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  1. Clean install of JK2 Debug compile of OpenJK with JK2 support from latest git Dropped openjk_sp.x86.exe and rdsp-vanilla_x86.dll into /JK2/GameData Launched with: openjk_sp.x86.exe +set com_jk2 1 Tried with/without OpenJK's jk2gamex86.dll in both GameData and OpenJK with +set fs_game "OpenJK" - no difference. (debug)OpenJK: v1.0.1.1 win-x86-debug Nov 1 2013 Initialising zone memory ..... ----- FS_Startup ----- Current search path: C:\Users\Razish\Documents\My Games\OpenJK\base G:\Games\JK2\GameData\base\mapextras2.pk3 (28 files) G:\Games\JK2\GameData\base\mapextras.pk3 (49 files) G:\Games\JK2\GameData\base\assets1.pk3 (8011 files) G:\Games\JK2\GameData\base\assets0.pk3 (6674 files) G:\Games\JK2\GameData\base ---------------------- 14762 files in pk3 files execing default.cfg execing openjk_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Outcast Mode ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Client Initialization ----- Could not open string package 'KEYNAMES' jk2sp.exe works fine. All the assets are there and usable (and being loaded), JK2 support is being enabled. Any ideas how to fix it? Other people seem to be able to run it okay.
  2. I've been trying to do this for many hours... I'm quite close, but something really weird is going on. I have a chains.tga I've made myself, and want to use it as a sprite (autosprite2). Here is the shader: textures/Bootland/chains { qer_editorimage textures/Bootland/chains.tga deformVertexes autosprite2 q3map_onlyvertexlighting q3map_nolightmap { map textures/Bootland/chains blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaFunc GT0 depthWrite rgbGen identity } } Problem: The sprite's texture twists and breaks off in a way, if I'm using a simple patch mesh (in-game). Here are some pictures to show what happens. In this picture, you see the chain to the left, a patch mesh. To the right is a sprite on an ordinary square brush. It has nodraw on the other sides but the front. This sprite doesn't follow the camera 360 degrees around, but stops after 180. The patch mesh follows all the way, but remains bugged. https://dl.dropboxusercontent.com/u/58757568/sprite1.jpg Here is a big match mesh with the same sprite, just in case it makes it clearer. That's supposed to be straight, and whole. https://dl.dropboxusercontent.com/u/58757568/sprite2.jpg
  3. I'm aware that this is pretty far from earth (as is the universe of Star Wars) - could there possibly be a way of having a mirror NOT draw players? Something along a line in the mirror shader. Or anything equally mad?
  4. I'm looking for some maps for JK2 that are similar to Raven's multiplayer mapping style. By this I mean it should have the following: -Bot Support -Well-thought-out and fun layout -Decent visuals throughout without posters/clan messages, etc If you can think of some Jedi Academy maps, I'd like to know of those as well. Basically, I guess you could just say that I want a really good map with bot support.
  5. Hi all, I'm new in this community. After the release of JK source code, and because i was a loyal JK2 player, i want to make some changes on client to try to make people return to game. I'm talking about JK2, not JKA, on 1.03 version. My intention is to toggle between 1.02, 1.03 and 1.04 with a single client, having the three versions unified. I managed to told the game which .qvm has to load, but i have a problem: First, i open the game in 1.03 version. At this part, you only have loaded the ui module of the game. I created a command to change to 1.02 version of the interface, and this command does: - Sets a variable to know what version has to load. - Calls CL_Vid_Restart_f; to unload all modules and load interface again. - The "CL_InitUI" function gets this variable and calls: uivm = VM_Create( "ui", CL_UISystemCalls, interpret ); with the desired vm and system calls. In this case should be uivm = VM_Create( "ui_102", CL_UISystemCalls_102, interpret ); At this point the game crashes. I'm stuck at this for several days and dunno how to continue. I debugged step by step and the game crashes exactly at his point in "vm_x86.cpp" (VM_CallCompiled): call entryPoint I supposed that the memory pointers to the module are wrong. Any ideas? Thanks!
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