Search found 407 matches

by fau
11 Mar 2017, 19:20
Forum: Help / Suggestions
Topic: Jedi Outcast Translation
Replies: 6
Views: 43018

Re: Jedi Outcast Translation

Sorry, I've been kind of lazy recently. You can join our discord channel to remind me about it: https://jk2.info/viewtopic.php?f=23&t=609 :P This "A New Hope" you created is a different font face. If you want to manually create missing Czech characters then we can use original and I wi...
by fau
09 Mar 2017, 00:06
Forum: General
Topic: a serious issue
Replies: 15
Views: 237476

Re: a serious issue

There are few things that usually worked in jk2 community. Big clans with clean hierarchy to give beginners some goals and master-padawan relations (usually inside of a clan). I think SoL clan is doing it right currently. Back in the days there was also some competitive inventive like internal tourn...
by fau
06 Mar 2017, 21:20
Forum: Help / Suggestions
Topic: Jedi Outcast Translation
Replies: 6
Views: 43018

Re: Jedi Outcast Translation

JK2 uses 3 main fonts: Ergoe Condensed Bold, A New Hope and OCR-A. I've got outline versions of all of them, unfortunately they don't contain Latin-2 characters so we need to do this manually. I see you've drawn Czech characters manually already for ErgoeC, now .fontdat files need adjusting too. I'l...
by fau
05 Mar 2017, 23:31
Forum: Help / Suggestions
Topic: Jedi Outcast Translation
Replies: 6
Views: 43018

Re: Jedi Outcast Translation

JK2 fonts are for latin-1 (ISO/IEC 8859-1) encoded text. Czech characters can be found in latin-2 character set. If you replace the original font files with new ones supporting latin-2 encoding and use latin-2 encoding in your text editor, it will work. I have the font creation/replacement process f...
by fau
05 Mar 2017, 22:58
Forum: General & Help
Topic: JK2MV 1.3 possible bug
Replies: 12
Views: 71494

Re: JK2MV 1.3 possible bug

Can you paste exactly what error message you were getting? "unknown command" and? There should be a number or a text.
by fau
02 Mar 2017, 11:47
Forum: Events
Topic: Gun Game 1.04 test event
Replies: 7
Views: 45561

Re: Gun Game 1.04 test event

Missed it too, would definitely play in another one.
by fau
28 Jan 2017, 16:17
Forum: Maps
Topic: C-mountain download
Replies: 13
Views: 76804

Re: C-mountain download

I'm definitely gonna check it out some day. Anyone playing it currently online? edit: I see, in jka. Maybe I'll hop in.
Is it final version, or rather beta?
by fau
25 Jan 2017, 18:17
Forum: Other
Topic: !.
Replies: 3
Views: 37971

Re: !.

I can't help you, I'm a horse.
icon_default.jpg
icon_default.jpg (50 KiB) Viewed 37949 times
by fau
13 Jan 2017, 17:24
Forum: Modding discussion / WIP
Topic: Q3 to JK2 defrag map pack
Replies: 9
Views: 51283

Re: Q3 to JK2 defrag map pack

There are q3 versions of most regular cs maps. Just convert them to jk2.
by fau
01 Dec 2016, 19:08
Forum: General
Topic: DeFrag 1.02
Replies: 27
Views: 112665

Re: DeFrag 1.02

Ground friction is different between versions and some moves with saber, not a deal breaker though.
by fau
26 Nov 2016, 12:10
Forum: General
Topic: Project "Make jk2 great again"
Replies: 35
Views: 694204

Re: Project "Make jk2 great again"

<deleted dream-shattering post>

PS What you're playing is not FPS. It's not first person, it's not shooter. Only FPS scene in jk2 was CTF community but it moved to JKA ages ago.
by fau
07 Nov 2016, 16:49
Forum: Clientside/Serverside mods
Topic: SaberMod 1.0
Replies: 1
Views: 21459

SaberMod 1.0

SaberMod-1.0.jpg Thanks to Miso for hosting servers and supporting the development in every other possible way. Thanks to all players who gave it a try. 1.0 is not a major milestone, it will just make releasing the mod easier for me. Major numbers increment when there are new features, minor indica...
by fau
01 Nov 2016, 18:25
Forum: Help / Suggestions
Topic: Improve lightmap/texture interpolation?
Replies: 9
Views: 50564

Re: Improve lightmap/texture interpolation?

r_picmip around 8 - it controls size of squares. r_texturemode gl_nearest. Perhaps r_vertexlight 1 Can't say for sure, but I haven't heard of any other hardware accelerated filtering than nearest and linear in 3d applications. Changing lightmaps size in q3map2 and jk2mv is certainly easier than tryi...
by fau
01 Nov 2016, 09:59
Forum: Help / Suggestions
Topic: Improve lightmap/texture interpolation?
Replies: 9
Views: 50564

Re: Improve lightmap/texture interpolation?

