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Raz0r

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Everything posted by Raz0r

  1. This was fixed in the past few days. If you're running a Windows server, I'm not sure if the build on the site is updated. You want infinitely chainable rolls, long/JK2 rolls, and to roll whilst gripping someone? Try adding 4 to the value. japp_fixRoll uses a bit-value, so for 3 options you can use values up to 7 to combine then. 1 + 2 + 4 to enable all options. Unfortunately this hasn't been added yet, but it's on my TODO list. I should be able to do it in the next week or so D= Ah, didn't realise that was still a condition. Fixed =]
  2. Seems I haven't documented that cvar yet. Play around with different values of japp_fixRoll
  3. According to the cvar documentation, you need to set japp_allowSaberSwitch (default: 0)
  4. 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.
  5. 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.
  6. And it would only be dynamic light, not like the light produced by q3map2
  7. 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 } }
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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)
  13. 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.
  14. That's not Q3, it's Quake 1 using a custom engine DarkPlaces It will likely require rd-rend2
  15. Yeah, definitely move it forward, and possibly a tiny bit higher
  16. 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
  17. 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.
  18. 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.
  19. Regenerate the projects using the .bat provided.
  20. ^ 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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