I've tried both. The one you see above where I listed the call stack was a Debug build. Neither release or debug run without crashing.Tr!Force wrote:u compiled the jkded in debug or release mode?
Don't even remind me of this crap…VM_CallCompiled
I definitely agree with you, jk2mv is impressive even as-is. I'd just prefer to start off somewhere with very minimal changes, I mainly just want the game to work when compiled so I can test out changes and fixes.Daggolin wrote:Well, what do you want that "clean base" for? We tried not to make too "extreme" changes to jk2 in jk2mv and the main-focus of jk2mv is compatibility. So anything you want to do with the jk2 code should also be possible with the jk2mv code base, with additional fixes etc.
If your issues remain you could try looking into what jk2mv changed regarding qvm files and port the same changes to your codebase.
Yeah, it's been a pain in the ass. I'll test out those cvars with the compiled executable I created.fau wrote:Don't even remind me of this crap…VM_CallCompiled
Just use jk2mv - this is a clean base. Original jk2mp source is not. Or try vm_game 1 vm_cgame 1 vm_ui 1 if you must. Just don't waste your time writing patches for the original code.