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Raz0r

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Everything posted by Raz0r

  1. Yes, native clients on both Linux and Mac.
  2. 1) Since a few hours after the source release, April 4th 2013. The core contributors have been coding on JA and tech 3 for years, we've also merged a project we called "modbase" into OpenJK, so you could consider that the start of our open work. 2) Yes, all of the OpenJK source is available under the GPLv2 licence and is hosted on Github 3) At the moment, no. We want to get a bit further in development with native ports to major platforms and an impressive feature set before promoting usage of OpenJK by the general public =]
  3. The game/cgame/ui projects have been replaced by modbase, which was a more recent effort at providing a clean and secure code base, including fixes not present in the dated OJP Basic project.
  4. Yes, I think Xycaleth is going to do something with this.
  5. The source released by Raven is under the GPLv2 licence, would you care to release your source? You may want to read over the licence again Aside from that, it would indeed be better to wait until OpenJK ports JO to the new engine. You'll also receive updates to use in your fork.
  6. Radiant has been maintained for a while beyond what JA modders use, there are also several forks each with their own benefits
  7. Mace summed it up. If anything, this helps us patching those exploits considerably, and having these exploits fixed in all mods. JACoders will be maintaining this project 'OpenJK' on Github
  8. The master servers will keep running - even if they do shut the master servers down, we have a plan we can put into action within minutes. If you meant the game servers themselves, there's no cause for concern. There are still 1.00 servers running, 1.01 servers will still run, and 1.02 servers will be able to run. We have a master server capable of serving all versions.
  9. Yeah, that is possible and is something we're looking at doing. It is of course better if people contribute in one area, rather than 20 copies of "My jamp.exe" or "My JA 1.02"
  10. NAB I LOVE YOU WELCOME BACK I WILL MAKE YOU HAPPY214234134
  11. It's an official release. James Monroe (Programmer at Raven) was the main contact.
  12. QtZ is more like CPMA on crack. It's a different game. I'll be adding a race mode with stats to JA++ though. Already added speedcaps.
  13. This is ollld I eventually moved this to ioquake3 as a new game called QuantiZe (QtZ) and the source is available here Here's a somewhat recent physics test, taking inspiration from QuakeWorld and Painkiller https://www.youtube.com/watch?v=ctc3qkb2y8I
  14. Did you scale the q3 maps to JA's scale + jump height/speed ? JA++ has CPM physics (air control, ramp jumps, double jumps) so I'll give them a shot
  15. Maybe g_speed works in SP? Default would be 250
  16. With a code mod, you can make that almost seamless. I used a very similar technique here https://www.youtube.com/watch?v=uv8WbnRvDMM
  17. Will try this in JA++ myself to see if it's an issue with some of my code, and if I can fix it. EDIT: Doesn't crash here. All messages work. Console opens without issue. Try it without UU, just for kicks.
  18. (I can vouch for Acrobat's legitimacy)
  19. Keep in mind Q3/DeFRaG use the r_mapOverbrightBits cvar, which is hardcoded as 1 in JA. I added it back in JA++, you can expect it in the next Smod too hopefully.
  20. Woo, more Australians :>
  21. There is a piping system in the engine, that's how future calls to G_Printf and such are sent to the RCON user. Look around for COM_BeginRedirect or something.
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