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Raz0r

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Everything posted by Raz0r

  1. Raz0r

    JA++ Updates

    Does a confident* Windows user feel like being a guinea pig for my latest experiments? (14.4 MB of badness) Shared assets (for clients and servers): sh_animations.pk3 - Animationssh_lua.pk3 - JPLua coreClient assets:cl_assets.pk3Client binaries:cl_bins_win32.pk3 - Windows 32 bit BROKEN, see below postcl_bins_win64.pk3 - Windows 64 bit (useless without 64 bit OpenJK which doesn't exist for Windows yet)cl_bins_linux64.zip - Linux 64 bit (unzip)Server binaries:sv_bins_win32.pk3 - Windows 32 bit BROKEN, see below postsv_bins_win64.pk3 - Windows 64 bit (useless without 64 bit OpenJK which doesn't exist for Windows yet)sv_bins_linux64.zip - Linux 64 bit (unzip)Client JPLua plugins (optional):cl_lua_chatstyle.pk3 - Custom chat stylescl_lua_ignorebot.pk3 - Ignore bot chattercl_lua_japlusadmguns.pk3 - JA+ server admin gun commandscl_lua_japluscompat.pk3 - JA+ server compatibility helper (command autocompletion etc)cl_lua_killtracker.pk3 - Kill trackercl_lua_notify.pk3 - Desktop notifications (Linux only)cl_lua_razhud.pk3 - Raz0r's HUDcl_lua_strafehud.pk3 - Strafe HUDServer JPLua plugins:sv_lua_automsg.pk3 - Periodic chat messagessv_lua_duelwhois.pk3 - Show who is currently duelingsv_lua_iplog.pk3 - Show names previously used by an IPsv_lua_japluscompat.pk3 - JA+ compatibility helpers (adds amspectate)sv_lua_modelscale.pk3sv_lua_motd.pk3sv_lua_spawnhealth.pk3* won't complain when things don't work and can work things out for themselves Best to install this to a fresh copy of JA running latest OpenJK. Mostly what I'm looking for is if it works on your version of Windows and any issues you run into / steps to take. It should just work. Linux users also welcome to try out the new desktop notifications :^)
  2. Sounds like an older Linux distribution. If you have root access you can try installing/updating libstdc++ as described here Failing that there are two options: 1. Download the source from GitHub and compile it on your server (so it uses the same version of libstdc++ as is available) 2. Download the source, modify the SCons project to statically link libstdc++ and compile. I don't like this option because it drastically increases the download size for everyone to solve a problem on a few old servers.
  3. Did you also try just decreasing the projectile spread and aiming steady :3? There's also a cvar toggle for hitbox vs model surface projectile collision. Hitbox is probably too big to be reasonable though. As for modifying movement speed, this might be possible by modifying the .NPC files? I know this was handled slightly different in JK2..
  4. Raz0r

    ModWooty

    Underrated mod of the decade. Way ahead of its time. Pure art.
  5. If you're using OpenJK, it may help to type `which autoexec.cfg` once you're in the menu. IIRC this should tell you exactly what file is being loaded - you may be editing the wrong one. Also the usual steps like "what did you change" -> "how did you expect that change to manifest" -> "how are you confirming it doesn't work"
  6. Raz0r

    Bug in JA++?

