Comments (3)
Found and fixed the issue, thanks for the report!
The reason the original menu files work is because they fire some uiScript
commands that interpret the aforementioned cvars and translate them to the correct bit-values.
At some point (before OpenJK was OpenJK) I had disabled that block of code for unknown reasons. Bringing it back fixes those buttons when creating a server.
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I have taken a look at this. I don't see how it ever functioned in retail JKA, but I also don't have a retail install+engine+mod to test with.
If you look at the .menu file (ui/jamp/quickgame2.menu
) you can see the buttons are of type ITEM_TYPE_YESNO
and linked up to the cvars directly. This means the only possible values of g_weaponDisable
and g_forcePowerDisable
are 0 and 1, when they are actually meant to be bitfields of which weapons/forcepowers to disable.
In order for this to work right now, you would need to modify the .menu file as such:
diff --git a/base/ui/jamp/quickgame2.menu b/OpenJK/ui/jamp/quickgame2.menu
index 5cb39a5..8c7c5ee 100644
--- a/base/ui/jamp/quickgame2.menu
+++ b/OpenJK/ui/jamp/quickgame2.menu
@@ -156,10 +156,15 @@
{
name options
group grpOptions
- type ITEM_TYPE_YESNO
+ type ITEM_TYPE_MULTI
text @MENUS_LIGHTSABER_ONLY
descText @MENUS_SABER_ONLY_INFO
cvar "g_weaponDisable"
+ cvarFloatList
+ {
+ "No" 0
+ "Only Saber" 524278
+ }
rect 5 130 240 20
textalign ITEM_ALIGN_RIGHT
textalignx 165
@@ -233,10 +238,15 @@
{
name options
group grpOptions
- type ITEM_TYPE_YESNO
+ type ITEM_TYPE_MULTI
text @MENUS_DISABLE_FORCE
descText @MENUS_DISABLE_FORCE_INFO
cvar "g_forcePowerDisable"
+ cvarFloatList
+ {
+ "No" 0
+ "Only Jump + Saber" 163837
+ }
cvarTest "ui_netGameType"
hideCvar
{
If it really did work on the retail game, perhaps we did change the behaviour of those cvars 🤔
from openjk.
I still cannot find where in the original code that the server side actually checks for 1/0
from openjk.
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