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Raz0r

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Everything posted by Raz0r

  1. Is it possible to have a pseudo-sticky that redirects to japp.jkhub.org like the phpBB days? I would also be cool with this thread being stickied.
  2. The way that's generally handled (with <= 32 weapons) is just a single uint32_t weapons, if the nth bit is set, it owns the nth weapon.
  3. People are very original
  4. It's interchangeable so far as JA+ clients can play on JA++ servers and JA++ clients can play on JA+ servers, but you can't use JA+ client with JA++ client. All the information you want should be on the main site
  5. The SFX are coded in, can't just have them standalone. The code is available though, and originally from OJP.
  6. Nope. Use std::vector, linked lists or realloc.
  7. That doesn't mean he has OpenJK, only you. Eh, I don't use Windows, especially not with non-US keyboards.
  8. You can't. That file/mod was only made for Windows.
  9. I haven't heard of this happening. Is there nothing in the console when you press a key? Does it happen with no JPLua plugins installed/enabled? Try cg_jplua 0; lua_reload to make sure It sounds like an issue with windows IME input / multiple languages / non-US keyboard layout. Let me know whatever you find and I'll get it fixed I'm pretty sure it at-least requires a version of OpenJK from ~mid 2014 onwards.
  10. Watched it live. He's a cool guy, and a very good runner with good explanations. Very consistent with some of the harder strats (t1_surprise, hoth2)
  11. Try: 1. Run as admin for teh lulz 2. Use OpenJK for teh lulz Not really sure why it's failing. It shouldn't.
  12. Like E-11 alternate fire is inaccurate. With force sense it's 100% accurate.
  13. Probably best to use native 4:3 (640x480 virtual) because mods like JA++, jaMME already have aspect-correction for all HUD elemnts (HUD, crosshair, text, etc) and it would warp.
  14. Raz0r

    japp does not compile

    FWIW you can still use either cl.exe (VS) or GCC from either CodeLite or VS. I just prefer to use CodeLite on all platforms.
  15. Raz0r

    japp does not compile

    Have you followed the latest steps? I updated them a couple days ago. It doesn't involve using VS2013, unless you really want to. I've tested these steps in a fresh VM of XP and W7, you should have no issue.
  16. There's no standard for that - in naming, folder structure or file format.
  17. Raz0r

    JA++ Updates

    Just made another build for Windows. Download it from here. Here are some of the changes (January -> June): + Added cg_predictGrapple to enable/disable grapple hook prediction. + Added ammindtrick + Added japp_corpseRemovalTime * Fixed crosshair disappearing when looking at bmodel entities + Added japp_instantSaberSwitch * Fix rocket lock bug when sleeping players + Added full-force duels + Added ability to execute some admin commands from server console * Fixed some amsleep bugs + Added grapple hook swinging animations * Fixed new chatbox not preserving colours for messages that span multiple lines + Added *.tk domain to chatbox URL list + Added slapping animation to prevent amkiss (force_throw) * Improve chatbox URL matching to support any prefix * Show the right chat colour on the input line based on global, team and whisper modes + Added ability to click in the chatbox input line to move the cursor * Fixed chatbox tab-completion not preserving the previously used colour * Load "hacking" icon for (T)FFA, it's used in map modding * Load Power Duel icons for (T)FFA, it's used on the new scoreboard * Fix score_line HUD element not being right-aligned (was overlapping HUD) + Added interpolation / extrapolation value to lagometer to assist cl_timeNudge setting * Fix case where chatbox URLs were not aligned properly when using timestamps + Added viewmodel swaying via: cg_gunMomentumEnable, cg_gunMomentumDamp, cg_gunMomentumInterval, cg_gunMomentumFall * Match new chatbox defaults more closely to base * Removed cg_chatboxLineHeight (unused), fixed chatbox tabs being broken + Ammo pickups only spawn if a useable non-melee weapon is enabled via g_weaponDisable + Added infinite ammo in duels * Default japp_unlagged to 0 * Fixed amdropsaber duplicating sabers + Added japp_allowDropSaber * Fixed merced players not retaining items/weapons properly across spawns * Flipkicking no longer affects protected/invulnerable players * Fix cg_predictGrapple when there are dropped sabers * Fix camera pitch restriction not letting you look directly up/down * Improve viewmodel sway + Added support for JA+ style ui_modSay/chat menu + Allowed second argument in cg_forceOwnSaber/cg_forceEnemySaber to control second saber
  18. Generally you have to curve more in the air. The air acceleration is all different.
  19. Should be fairly okay to use by now. plugin.lua, modelscale.cfg Seems to have been added as engageduelff, see this issue. It should be renamed to match JA+ though.
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