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Everything posted by Raz0r
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According to the cvar documentation, you need to set japp_allowSaberSwitch (default: 0)
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Because of the way code is laid out in SP and MP. MP has strict separation of engine, renderer, game, client game, UI. SP has: engine + UI, renderer, game + client game. Or something like that. Whenever two things are combined, it means they access eachother directly - so for SP this means that the game module doesn't need to use any networking to send/receive data from the client game module. Demos rely on capturing that network data and replaying it as if were happening right now.
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The amount of light emitted from a light emitting surface depends on the size of the surface and the parameters in the shader, try making those parameters extremely high and using regular scale, see if that works.
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And it would only be dynamic light, not like the light produced by q3map2
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EDIT: ninja'd Yes, so long as your model is compiled into map triangles and uses a light emitting shader. Something like this: map_objects/mymodel/mytexture { q3map_lightimage map_objects/mymodel/mytexture q3map_surfacelight 800 q3map_lightsubdivide 256 { map map_objects/mymodel/mytexture rgbGen identity } }
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Nope, it needs to be on a map surface during the lighting compile. The light from light-emitting surfaces can also be bounced. i.e. you need to compile the map with the misc_model that is converted into map triangles, not placed by the game. It should work.
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Your all time favourite MP map(s)?
Raz0r replied to Angel Soul's topic in Jedi Knight General Discussions
Coruscant Streets. -
Your all time favourite MP map(s)?
Raz0r replied to Angel Soul's topic in Jedi Knight General Discussions
mp/ctf4 -
Depends what you mean. If you mean SP as in jasp.exe the campaign, then no. It's not possible without a fairly major rewrite If you mean a local server, like /map blah or "Solo Game", then yes, easily.
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OpenJK uses the writeable directory Documents\My Games\OpenJK so you don't have to run as administrator and it works in multi-user systems. It also removes the 9999 limit on screenshots and uses a date/time stamp.
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No. Stop it. Stop the lies =[ The reason player models weren't showing up for you in SP is exactly because of the no-cd crack. It's also the reason OpenJK does work. Retail JA has copy-protection that will sabotage the game if the executable is modified. In order to remove the CD check, the executable was modified, thus triggering the copy-protection. It's a crappy no-cd patch. OpenJK removed both the CD check and the copy-protection code, so you won't run into the issue. In MP, the copy-protection manifests in a randomly triggered error during gameplay that will disconnect you from the server. Solution: Don't use a cracked executable. Either mount the disc image or use OpenJK.
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Some pretty good stuff there, but a slight correction for timenudge: it doesn't differentiate between a high ping player or a low ping player, it adjusts the interpolation between entire snapshots. It won't matter if they have a high or low ping. Perhaps you meant to say it might help to use higher values if your ping is higher. JA++ no longer raises limits on connection settings, but OpenJK does. It also has more sane defaults (e.g. com_maxFPS 125)
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Install patch 1.01Use OpenJK - jamp.exe has an issue with OpenGL extension reporting. The only reason GLDirect may work is because it doesn't report as many extensions (nor support them)Update graphics driver.
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That's not Q3, it's Quake 1 using a custom engine DarkPlaces It will likely require rd-rend2
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Yeah, definitely move it forward, and possibly a tiny bit higher
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Mod to get rid of Invulnerability Bubble
Raz0r replied to Iffo's topic in Mod Requests & Suggestions
Tried removing/replacing the powerups/invulnerabilityshell shader? I think your best option is to create a blank model for models/weaphits/testboom.md3 The invulnerability sphere is hardcoded to render that model -
Ultimate Force Icon Mod 2.01a RELEASED!! :)
Raz0r replied to Angel Soul's topic in WIPs, Teasers & Releases
If you remove the PSDs and screenshots, it's only 25mb. Also, JKH do allow larger files, you just have to link to the file. -
Before the source of what was released?
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OJP source is freely available...?
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But it is. It requires code changes, and JA+ code is not available. Code mods can not work together. JA+ already raises some of those limits. JA++ probably raises more.
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How to take screenshot at JKA menu?
Raz0r replied to Angel Soul's topic in Jedi Knight General Discussions
/developer 1 and then press F12 -
Regenerate the projects using the .bat provided.
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^ They are incredibly old versions. Until the site goes back up, I've rehosted a bunch of the files on Dropbox. Built them today. Shared LuaAnimationsServerWin32 BinariesLinux32 BinariesLinux64 BinariesClientWin32 BinariesLinux32 BinariesLinux64 BinariesAssets
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Strange Email claiming to be from JKHub - beware
Raz0r replied to Mysterious Stranger's topic in JKHub Feedback & Help
Thanks for the info. -
Check out @@ent's mod for rewards: http://jkhub.org/files/file/1942-jedi-knight-rewards/