Search found 55 matches
- Tue Feb 03, 2009 12:52 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
This being said, please note that I do not support this mod any longer . I kept writing programs for JKA some time after I stopped playing the game, which was about 2 years ago, but my retirement is now long overdue. I have neither the will nor the time to work on any gaming-related mod or program....
- Fri Aug 01, 2008 4:49 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: {script:jka} Server-side QScript demo
- Replies: 5
- Views: 35332
Re: {script:jka} Server-side QScript demo
i dont think it is, it looks like just a bunch of .txt files and it doesn't have any .dll files so it should work with it... let's try the translation: je pense cest, peut etre... il n'a pas n'importe quel .dll cest just un paquet de .txt dossiers i messed up some where i bet lol, im done with my 2 ...
- Sat Jul 19, 2008 2:00 am
- Forum: Jedi Knight: Jedi Academy
- Topic: jk3 1.01 - i r cornfuzzed
- Replies: 5
- Views: 33814
Re: jk3 1.01 - i r cornfuzzed
ok, after searching for TOO_MANY_INFO in files, it's located in the jamp.exe lol... they put the "anti flood" in the jamp, idk why, some1 could edit that and enable themselves to flood
- Sat Jul 19, 2008 1:19 am
- Forum: Jedi Knight: Jedi Academy
- Topic: jk3 1.01 - i r cornfuzzed
- Replies: 5
- Views: 33814
Re: jk3 1.01 - i r cornfuzzed
oh wow.
i should of thought of that
do u happen to know what asset or what folder/file it is in?
EDIT:
nevermind, i have found it.
assets0.pk3\strings\English - mp_svgame.str
i should of thought of that
do u happen to know what asset or what folder/file it is in?
EDIT:
nevermind, i have found it.
assets0.pk3\strings\English - mp_svgame.str
- Fri Jul 18, 2008 1:00 am
- Forum: Jedi Knight: Jedi Academy
- Topic: jk3 1.01 - i r cornfuzzed
- Replies: 5
- Views: 33814
Re: jk3 1.01 - i r cornfuzzed
well i've freaking searched high and low for where they put this stupid "patch" ... the only thing that comes close is in the jampded.exe and that's only ^3Warning: %s ... but it's in red and not white... :oO ive looking in all of the source code files, ive looked in hex on the cgame, ui a...
- Thu Jul 17, 2008 11:24 pm
- Forum: Jedi Knight: Jedi Academy
- Topic: jk3 1.01 - i r cornfuzzed
- Replies: 5
- Views: 33814
jk3 1.01 - i r cornfuzzed
herro, gamall. haven't spoken in many moons. i seem to be confused upon jk3 1.01 and the apparent ravensoft attempt to anti flood. uh, ok i do a little bit of saber flood then i get this: Warning: Too many info changes, last info ignored is that ravensoft's attempt to prevent userinfo flood? if it i...
- Thu Feb 28, 2008 5:54 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
well u didn't say that
i wouldn't change it to it anyway 'cause it's obvious why....
u get aggravated easily >_<
i never said "why did i have to change it to (...)" i was just asking why the difference, why is it there, and u answered that in the post above >_<
i wouldn't change it to it anyway 'cause it's obvious why....
u get aggravated easily >_<
i never said "why did i have to change it to (...)" i was just asking why the difference, why is it there, and u answered that in the post above >_<
- Thu Feb 28, 2008 12:45 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
cool...
also why did u change it from "char *GENERIC_FORCE = "7-1-033330000000000333";" to "char *gaGENERIC_FORCE = "200 BOGUS";" ??
also why did u change it from "char *GENERIC_FORCE = "7-1-033330000000000333";" to "char *gaGENERIC_FORCE = "200 BOGUS";" ??
- Wed Feb 27, 2008 12:00 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
so just changing \0 to 0 fixes ur little 'typo' ?
and that doesn't make 21, 22, and 23 'fail' ?
and this will prevent these 'random' crashes? o_o
and that doesn't make 21, 22, and 23 'fail' ?
and this will prevent these 'random' crashes? o_o
- Tue Feb 26, 2008 5:41 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
i'm not interested in it, out of all 3 urs is the best because it supports g_maxforcerank "200" and hex's doesn't, newage(clan mod creator) wants me to switch the anti force crash because he thinks it's the anti force crash thats causing his server to have random crashes, but i don't think...
- Tue Feb 26, 2008 12:06 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
no we did not discuss if it would work in bg_legalizeforcepowers, i asked if it was ravensoft attempt to fix it, and u corrected me saying it was so clients could afford their forcepowers im asking because ensiform put it his there when everyone else didn't o_o, lucas forums - ja coding he said it w...
- Mon Feb 25, 2008 4:22 am
- Forum: Freewares, game mods, Java, C++, OCaml & Maths
- Topic: JK2 & JK3 Forcestring server crash Fix
- Replies: 41
- Views: 185048
Re: JK2 & JK3 Forcestring server crash Fix
did u ever test g_maxforcerank 200 in JA?
i did recently and the server crashes :S i guess that 'bug' only works for JK2, but geez do i love having unlimited force powers
also, u can still put the fix in bg_misc.c\BG_LegalizedForcePowers right?
i did recently and the server crashes :S i guess that 'bug' only works for JK2, but geez do i love having unlimited force powers
also, u can still put the fix in bg_misc.c\BG_LegalizedForcePowers right?
- Sun Feb 24, 2008 7:56 pm
- Forum: Jedi Knight: Jedi Academy
- Topic: model into model\none
- Replies: 2
- Views: 26014
Re: model into model\none
cool, thanks
- Sun Feb 24, 2008 6:37 pm
- Forum: Jedi Knight: Jedi Academy
- Topic: model into model\none
- Replies: 2
- Views: 26014
model into model\none
hi i tried to get it to detect model\none as a fake player because even the default in jk2 is model\kyle/default it doesn't look for it proper because i think, it thinks that model \n one the \n is next line :S i dont want it to search for just "none" in the userinfo i want it to do specif...
- Sat Feb 23, 2008 3:54 am
- Forum: Jedi Knight: Jedi Academy
- Topic: JediDog
- Replies: 5
- Views: 34216
Re: JediDog
no no babs lol, i put a folder of what i used from Gamall in the .zip of my 1.04's tiny fix, i included the .c files of where and what i edited gamall's original basejk readme Gamall'sBJKASFv1.1.txt gamall's original forcecrash Gamall's ForceCrash Readme.txt and a "info - gamall.txt" i mad...