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Raz0r

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Everything posted by Raz0r

  1. Raz0r

    Siege improvements?

    I need specifics =p and probably not too many gameplay changing things. Maybe.
  2. You can do all of those with JA++ server-side, and it's still being developed =p
  3. How do you know they don't use it? Plenty of people seem to use it.
  4. What can be done to fix/improve Siege in OpenJK? Will be adding suggestions to the issue tracker.
  5. That code doesn't exist in JA, yet. You could change it via console manually, but there are several cvars to change (g_spskill, cg_crosshairForceHint, handicap), and a menu would be better-suited for it.
  6. There are totally different methods depending on how you want to handle it. 1) Can the player dual-wield two different types of weapons? 2) Can the player can dual-wield two of the same weapon? 3) Can the player single-wield or dual-wield at will? (i.e. drop second weapon, pick it up again) 4) Should primary fire shoot both weapons? Alternate which weapon to fire? Should alternate fire shoot the right weapon and primary fire shoot the left weapon? It can get considerably complex when dealing with different weapon types, firing rates, if you plan on adding reloading/clips. When you fire a weapon, a timer is set based on the weapon you're holding. You can't fire until that timer counts down - you're going to have to rework that into two separate timers, one for each weapon. You'll also want to disallow certain combinations of weapons if you allow wielding different weapon types. That will also mean removing the alt-fire capabilities of the weapons, including zooming which is handled differently to firing. In short, you're going to have to really think about what you want before attempting it. It's not as easy as it sounds. The easiest way is a purely visual change - can only dual-wield two of the same weapon, primary fire will alternate between which weapon to shoot...which behaves the exact same as just having a single weapon with regards to damage output, ammo count, etc.
  7. Idea taken from code by Ensiform There are few cvars to change, but it would be nice.
  8. 835 downloads

    There are two sets of force power icons in JA - The ones visible in the force power selection in SP+MP and the ones visible in the character's force progression screen in SP. I wrote a shader to route all references of the force power selection icons to the force progression icons.
  9. No you're not. The mod comes in two parts: code and assets. JA++ code does not look for JA+ assets You can't mix/add JA+ and JA++ code, it's either one or the other. If you try and mix the assets together it will likely result in conflicts and missing shaders. They simply can't "work together" No, it specifically says to remove JA+'s pk3 files. Nope. Commands are different, admin login is different, cvar names and behaviour is different.
  10. Didn't even realise my JK2 was outdated fixed now.
  11. q3map2.exe -v -game ja -onlyents myfile.entAs described in the article
  12. Clean install of JK2 Debug compile of OpenJK with JK2 support from latest git Dropped openjk_sp.x86.exe and rdsp-vanilla_x86.dll into /JK2/GameData Launched with: openjk_sp.x86.exe +set com_jk2 1 Tried with/without OpenJK's jk2gamex86.dll in both GameData and OpenJK with +set fs_game "OpenJK" - no difference. (debug)OpenJK: v1.0.1.1 win-x86-debug Nov 1 2013 Initialising zone memory ..... ----- FS_Startup ----- Current search path: C:\Users\Razish\Documents\My Games\OpenJK\base G:\Games\JK2\GameData\base\mapextras2.pk3 (28 files) G:\Games\JK2\GameData\base\mapextras.pk3 (49 files) G:\Games\JK2\GameData\base\assets1.pk3 (8011 files) G:\Games\JK2\GameData\base\assets0.pk3 (6674 files) G:\Games\JK2\GameData\base ---------------------- 14762 files in pk3 files execing default.cfg execing openjk_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Outcast Mode ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Client Initialization ----- Could not open string package 'KEYNAMES' jk2sp.exe works fine. All the assets are there and usable (and being loaded), JK2 support is being enabled. Any ideas how to fix it? Other people seem to be able to run it okay.
  13. This shits me to no end. They are already running native code capable of all the security risks posed by alternative executables. They clearly don't understand what they're allowing/disallowing - if anything, running OpenJK is more secure, and the code is freely available for them to analyse, compile and has been peer-reviewed. Raven's executable has a plethora of security issues. I would maybe look into Maverick Servers and Gaming. The admin lurks #JACoders and is probably negotiable for setting up a JA server. Their focus is on Quake and derivatives, I believe. I have no idea on pricing, specs or location, but I've only heard good things about MSG. They seem friendly and level-headed.
  14. Just saw this now. Amazing stuff, I look forward to playing it
  15. Time Discipline by A New Silent Corporation
  16. JK2 speedrun is harder than it looks http://www.youtube.com/watch?v=LHJSi3IQjBI
  17. So I modified JASP's physics to closely match this - I removed the velocity halving on landing - and speedrunning JASP is actually rather fun. In particular, I like hoth2, t2_trip and t3_wedge so far Is there any interest in a team segmented speedrun? How would we go about doing it, without a demo recorder? There might be a possibility of adding a demo recorder to OpenJK SP. Maybe. I'm already using OpenJK SP for raw mouse input and such, but it breaks savegame compatibility with original JASP. We'll also have to match things up like force power progression (t2_trip needs protect level 2 to survive a fall) EDIT: Also, noticed something when going through some speedrun routes... http://www.youtube.com/watch?v=xc2B9T-6byg&hd=1 > ? http://www.youtube.com/watch?v=iL8zBNwVbno&hd=1
  18. I was waiting for 32:04 the entire time Seems like a lot of segments, and save warping in a few areas? especially at the last puzzle before Desaan. If I adjusted JA SP's physics to be more friendly to strafe jumping, who would want to collaborate on a segmented run ? wouldn't be legit for SDA, but fun
  19. It downloads the assets to C:\Users\%USERNAME%\AppData\LocalLow\id Software\quakelive and the client loads them from there. iD own everything, including the right to redistribute. JKLive would skip the redistribution step and ask the player to specify the directory for their existing assets.
  20. I don't think any such restrictions exist. Just ask them to specify the directory to load assets from. Then you only need to distribute binaries + your own additional assets (e.g. new scoreboards) to whatever directory you want (i.e. fs_homepath, so ~/.jklive/ or C:\Users\%USERNAME%\AppData\Local\JKLive or whatever)
  21. I'm going to guess XVI32 is like most hex editors and has two views: hex on the left and ASCII on the right Look for the entity classname in the ASCII view, and modify it. Just don't change the length. The other approach is to extract the entity strings into a text file and use q3map2 with the -onlyents switch. You'll be interested in this tutorial And maybe don't create multiple threads for the same issue. It won't help and just creates clutter/duplicate content.
  22. From what I remember, JASS is a vmMain/syscall proxy, regardless of engine modifications (Which I assume are disabled on unrecognised engines) Which means JASS will only work in conjunction with OpenJK on legacy mods (i.e. not using the new module API)
  23. The opposite. Slider never released JA+ code. I release JA++ code here. The holstered weapons feature is ported from OJP Enhanced, though. It could be added to JA++, I just don't have the time to add every single feature, especially those I wouldn't ever use. If someone else wants to add it and make a pull request, I'd happily merge it. That's part of the beauty of open-sourced code.
  24. You can't use JA+ and JA++ together, it doesn't work like that. JA++ isn't an "addon" to JA+, it replaces it entirely and does not require it to function. The server is running EITHER JA+ or JA++, but never both. The client is running EITHER JA+ or JA++, but never both. You can however use a JA++ client on a JA+ server and vice versa.
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