jk2mv
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JK2MV - improved, modernized JK2 client and server
Due to renderer queue overflow. To fix add renderer command that draws a number of characters instead of one by one (doesn't Font_Draw* already do this?) Furthermore it makes screenshot...
When you bind two different movement commands (is what I tested) to ctrl and alt, and press both keys, only one of them takes an effect.
Provide unique client id to servers for simple tracking systems in serverside mods. Either port ja_guid from OpenJK that provides rudimentary safety from impersonation attempts, but the id is different...
- [x] reflists - [x] API - [x] clientside cvars - [x] external http downloads - [x] dynamic glow shaders - [x] MVAPI_LOCATE_GAME_DATA - [x] ui_menulevel - [x] ingame_setup_modoptions -...
JK2 caches many resources and tries to reuse them on fs module reinitialisation (behaviour not present in original q3 engine). These are for example shaders, .sp files, models, map data...
mv_blockShaderRemapping: - 0: doesn't block (default) - 1: blocks based on a blacklist which contains a list of 2D shader's so servers can't remap menu elements, the console etc. -...
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 input since previous...
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,...
dynamically requesting memory makes more sense in 2016. https://github.com/JACoders/OpenJK/blob/master/codemp/qcommon/z_memman_pc.cpp
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 defined by...