I wonder what that did?     (Moderator: freshlamb) Previous Topic | Next Topic
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Post 05-Dec-2011 17:45        

I finally took the plunge and installed the jk patch. Unfortunately I didn't really have any levels to check it out with, so I thought I would try my own level 9 which does have some problems with HOM because of too much in view. Knew it was working because I was able to use the command <Level x> and very cool no more HOM problems. I kept playing and everything was going fine till level 12, then after the opening cut scene it crashed. So I fired it up again and the same thing. I was tired and called it a night. I tried it this morning through Zed and there was no problem. So I tried it again without the debug mode,this time I played about one third of the level before it crashed. I tried it once more and it crashed soon after the cutscene again. I knew this level had worked before so I went back to regular JK. I knew for sure because the <level x> command no longer worked. I played the level to almost completion (before I died) I tried again and had no problems. SO it leads me to believe something in the JK patch is unstable. There are a good many things being created after the level starts and I can only guess that it has something to do with this. It is upsetting because to play this one level you cannot have the JKpatch working, and aside from me, how many people run JK like that??
Post 08-Jan-2012 23:13        

I also found something else interesting. I had a WAV that was about 35 secs long, then I added some stuff to it and it ended up about 55 secs long and no matter what I did it wouldn't play. I ended up breaking it into two WAVs and everything was fine. I would like to do some experimenting to see how long a WAV can be before won't play ...
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