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 Post subject: OpenJK (JK Source Code Project)
PostPosted: Sun May 05, 2013 1:58 am 
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Joined: Sat Sep 17, 2011 3:14 am
Posts: 1113
Well, I just wanted to hint on these guys who are fixing the whole game better than the developers ever could obviously.


http://jkhub.org/topic/1974-openjk-general-topic/
Download fixed source code: https://github.com/razish/openjk

Some things sound rly interesting:
Code:
- Demos can now be recorded to AVI format

Improved/fixed Mind Trick Level 4

More 64-bit fixes (MP)

Fixed gamma ramping issues

Added support for multiple master servers on the client. The second one is defaulted to JKHub.

Corrected timescale frametime issues with negative or very small timescale. (This sounds rly interesting as I always wanted to play JK with timescale 1.3 without having the lag in the server. Dunno whether that fix will help. But it's awesome to play with 1.3, you gotta try it yourself, it makes a match a lot more interesting.

Added minimize command
r_mode can now be set to -2, which uses your desktop resolution
Added screenshot_png command
Interpolated NPC movement, so they don't have stuttery movement
Console improvements: changed keycode (Now `, instead of shift+`), added more controls (shift+page up/down, mouse wheel, ctrl+mouse wheel), and increased the buffer.



I hope joz or nere can compile the openjk source and upload it here (if it's that easy) :O

Edit: Okay, I just found their builds:
http://109.200.20.132/
http://109.200.20.132/~builds/
Well but it seems like there are only JKA builds or
Code:
JK2 and JKA are now playable from the same .exe file.
Can now read jagamex86.dll/jk2gamex86.dll from a mod folder (ie, set with fs_game)


Here it's more clean for jk2 I guess as they say openjk is not jk2friendly:
http://jkhub.org/topic/2053-wip-clean-source-code/
https://github.com/eezstreet/JediKnight2

How to compile:
http://jkhub.org/topic/2012-tutorial-on ... le-openjk/

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