Here's a tag for Visual Studio 2010 solution+projects with all of the errors/warnings fixed for JAMP:
https://sourceforge.net/u/richwhitehous ... d1e1/tree/I'd recommend starting from that instead of going back to old versions of MSVC. It also makes more sense for longterm projects to go with JAMP and not JK2 or JASP, JA can be adapted to run JK2 mods and load any content that JK2 can, but backporting JA changes to the JK2 codebase would be a lot more work. JAMP also partially runs JK2 as a coop game already, but people tell me that was broken a bit before it went to retail. Now's a good time to fix that!
I'm going to start working on some crazy threading stuff in my fork and making it run superfast on modern machines, since I feel the highest priority thing here is to have 500 Reborn onscreen at once. Then I'm going to make saber collisions nicer and smoother even at low server framerates (because I was retarded when I was working on that initially), then I'll probably start cleaning stuff up and restructuring the rendering backend to not be horrible. Feel free to let me know if you'd like to work on the fork with me and I'll give you write access.
Edit: Oh, and if you copied the code straight out before last night (as I see in the OpenJK repository) instead of forking, you'll need to remove the bink stuff and feelit libs to avoid legal issues. We had to struggle with Git last night to remove evidence of their existence.