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Raz0r

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Everything posted by Raz0r

  1. It will be a continuous WIP state, but there are milestones set, and you can still use OpenJK when it's in development - it's not likely to randomly crash or eat your computer. At-least no more than jamp.exe
  2. It's usually: loading too many <x> (shaders, NPCs, sabers, models) - these limits can sometimes be raised, but never "unlimited"Poorly constructed mod (invalid image format/size, oversized filepath)Name conflicts (two models named "myreborn", two shaders named "shinything")JA not liking multiple humanoid animation sets
  3. Set 'engine' as your startup project and try again.
  4. Where does it crash? Run with the debugger by pressing F5
  5. Well, I'll consider merging JACoders into JKHub. The source release did indeed boost activity a bit.
  6. It will be a pain. The renderer API is fairly different due to JA's additions - RMG/terrain, automap, G2API + callbacks, G2, distortion, dynamic glow, weather effects. I'm more excited for what Xycaleth and Rich can offer =o
  7. Modular renderer pretty much done =]
  8. ...But it has nothing to do with the CPU, it's a GPU-intensive task. And yes, we have intense plans regarding the renderer and optimisations.
  9. No, it didn't. I could dig up some OJP code if you need it.
  10. "TrueView" in OJP, also used in various mods - MB2, JA++
  11. Seen it, it's not accurate. They had already cleaned up the Bink+FeelIt mess before the repo was pulled down. There are other concerns.
  12. Just to clarify, the original MP source code as part of the SDK is still under the SDK's licence. Only works derived from this new source release is considered GPLv2. This means that existing code mods do not have to abide by GPLv2, but you can convert your project to GPLv2 by doing a diff+merge on the new source.
  13. I would not surprise me if DeFRaG players have reached that limit. There are countless maps for that, and the engine they use had to rewrite portions of that code to allow large amounts of PK3 files to be used.
  14. It already is, on Github.
  15. Standalones that alter the network protocol should bump the protocol version up, and use a different gamename so there would be visible errors when attempting to connect to a server with a different protocol.
  16. Yes. Network protocol has not been changed.
  17. I think that's why there's a bit of a delay while they work out what to do. Let's wait for official word, this is just speculation.
  18. codemp/mp3code/config.h and almost every other file there. FreeAmp - The Free MP3 Player Portions Copyright (C) 1998-1999 EMusic.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. $Id: config.win32,v 1.16 1999/12/09 08:44:07 elrod Exp $They can get away with using OpenAL because they only link it.
  19. The MP3 code is apparently GPL, which means Raven should have released the source 10 years ago. The Xbox stuff that is still left in is fine - but the original upload containing the full xbox port probably is not. They've already removed Feelit and Bink from their repo
  20. The source would be freely available. The assets you created would be proprietary.<br /><br />It's the same way Jedi Academy and Quake are being sold. We have freely available source code, but we have to pay for the proprietary assets.
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