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Raz0r

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Everything posted by Raz0r

  1. There's nothing specific to a Steam version of JA - it's not even recompiled. That thread was made before we had access to the engine source, so it's even easier to debug the engine binary.
  2. To clarify, we've been able to modify the NPC and bot AI for something like 8 years now. The recent source release did not affect that. Also, I barely read the thread.
  3. tl;dw have better things to do. 1/10
  4. WRT anti-aliasing, you don't really need beyond 4x to be honest. Unless you like counting in seconds per frame instead of frames per second
  5. Both JA+ and JA++ offer SP and MP systems. Base only offers SP. JA+ tweaked the damages, collisions and block/parry behaviour forcefully. JA++ also tweaks some of those things in a less retarded way which you can activate with japp_saberSystem 1 - this is not an alternative to SP/MP, it works in tandem with that setting (d_saberSPStyleDamage 0-1) As for what JA++ is lacking, the only major thing I can think of is full-force duels and alternate dimension. I'm hesitant on adding alternate dimension because I think that's a bad way to handle the whole laming (so-called) problem. Anything else that's missing, I would be happy to receive reports on so I can add it with haste. That's the real benefit of using JA++; if you want something, you get it.
  6. I'd speedrun it.
  7. I can see some of the cvars are not at default values. Try removing/renaming all configs from My Games and where JA is installed
  8. I'm not sure why either, but long paths are often an issue - so could you at-least confirm my suspicion, considering everything else looks fine?
  9. What are your specs? OS, CPU, GPU, RAM. Try moving JA to a much shorter directory like C:\Games\JA\ Have you installed the proper graphics drivers? Not using a special profile for JA in your GPU vendor's control panel? e.g. forced anti-aliasing?
  10. Try using the top-level script =] i.e. don't run CMake from a folder like codemp, run it from the folder above that.
  11. Raz0r

    wut?

    But muh open source chromium ;_;
  12. Oh right. Forgot I changed that. Perhaps could disable saber offense force power.
  13. Missing/corrupt default saber, animations or Kyle model. Probably in the code though.
  14. Engine source* The modcode source has been out for many years, which is how those features were added. Mostly by OJP. It's also MP, not SP, so it's not directly transferable.
  15. Should probably show the changes you made, because it seems to work fine without them.
  16. They may not provide binaries, but I don't see why it wouldn't work. The source will be available too. So yes =]
  17. Hm, you may be able to make use of the Q3 teleporter/camera/portal code. It's related to alphagen portal I believe there's also a value you can tweak for how far away to render it. Might not be what you want, but that's the closest I can think of.
  18. ...makes it say what?
  19. No, you'll need to run code each frame and use a debouncer to check if they should be damaged. Simply changing the MOD_ won't make it a reoccurring event.
  20. Considering the shape of some of them, and the abundance of disk space, I would recommend going for 256x256 to avoid quality loss on the curves and finer details.
  21. Someone probably sent you a debug build and you're missing VC++ debug runtimes.
  22. There's been some work on it. It's not as simple as merging it into the one executable. That was one of our pipe dreams at the start, but there's simply too much different between the two codebases, and it's not designed in a way to easily be merge-able like that.
  23. Yes, the newer glow performs much better, but I also think we should take the time to make it look better too, like the rest of the rendering =]
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