Well, linear magnifying filter supported by graphics cards is not the best algorithm out there, but anything better would be way too slow. Iirc it uses Taxicab metric for calculating texel weights so you get stronger intensity along perpendicular lines and "squarish" gradients when upscall...
by fau
01 Nov 2016, 00:37
Forum: Help / Suggestions
Topic: Improve lightmap/texture interpolation?
Replies: 9
Views: 50564

Re: Improve lightmap/texture interpolation?

r_texturemode is a bit broken atm, I had to modify engine to take this screenshot: https://jk2.info/viewtopic.php?f=23&t=136&p=4499&hilit=minecraft#p4499 I don't remember what was it exactly, maybe just my video driver. Upsizing lightmaps is an interesting take, but you can't automatical...
by fau
26 Oct 2016, 17:01
Forum: Maps
Topic: Ca Bespin Clientside (JaggedCougar)
Replies: 19
Views: 94098

Re: Ca Bespin Clientside (JaggedCougar)

"Me"? ;-) If you give me some visually outstanding JK2/JKA map sources, I can make few comparison screenshots for starters.
by fau
26 Oct 2016, 15:47
Forum: Maps
Topic: Ca Bespin Clientside (JaggedCougar)
Replies: 19
Views: 94098

Re: Ca Bespin Clientside (JaggedCougar)

2 lines of code. But not compatible with old .bsp format.
On a quick look, probably you could come up with a .bsp format that would contain higher res lightmaps AND be compatible with old engines. Wonder if anyone did that already.
by fau
26 Oct 2016, 15:17
Forum: Maps
Topic: Ca Bespin Clientside (JaggedCougar)
Replies: 19
Views: 94098

Re: Ca Bespin Clientside (JaggedCougar)

http://openarena.wikia.com/wiki/High_re ... _lightmaps
Haven't tried it but I probably wouldn't recommend it for multiplayer maps. There are many special cases for lightmaps in the engine (some mentioned in the article) and they would not work for external lightmaps.
by fau
23 Oct 2016, 23:22
Forum: Help / Suggestions
Topic: DDOS HELP
Replies: 14
Views: 66202

Re: DDOS HELP

Linux IoT devices, come to my mind too now.
by fau
23 Oct 2016, 22:59
Forum: Help / Suggestions
Topic: DDOS HELP
Replies: 14
Views: 66202

Re: DDOS HELP

OS fingerprint. Especially effective in many spoofed attacks. For example, Linux is a totally legitimate operating system, but are the 10,000 Linux-based connections to your JK2 server all that likely to be valid during a DDoS? I thought your typical ddos botnet consists mainly of infected windows ...
by fau
21 Oct 2016, 23:38
Forum: Help / Suggestions
Topic: Is it possible to use rend2 with JK2MV?
Replies: 7
Views: 39405

Re: Is it possible to use rend2 with JK2MV?

I don't know about rend2, but q3 rendered is not used to it's full potential in JK2. High resolution textures and lightmaps go a long way.
by fau
11 Oct 2016, 10:34
Forum: Modding discussion / WIP
Topic: Conversion of SP maps to MP-playable, serverside
Replies: 28
Views: 149639

Re: Conversion of SP maps to MP-playable, serverside

This isn't high quality texture but high polygon curvature I believe. Try r_subdivisions 4 (for curvatures) and r_lodbias -2 for brush models. This may be also caused by some assumptions about fov in the renderer (I recall there were such) or patch stitching bug I fixed in jk2mv a while ago. If thes...
by fau
10 Oct 2016, 21:22
Forum: Modding discussion / WIP
Topic: Conversion of SP maps to MP-playable, serverside
Replies: 28
Views: 149639

Re: Conversion of SP maps to MP-playable, serverside

No, x86 jk2mv should work with x86 .dlls You could just download 32 bit jk2mv I believe. I checked for you and .dll names on windows need to look like this: "game_x86.dll" and "game_x64.dll" If you had read jk2mv log carefully you'd have figured it out.
by fau
10 Oct 2016, 19:20
Forum: Modding discussion / WIP
Topic: Conversion of SP maps to MP-playable, serverside
Replies: 28
Views: 149639

Re: Conversion of SP maps to MP-playable, serverside

Yes, dlls need to be binary compatible with JK2MV - 64 bit. This is why qvms are so nice for mod distribution, no compatibility issues. They should compile just fine in 64bit mode. vm_game will fallback to 2 if it can't load dlls.

PS This bespin looks really fresh, can't wait until it's ready :-)
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