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Both eternalJK and jk2mv have implemented this. (See: https://github.com/mvdevs/jk2mv/commit/580abca09c0148a79893857dd6b2e05140482f70 ).
Merge or adopt their code to do the same so that if player'…
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Seen here:
https://github.com/mvdevs/jk2mv/commit/1214cef23aa673ba1ec227e02586bab8ba03b42c
I know lots of people want this.
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The system call handlers don't validate the memory addresses / lengths passed to for memset, memcpy, and many other system calls. Reported by @mickael9 and also recently fixed in a [quake3e commit](ht…
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Ability to autocomplete command arguments, eg. `callvote` or `tell` would be particularly useful (latter could probably go straight to JK2MV). Should we allow mods to override autocompletion functions…
aufau updated
8 years ago
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I'm getting the following error when trying to compile a map:
```
--- LoadMapFile ---
Script file /home/kevin/.q3a/baseq3/maps/testmap.map was not found: Too many open files
************ ERROR *…
Kr3m updated
5 months ago
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Dear mvdevs,
The last official release was (according to github) in 2018, more than 5 years ago, however there are bugfixes and new things being added to the project constantly on a weekly basis s…
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Flashing the jk2mv taskbar icon (or equivalent on other OS's besides Windows) when a player joins the server. Perhaps conditional on number of players already on the server (only flash if under 2 or 3…
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In the future JK2MV could MAYBE be updated to automatically detect JKA installations and load the JKA assets. That would extend the amount of available textures, shaders, effects, models, maps, etc.
…
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This is how original, multiplayer client input latencies worked:
`IN_Frame |--- sleep ---| CL_SendCmd | CL_SetCGameTime |--- SCR_UpdateScreen ---| IN_Frame …`
Where:
* IN_Frame – Collect user i…
aufau updated
7 years ago
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I initially got this error by using the pre-built binaries installed by the `.deb` package that's downloadable, so I cloned the repo with `GIT` and built it myself locally, and I still get this error …