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Raz0r

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Everything posted by Raz0r

  1. I got bored and made* some more console fonts but I'm too lazy to actually submit them on the site and/or take pics of each, so enjoy or don't. They're pretty good btw. Droid Sans Mono Hack (+ bold) Liberation Mono (+ bold) Terminus bold (see: original) In case you missed it, Didz also released Fixedsys for JA. * sure, I didn't design the font faces or anything, I just placed the glyphs in nice spots that JA likes and packaged it up.
  2. It's in/from OJP, source is available
  3. Not without code modifications, no. The sizes are all hard-coded.
  4. Or just add them as they're reported until we switch to scancodes
  5. JPB was a really great game, but JA is the wrong game to recreate it in =[
  6. Already done, g_allowBunnyHopping 1 The only difference is JA halves your velocity on landing. The above cvar removes that change.
  7. Yeah, the crash in this case probably isn't related to OpenJK itself or something for OJK to fix. Without knowing more about the UI DLL it was trying to load, it just sounds like a broken code mod (or one that relies specifically on the memory layout of jamp.exe)
  8. cg_newChatbox 1 with bind x messageModeAll should work. Are there any messages that come up when you do /lua_reload? Might help if you show me your chatstyles.json and the exact text you're entering in the chatbox
  9. It's certainly not crashing inside OpenJK's uix86.dll, it's loading another UI DLL that uses the legacy API. Give it a shot with +set fs_game "OpenJK" to be sure.
  10. Huh, I've been using chatstyles since its release, and haven't heard complaints from anyone. The issue with not being able to load constants.lua generally indicates you need to update sh_lua.pk3 and/or client binaries Note that chatstyles no longer uses cvars cg_chatPrefix/cg_chatSuffix, in order to support multiple chat styles and switching between them. The only cvar is cg_chatStyle which is a bit-value of chat modes to use a custom chatstyle for (so you can enable it for global chat, but still have regular team/whisper colours) - add together to values of 1, 2 and 4 to enable chatstyles on global, team and whisper chat respectively (so 1+2+4 enables chatstyles on all chat modes) There are a few commands for managing the available styles: chatstyle_create name prefix suffix chatstyle_remove name chatstyle_list You can also control it inline from the chatbox: !chatstyle list !chatstyle name -- use this to select the specified chatstyle !chatstyle -- show which chatstyle is currently being used The chatstyles are stored in <fs_homepath>/<fs_game>/lua/cl/chatstyle/chatstyles.json which is a text file that can give you an idea of what is being saved/loaded The chatstyle is saved across sessions by storing it in a special case chatstyle named 'current' which simply points to another chatstyle. There is also a special case chatstyle named 'none' that is guaranteed to always exist. If this file becomes corrupt/malformed, it will be reset. The default 'current' chatstyle is 'none' Here is an example chatstyles.json with 3 custom chatstyles (raz, xsn, white) + the default 'none' chatstyle. The currently selected chatstyle is 'white' { "chatstyles" : [{ "key_type" : 4, "key" : "current", "value_type" : 4, "value" : "white" }, { "key_type" : 4, "key" : "none", "value_type" : 5, "value" : [{ "key_type" : 4, "key" : "prefix", "value_type" : 4, "value" : "" }, { "key_type" : 4, "key" : "suffix", "value_type" : 4, "value" : "" }] }, { "key_type" : 4, "key" : "white", "value_type" : 5, "value" : [{ "key_type" : 4, "key" : "prefix", "value_type" : 4, "value" : "^7" }, { "key_type" : 4, "key" : "suffix", "value_type" : 4, "value" : "" }] }, { "key_type" : 4, "key" : "xsn", "value_type" : 5, "value" : [{ "key_type" : 4, "key" : "prefix", "value_type" : 4, "value" : "^7" }, { "key_type" : 4, "key" : "suffix", "value_type" : 4, "value" : "^0." }] }, { "key_type" : 4, "key" : "raz", "value_type" : 5, "value" : [{ "key_type" : 4, "key" : "prefix", "value_type" : 4, "value" : "^7" }, { "key_type" : 4, "key" : "suffix", "value_type" : 4, "value" : "^8." }] }] }
  11. I have a better idea. Fuck KotF right off, contribute to JKE. You don't just "improve" KotF. You remake it from scratch properly. Aside from the legal and ethical issues with KotF, it's such a horribly made mod. You are seriously better off starting from scratch.
  12. Is this related to the recent R_PrintLongString changes?
  13. Raz0r

    NPC Head bouncing

    I guess. It would require client-side changes for prediction (thus only look good on JA++ clients, outdated and non-ja++ clients would see jerky movement) Added to issue tracker
  14. Raz0r

    Surfaces

    It would make more sense to redesign and expose more of the renderer than tacking on more abstractions that don't really fit.
  15. This is an absolute last resort when for when your OpenGL driver fails to load at all. Don't just replace DLLs you got from the net. It's more likely to cause issues than solve them (not to mention being a great way to distribute malware) The grey boxes is what happens when a shader/texture fails to load. It could either be a poorly made mod, or it could be condlicting with another mod. Have you tried with OpenJK?
  16. That 128 (or whatever it is) limit includes every SP+MP skin, vehicles, etc.
  17. First and foremost, use OpenJK. It raises several limits and fixes many issues. You will run into other limits (NPC count, memory, etc) before running into the limit of PK3 files themselves. As for the Desann vs Malgus hilt, it sounds like the Malgus hilt is actually replacing the Desann hilt internally. Some mods lack SP support or aren't tested on both SP and MP. Models/skins without icons will not appear in the character selection menu if they do not have icons. If you're not running OpenJK or JA++ modcode (i.e. uix86.dll, cgamex86.dll from these mods) you will run into the maximum character limit. I can't remember what this limit is, but it's probably 128. OpenJK and/or JA++ rewrote how these are loaded so as to not have a limit.
  18. I would expect around 3.2 as minimum requirement, but don't quote me. EDIT: ninja'd but I was right! I think
  19. Is this playing JO maps inside JA? Does the music work when using jamp.exe in this scenario? Or are you using a JK2 build of OpenJK? Clarification on whether it works with JA SP maps would help to narrow it down too.
  20. No. The player model (and/or NPC data) can change after initialisation. In CG_Init, register all of the potentially used icons and save them into different handles. Then, on each frame (when rendering the force selection stuff) you tell it to use different icons based on the NPC data.
  21. Rend2 is not for SP, yet
  22. You will want to register several icons (as shaders) in CG_Init, and choose which shader handle to draw each frame based on player class.
  23. Yeah, invulnerable enemies with no clear indication of their invulnerability leaves for a bad experience. That mission (t3_bounty) should have the ability to end it upon killing him before you get back to your ship. Perhaps this will be considered for JKE
  24. Added WIP modelscale plugin to repo: https://github.com/Razish/japp-assets/blob/master/lua/sv/modelscale/plugin.lua Does not yet support reading modelscale.cfg Adds modelscale <scale> command for clients Adds japp_modelScaleCmd 0-1 cvar for servers to enable/disable model scaling via cmd ^ Adds japp_modelScaleRange <min> <max> cvar for servers to limit the range of allowed scales
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