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Everything posted by Raz0r
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Doubtful for the main OpenJK project. It affects gameplay and (potentially) breaks compatibility.
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I also updated the client-side build. Make sure you delete residual DLLs in e.g. Documents\My Games\OpenJK\japlus\*x86.dll
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The Possibility of Combining Forcemod3 and OJP/EOC Together
Raz0r replied to lukex's topic in Jedi Knight General Discussions
I know OJP is available, I was asking about FM3 -
I just updated the Windows server build. Try redownloading and let me know how it goes.
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The Possibility of Combining Forcemod3 and OJP/EOC Together
Raz0r replied to lukex's topic in Jedi Knight General Discussions
Is the source even available? I don't see any chance of this being done. -
Hm. I'll recompile it with different settings when I get home. But first, try installing the VC++ 2010 redistributable. This and this
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youtube CPM game type from 1.04 server
Raz0r replied to Acrobat's topic in Jedi Knight General Discussions
I doubt the JK2 version has framerate-independent physics, ramp jumping or double jumping. -
Oh. I guess I won't mention that Linux has done that since forever. Like pre-XP days or something
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But how do you send signals?
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I hate this guy and the thumb pointing thing he does. EVERYONE INSTALL GENTOO
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OpenJK is not OJP. Try using jampDed.exe, with a .bat in GameData that reads: jampDed.exe +set dedicated 2 +set fs_game "japlus" +map mp/ffa1 Are there any issues in the console regarding VM_Create: failed or anything mentioning jampgamex86.dll?
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Then I can only assume you didn't follow the steps. They work. Are there any issues in the console regarding VM_Create: failed? How are you launching the server? i.e. show command-line arguments Also, try using OpenJK.
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In the server console, what is the value of japp_version? WRT "Requested feature was omitted at compile time" that's because a mod you're using has a .jpg texture saved as "progressive"
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[HELP] Dynamic glow on Force Powers in JKA MP
Raz0r replied to Angel Soul's topic in Modding Assistance
Push/pull is only hardcoded if you using cg_renderToTextureFX 1, because it has to be programmatically handled. -
At the time of writing (bad time for EU/US players to be online, so low player count) here are the server stats Raven: JKHub
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I'm running tests with SSE2 vs x87 with various compiler switches currently, but I believe people were complain about changes before we turned the SSE flags on (though recent gcc defaults to -mfpmath=sse, MSVC does not. Clang simply refuses to produce x86_64 code with SSE disabled - apparently it wants to use the xmm0 etc registers with SSE)
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lion1\nlion2
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Obviously it would not be binary or network compatible with 1.01, but they didn't say they want that. It's totally possible, you'll just have to find someone willing to do that.
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JKA on Win 8.1 Intel HD graphics crashes on start
Raz0r replied to Angel Soul's topic in Jedi Knight Tech Support
Use OpenJK. -
JA has always loaded files from outside of PK3s unless you're running with sv_pure 1
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You could also extract all your assets to increase load speed =]
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Roughly how many saves do you have?
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He's also some guy in Skyrim.
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No reload. Don't ruin the feel of these classic shooters. Pew pew pew.
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I'm suspicious of "having" to use GLDirect to run JA - it would be better to find out why it won't run using native GL. Perhaps the old "extensions too large" issue which is fixed in OpenJK/jaMME Being that jaMME uses a bunch of different rendering things, it wouldn't be surprising that GLDirect is at fault here.