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Raz0r

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Everything posted by Raz0r

  1. It adjusts the width of HUD elements so they're not stretched when playing on widescreen (16:9, 16:10, etc)
  2. This is now fixed, along with several other widescreen fixes. japp_ratioFix 1 should be safe to use.
  3. Fixed, by the way. I haven't updated the Windows build on the website though.
  4. EDIT: Ignore me, @@Clan FJA's solution seems good. Look into setting up a map cycle using the nextmap cvar. 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 mapcycle1You may want to edit the racearena map's .arena file to not list it as a playable map on all gametypes. That may work.
  5. Got it.
  6. Sure, drop a link for the PK3.
  7. And /follow <clientNum>?
  8. sleep? not wait? does e.g. addbot alora 1 spectator 1 "Order" work?
  9. The issue is related to base servers. These servers don't have a copy of the linux binaries in order to verify they're "pure". Because of that, pure server checks only apply to retail JA DLLs on Windows.
  10. Fixed. It just adds the jp_DlBaseURL cvar with the right flags so JA+ clients can use the HTTP download feature easier. Will be made obsolete if/when OpenJK gets fast HTTP downloads.
  11. I'll see if I can speed up the killtracker development, there are a few more things I want to add + test before releasing it.
  12. http://japp.jkhub.org big green button It's MP only.
  13. Raz0r

    Easy Entity Modding

    Indeed. If the file exists, it will not read from the BSP.
  14. It's not related to any particular mod, just having a large collection of mods that add NPCs.
  15. Raz0r

    Easy Entity Modding

    I'm pretty sure it's exclusive to MP at the moment. The file format is 1:1 match of the entity string at the end of BSP files.
  16. set r_picmip 0 // maximum texture resolution, default is half texture resolution set cg_shadows 2 // stencil shadows set r_DynamicGlow 1 // post process glow around sabers and such set r_ext_texture_filter_anisotropic 16 // 16x anisotropic filtering set r_textureMode GL_LINEAR_MIPMAP_LINEAR // trilinear texture filtering set s_khz 44 // higher sound quality snd_restart // restart sound system vid_restart // restart rendererOpenJK will change the defaults for some of those to balance visuals and performance. Your graphics driver may also be limiting what OpenGL extensions retail jamp.exe/jasp.exe has available.
  17. @ or @@Keyten may have some tools for that.
  18. ^ Thanks for the info. That's something to look at when we overhaul the savegame code for better portability.
  19. UU won't work with OpenJK by design, there is nothing that can be done about this. I can't guarantee jamp.exe support for JA++ - but what are the exact errors it's giving you? Also, what are you using UU for? JA++ has JPLua plugins for chat styles and (soon to be released) kill tracker (currently got a few people testing it) If there's anything else I can do to replace UU's functionality, let me know.
  20. Emotes are trickier than simply playing a particular animation - you have to consider animations to play before and after the main animation, whether or not it should holster your saber, if you should be able to move with the emote active, if the emote affects only your torso or only your legs, etc
  21. Just add it all into JA++ :^D
  22. Nicely done :>
  23. muh big pharma
  24. Fixed, was a simple case of those strings being used in reverse. Mmm, unfortunately there are some font alignment issues. It works without r_aspectCorrectFonts. You can click them and it should open in your default browser. I blame EpicLoyd :> I will have this properly fixed by tonight, currently rewriting that code. There are many cvars controlling behaviour of the saber system.If you're using d_saberSPStyleDamage, the default sv_fps of 40 in OpenJK will result in a lot of damage. These cvars control saber damage and collisions: g_g2TraceLod g_locationBasedDamage g_saberBladeFaces g_saberDamageScale g_saberDmgDelay_Idle g_saberDmgDelay_Wound g_saberRealisticCombat g_saberTraceSaberFirst g_saberWallDamageScale d_saberAlwaysBoxTrace d_saberBoxTraceSize d_saberGhoul2Collision d_saberInterpolate japp_saberIdleDamage japp_saberBlockChanceMax japp_saberBlockChanceMin japp_saberBlockChanceScale japp_saberBlockStanceParity japp_saberTweaks (any combination of 1, 2, 4, 8, 16, 32, 64, 128) sv_fps Well, that seems fine. set g_teamAutoJoin 2 Give it a day or two before the builds are updated.
  25. Raz0r

    autoexec

    Try /which autoexec.cfg to see which one it's loading.
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