp_client is there once or not at all, from JA++ 0x01000000 make sure csf is there once or not at all, from JA++ 0x02000000 make sure teamoverlay is there once or not at all, only registered in cgame and not sent when connecting 0x04000000 make sure the userinfo string is not too short (< 1) or too long (>= 1024) 0x08000000 make sure the userinfo string contains the correct amount of slashes (key=value pairs) 0x10000000 make sure there are no extended ascii characters. not a recommended setting as these are sometimes used in names. 0x20000000 make sure there are no known "control characters" including line-feed, carriage-return, tab stop, semicolon, quotation marks See also Executing actions based on userinfo
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Make sure you have a dedicated server executable (Raven's Dedicated Server Pack for Windows or Linux, OpenJK's openjkded.x86.exe) Know where your data is read from + written to: Retail JA Reads from current directory. Writes to current directory so requires administrative privileges if current directory is within Program Files OpenJK Reads from current directory. Writes to fs_homepath (defaults to e.g. Documents/My Games/OpenJK on Windows, ~/.local/share/openjk on linux) so it does not require super-user privileges. Download the server-side counterpart for your mod (assuming JA+(+) which has an fs_game of japlus) You'll have a .bat or .sh to run your server, or just type it like this manually at the command line (Command Prompt for Windows, Terminal for Linux/Mac): ./openjkded.x86.exe +set fs_game "japlus" +set dedicated "2"When the server starts, it will execute a .cfg file: Retail JA: <fs_game>/jampserver.cfg OpenJK: <fs_game>/openjk_server.cfg This is where you put any cvar configurations. JA+ comes bundled with documentation on new cvars, JA++ is hosted on its site including the changelog My server cfg is something like this: sets .Admin "^5Raz0r" sets .IRC "^5irc.arloria.net/#JACoders" sets .Site "^5japp.jkhub.org" set bot_addDelay "0" set bot_minPlayers "4" set capturelimit "0" set com_affinity "80" set d_noIntermissionWait "1" set d_projectileGhoul2Collision "0" set d_saberKickTweak "0" set d_saberSPStyleDamage "0" set dmflags "0" set fraglimit "500" set g_adaptRespawn "0" set g_autoMapCycle "1" set g_debugMelee "1" set g_dismember "100" set g_doWarmup "0" set g_forceClientUpdateRate "100" // 10hz set g_forcePowerDisable "0" set g_forceRegenTime "100" set g_friendlyFire "1" set g_friendlySaber "1" set g_gametype "dm" set g_jplua "1" set g_locationBasedDamage "1" set g_logAdmin "1" set g_logConsole "1" set g_logItemPickup "0" set g_logSecurity "1" set g_motd "^3Report issues to Raz0r @ http://japp.jkhub.org" set g_password "" set g_privateDuel "-1" set g_warmup "0" set g_weaponDisable "0" set japp_accurateMuzzle "1" set japp_allowEmotes "-1" set japp_allowFlagDrop "1" set japp_allowHook "-1" set japp_allowJetpack "1" set japp_allowWeaponDrop "1" set japp_allowWeaponPull "0" set japp_allowSaberSwitch "1" set japp_allowVoiceChat "961" set japp_antiWallhack "0" set japp_charRestrictRGB "0" set japp_damageNotifications "1" set japp_duelStats "7" set japp_empowerDrain "0" set japp_fallToDeathInstant "1" set japp_flipKick "1" set japp_flipKickDamage "0" set japp_flipKickKnockdown "0" set japp_hookSpeed "150" set japp_improveYellowDFA "1" set japp_readyThreshold "0.5" set japp_reservedEntitySlots "2" set japp_saberTweaks "-1" set japp_scorePlums "1" set japp_shootFromEye "1" set japp_slideOnHead "0"lo set japp_spawnHealth "100" set japp_spawnArmor "50" set japp_spawnWeaps "26" //"65546" set japp_speedCaps "1" set japp_voteMapAnyGT "1" set japp_weaponPickupAlways "1" set japp_weaponRoll "1" set rconPassword "hello-jkhub" set sv_floodProtect "0" set sv_fps "40" set sv_hostname "^2[AU] ^3JA++ development" set sv_maxclients "24" set sv_reconnectLimit "3" set timelimit "10" set phys_cpm "set g_speed 320; set pmove_fixed 0; set pmove_float 1; set japp_promode 1; set japp_vq3Physics 1" set phys_vq3 "set g_speed 320; set pmove_fixed 0; set pmove_float 1; set japp_promode 0; set japp_vq3Physics 1" set phys_vja "set g_speed 250; set pmove_fixed 0; set pmove_float 0; set japp_promode 0; set japp_vq3Physics 0" set phys_rja "set g_speed 250; set pmove_fixed 1; set pmove_float 0; set japp_promode 0; set japp_vq3Physics 0" set phys_aja "set g_speed 250; set pmove_fixed 0; set pmove_float 1; set japp_promode 0; set japp_vq3Physics 0" vstr phys_vja set mapcycle1 "set g_gametype 0; map mp/ffa1; set nextmap vstr mapcycle2" set mapcycle2 "set g_gametype 6; map mp/duel1; set nextmap vstr mapcycle3" set mapcycle3 "set g_gametype 0; map mp/ffa2; set nextmap vstr mapcycle4" set mapcycle4 "set g_gametype 0; map mp/ffa3; set nextmap vstr mapcycle5" set mapcycle5 "set g_gametype 0; map mp/ffa4; set nextmap vstr mapcycle6" set mapcycle6 "set g_gametype 0; map mp/ffa5; set nextmap vstr mapcycle1" vstr mapcycle1
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Ugh, just use JA++ I can't do much at all about it looking horrid at that size. This isn't Star Wars themed, and replacing glyphs locally will only lead to miscommunication. A glyph specifically designed for "dollar" should not represent "any particular currency" hence pound, cent, yen etc also being there.
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I could see this working as 'tap for short duration to use short-range radial blast, hold for 1s to use long-range targeted blast'
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I didn't include documentation on what commands, cvars and config files are because these things aren't specific to JA++. I only listed what is different in JA++, e.g. list of added cvars you can tweak as you please.
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Yes, which is why it would be registered prior to CGame loading.
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Model preview for character customisation. Why would you have to enforce no picmip then?
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I was able to load and play ffa_episode1_2004 just fine on a JA++ server + client on Linux/64 bit
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Rather than approaching it from the "make cgame and UI more similar", this suggestion/request is really about exposing more engine functionality to each module, which I think is a good idea.