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Raz0r

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Everything posted by Raz0r

  1. Could it be that you installed the VC++ redistributable, then restarted your computer?
  2. Probably not. Maybe. I have some. I haven't done the final recording, so they are just the best time I got/what I should get in the final video.
  3. I posted more here. I'm using a fork of OpenJK with some changes to physics (to match JK2-SP/JA-MP) and other little things to help speedrunning (timer, camera/fps options) My current times are here. I haven't done much lately. ^This is counting the entire level time, including the full length of cinematics/cutscenes. The actual level times are much lower =]
  4. Why? Why is GPL an issue?
  5. No, you don't install JA+ first. Any files from JA+ (i.e. cgamex86.dll, uix86.dll) won't even be loaded (ideally) because JA++ provides its own in cl_bins_win32.pk3 Not sure why it's suddenly working for you now. Are you sure both UI and CGame are from JA++?
  6. I'm not sure why that issue is occurring if you're not on XP and have the VC++ redistributable. I won't be able to update the Windows build for another day or so. Sorry. The instructions I posted earlier have always worked.
  7. No, japp_version is only server-side.
  8. No, JA++ does not use anything from JA+, it is a total replacement. Don't install JA+ beforehand.
  9. You only want to add the ones you want to change Put it like set bot_addDelay "1"You don't need to use seta (set-archive) if it's in a configuration file that gets loaded every time. Try launching the game with +set fs_game "japlus"And use this PK3, let me know if it works (It was built in a special environment) Did you attempt to install the VC++ 2010 redistributable?
  10. You may also want to read this guide on setting up a server/migrating from JA+ Cvar list Command list Bit-value calculator How did you get the client-side working? Did you install the VC++ redistributable files?
  11. The reason gamename is the same as JA+ is because Slider uses version sniffing. You can check japp_version The installation instructions for JA++ is simply to copy the specified files into japlus. Nothing else.
  12. Cvar list can be found here. Are you running XP? Try installing the VC++ 2010 redistributable. 32 bit, 64 bit
  13. Ah, not sure. It's probably very similar.
  14. game/w_force.c void ForceGrip( gentity_t *self )Look for checks like: if ( !WP_ForcePowerUsable( self, FP_GRIP ) ) if ( tr.fraction != 1.0 && tr.entityNum != ENTITYNUM_NONE && g_entities[tr.entityNum].client && // <---- HERE !g_entities[tr.entityNum].client->ps.fd.forceGripCripple && g_entities[tr.entityNum].client->ps.fd.forceGripBeingGripped < level.time && ForcePowerUsableOn(self, &g_entities[tr.entityNum], FP_GRIP) && // <---- HERE (g_friendlyFire.integer || !OnSameTeam(self, &g_entities[tr.entityNum])) ) //don't grip someone who's still crippledModifying those checks to allow non-client entities should work.There might be other places in code that rely on the gripped object being a client. I'm not sure.
  15. That doesn't specify how collision is tested, only when. By default, saber<->player collision is per-triangle on the player model, saber<->saber is a procedural triangle mesh based on the blade's motion.
  16. That's my speedrunning fork.
  17. https://github.com/Razish/OpenJK-Speed/commit/e1a8ddb17010bb10da26fb415eb77f192d698c4f https://github.com/Razish/OpenJK-Speed/commit/e5cfeb88cce16f8799a0ff5a96c4859de076ccfb
  18. No. CompJA is based on OpenJK code.
  19. Because there aren't many around, especially those with enough skill and time to put in the effort for something they're probably not interested in. I had enough trouble finding people for CompJA
  20. Also, CompJA. I don't know anyone who would be willing to contribute as much as you're asking.
  21. That's because you don't receive the playerstate structure of other clients. I can't think of a way to determine who is gripping you.
  22. JA++ will have a defrag/race mode with optional CPM-style physics. It also has an optional JK2 saber system, but it doesn't work quite right yet.
  23. I think cm_ is "clip model" aka player<->map interactions
  24. It requires a code modification. It's the same effects as the "SFX Sabers" from the OJP mod. I added it to JA++ as-well It can't be used alongside other code mods like JA+
  25. Aliases: Rich Whitehouse Area of skills: Coding Brief list of accomplishments: Core developer of Jedi Outcast and Jedi Academy Examples of contributions: Putting in a lot of work to aid mod support, general development of the games we all love. Comments: He also wrote a few mods for Jedi Outcast. Since leaving Raven Software, he has been engaging the coding community regarding OpenJK and answering any questions people have. His work on the engine, gamecode and mod support helped build a long-lasting modding community.
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