    TL;DR seta cg_topRightFont 2 Not all cvars are marked as "archive" to avoid issues with config files becoming too large - resulting in all settings being reset (or worse, an unlaunchable game). You can work around this per-cvar by using seta cg_topRightFont 2. This is the only legitimate usage for seta (SET + Archive) as opposed to the regular set. This will be marked as archive in the future (coming soon (tm (i promise))) because similar cvars are also archived.
  7. I don't know you but I like your attitude. You should still use git(/hub) to develop+release code Swing by JKCommunity Discord if you need some quick help.
  8. I'd love to write a big post on my experiences and observations, but sometimes simpler is better; I can't write too much right now because I'm at work, a job I got directly because of my JA modding history. When your passion/hobby is supporting your livelihood (and you still enjoy it), that's real shit. Don't know where or what I'd be doing without taking that step to start modding.
  9. Unrelated to JA++ Then the server isn't running gamecode from JA++ (i.e. jampgame[x86[_64]|i386].[dll|so] aka "Binaries") That sounds entirely like you're running JA+ and not JA++. Players can use whatever client mod they want on a JA+ or JA++ server. Nothing wrong there, doesn't mean the server is running JA++ From a clean installation, follow the JA++ installation instructions, read every line of the console output for any error messages, version numbers and to see where things are being loaded from. Then we can work out what to fix / how to fix it.
  10. It sounds like TrueView is causing this. cg_true<tab> 0 should "fix" it :/ it's a tricky issue, trying to hide the head surfaces depending on multiple entity types, data on each entity type, camera settings, model support, etc..
  11. JA++ doesn't add any skins, sabers, etc. Only JA+ does. What you might be seeing are the existing/usable base models with missing icons. There are some mods to add these in. Alternatively you can disable it entirely with ui_showMissingSkins 0 - typically I leave everything as opt-in, but this was asked for many times. Typically, things are "classic" and opt-in. Some compatibility things are enabled by default, but no more than JA+ (e.g. don't have to enable RGB sabers or grapple to use them) That's the cost of modding sometimes. I can't exactly go ahead and limit what people can use for no reason other than "some other person didn't like this combination of values". I allow the same values as JA+ Yep, I'll have to fix it. I've added it to the issue tracker.
  12. I've just uploaded a new 32 bit Windows (release) build now. Redownload it from the site and let me know if that works. Remove any DLLs in "GameData/japlus/*.dll" and "<fs_homepath>/japlus/*.dll"
  13. I've just uploaded a new 32 bit Windows (release) build that should work. Redownload it from the site and let me know if that works. Remove any DLLs in "GameData/japlus/*.dll" and "<fs_homepath>/japlus/*.dll"
  14. Nope, now you're running OpenJK gamecode instead of JA++ and nothing can be guaranteed to work. All you have to do is put the PK3s in the japlus folder and run with +set fs_game "japlus". If this doesn't work, post your full error log and we can try to work out why the JA++ code isn't loading. There will be more information around the UI_Create message (e.g. paths). It's defined by the cgame DLL, which isn't loading. It can only be used from the ingame console after connecting to a server. Yep. It's just a PK3 that goes in the mod folder, like everything else. I didn't think it needed instructions for 1 file. Menus are horrifically outdated (for years), but also can't guarantee behavior if the UI DLL isn't loading correctly.. JA++ code isn't being loaded, so it can't be JA++ It sounds like the base cvar cg_dynamicCrosshair comes into play? That's what happens when you confuse your GPU/driver Use normal/default settings if you don't know the ideal option. I believe r_depthBits 32 will do this on some hardware.
  15. I can't guarantee it works with KotF, never will. These types of errors (debug assertions) will only occur on debug builds. Looks like the most recent build I uploaded was a debug build. Fortunately it looks like that part of the code will actually work just fine with ridiculous values of saberNum and bladeNum. I will upload a new non-debug build with this fixed soon . You can just click "Ignore" and use less strange custom characters in the mean time :x
  16. And with permission from Link, I present to you... Coming soon to a JA++ build near you (couple more bugs to fix before pushing)
  17. Very relevant link was posted in the discord the other day. Skip to "SOME ANSWERS TO VERY COMMON QUESTIONS" Excerpt:
  18. At-least in the case of JA++, this is the sort of thing that can be done in a JPLua plugin. There's already a killtracker plugin done this way (With pop-up notifications of your progress etc) For something mod-agnostic, you'd want to go with something similar to qmm. I have a (WIP) mod proxy that supports both the OJK module API and legacy API. The next step is to write a proxy mod that either implements these features, or better yet one that exposes a scriptable environment. Unfortunately there isn't too much information available to proxy mods, but that's the price for something that's mod-agnostic. TL;DR: There are no existing solutions that work across different mods because technical reasons and a fair amount of effort
  19. +10 points for just blazing through and making something.
  20. Noted. Perhaps a question mark on the blank icon would not be out of place ...
  21. Because Google Drive:is not version controldoes not allow contributorshas no issue tracker or wikiis Google
  22. Use the console. Those menus are many years out of date. r_dynamiclight 0-1 r_dynamicGlow 0-1
  23. I believe the current menu system can allow multiple perspectives and maybe disable rotation. Should be able to set up a button to switch between them. (hide/show elements) If you're going for code, modview style is the only reasonable way. I'll probably add this to JA++ at some point.
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