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Raz0r's post in Restoring cut JK2 gamemodes to JKA? was marked as the answer
They were re-added in OJP and are at-least partially functional in JA++.
Adding a new gametype requires coding, and the (assumed) implication is no clients will be able to play on your server without them also having the code mod (ingame error, drops back out to menu). At the very least it will be visually broken (scoreboard, team colours, HUD, weapon selection).
The problem boils down to the gametype being identified by a number (0=ffa) and all gametypes that come after TFFA are considered as team-based; adding a gametype to the end of the list means it must be team-based, adding to the start of the list means the client and server have a different idea on what gametype "4" is (and the gametype before TFFA is now suddenly team-based).
OJP and JA++ just reuse existing entities. red/blue flag entities for CTY, player spawn points for the saber in JM. They also steal maps from other gametypes to show in the menu (based on .arena files) -
Raz0r's post in Variable size lists/vectors in the code? was marked as the answer
Nope.
Use std::vector, linked lists or realloc.
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Raz0r's post in Is there a client list somewhere in the SP code? was marked as the answer
Doesn't g_entities suffice?
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Raz0r's post in Graphics issues with some lightsaber blades was marked as the answer
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?
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Raz0r's post in need suggest: Change Force Power Icon by player class. (Single Player game) was marked as the answer
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.
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Raz0r's post in Too many models! was marked as the answer
ui_showMissingSkins 0
It's an attempt to make skins with missing icons selectable (e.g. jawa, prisoner/merchant) - but not all skins are meant to be used by players
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Raz0r's post in Force Blind was marked as the answer
If you're using JA++ client, try with cg_smartEntities 0. It's a culling technique to save FPS that may be interfering
PVS shouldn't be an issue (and if it is I can only fix it on JA++ servers)
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Raz0r's post in Strange model issue ingame was marked as the answer
As a non-modeller, it looks like either a shader issue (cull twosided) and/or inverted normals on the mesh.
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Raz0r's post in Bugs, Problems, Features, etc. was marked as the answer
Fixed, was a simple case of those strings being used in reverse.
Mmm, unfortunately there are some font alignment issues. It works without r_aspectCorrectFonts. You can click them and it should open in your default browser.
I blame EpicLoyd :> I will have this properly fixed by tonight, currently rewriting that code.
There are many cvars controlling behaviour of the saber system.If you're using d_saberSPStyleDamage, the default sv_fps of 40 in OpenJK will result in a lot of damage.
These cvars control saber damage and collisions:
g_g2TraceLod g_locationBasedDamage g_saberBladeFaces g_saberDamageScale g_saberDmgDelay_Idle g_saberDmgDelay_Wound g_saberRealisticCombat g_saberTraceSaberFirst g_saberWallDamageScale d_saberAlwaysBoxTrace d_saberBoxTraceSize d_saberGhoul2Collision d_saberInterpolate japp_saberIdleDamage japp_saberBlockChanceMax japp_saberBlockChanceMin japp_saberBlockChanceScale japp_saberBlockStanceParity japp_saberTweaks (any combination of 1, 2, 4, 8, 16, 32, 64, 128) sv_fpsWell, that seems fine.
set g_teamAutoJoin 2
Give it a day or two before the builds are updated.
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Raz0r's post in Cant fit entire screen, current leader is offscreen was marked as the answer
I'm not sure I understand, but could you try japp_ratioFix 0?
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Raz0r's post in Address build error was marked as the answer
I would delete your build folder, then re-run CMake.
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Raz0r's post in JA++ CVARS was marked as the answer
This was fixed in the past few days. If you're running a Windows server, I'm not sure if the build on the site is updated.
You want infinitely chainable rolls, long/JK2 rolls, and to roll whilst gripping someone? Try adding 4 to the value. japp_fixRoll uses a bit-value, so for 3 options you can use values up to 7 to combine then. 1 + 2 + 4 to enable all options.
Unfortunately this hasn't been added yet, but it's on my TODO list. I should be able to do it in the next week or so D=
Ah, didn't realise that was still a condition. Fixed =]
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Raz0r's post in Rocket Tracking Command was marked as the answer
It's in the MP source code, in the server-side game logic (codemp/game aka "Game Library" in OpenJK solution)
Probably in g_missile.c or g_weapon.c
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Raz0r's post in Sabers don't deal damage anymore was marked as the answer
Missing/corrupt default saber, animations or Kyle model. Probably in the code though.
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Raz0r's post in BIG BUILDING TROUBLES! was marked as the answer
Two ways to solve this:
Use Visual Studio 2013 Get inttypes.h from here (main page here) and copy it to e.g. C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include -
Raz0r's post in Hex Editing Models was marked as the answer
And make sure you're overwriting bytes, not inserting. Everything must remain aligned.
At the end of your string, if it's shorter than the original string, overwrite the next byte with 0x00
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Raz0r's post in Cloaking Device was marked as the answer
It's used by the cloak item, available in Siege.
There are two versions - one with cg_renderToTextureFX 1 and one without. I think it's called gfx/effects/cloakedShader
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Raz0r's post in Aligning text doesn't work with textscales other than 1? was marked as the answer
JA's width calculation is just pretty broken, even at scale 1.0 but especially bad at scale < 1.0
Nothing you can really do about it at the moment. Would need engine and mod code changes.
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Raz0r's post in Alternate radar thingy was marked as the answer
r_automap =]
It's from SOF2 iirc, was never really completed but some cool stuff =] it actually shows the map as a heightmap too.
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Raz0r's post in Command for Invisibility was marked as the answer
Invisible, non-solid, client-predictable ghosts. They are not networked to any other clients, rendering wall-hacks ineffective.
Incomplete, but mostly functional.
You may also want to hide entities related to them such as their weapon's shots (by setting ent->r.svFlags |= SVF_SINGLECLIENT and ent->r.singleClient)