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Can't load BSP - "Requested feature was omitted at compile time"


Go to solution Solved by Botdra,

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I'm trying to get a BSP I made to load but no matter what I do it crashes upon devmapping. @Kalek got it working no problem which tells me the explanation I saw online of a funky texture needing to be a TGA and not JPG isn't the solution. So, when he makes an sends me the BSP it crashes. I make my own BSP, same thing. Using compile mode (single) BSP -meta.

  

JAmp: v1.0.1.0 win-x86 Jan  5 2014
----- FS_Startup -----
Current search path:
D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
D:\Steam\steamapps\common\Jedi Academy\GameData/base

----------------------
23970 files in pk3 files
execing mpdefault.cfg
execing jampconfig.cfg
execing autoexec.cfg
...detecting CPU, found Intel Pentium IV

------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------
...initializing QGL
succeeded
...setting mode 6: 1024 768 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (1024x768)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...219 PFDs found
...hardware acceleration found
...PIXELFORMAT 11 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...Using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 3060/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 512.59
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 6, 1024 x 768 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium IV @ 3696 MHz
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16.000000 of 16.000000)
Dynamic Glow: disabled

------- sound initialization -------
Initializing DirectSound
 - using ancient version of DirectX -- this will slow FPS
locked hardware.  ok
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x14c60050 dma buffer
No background file.
----------------------
------------------------------------

--- ambient sound initialization ---
Sound memory manager started
Loading dll file ui.
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:29070
Hostname: DESKTOP-T81I82T
IP: 192.168.56.1
IP: 192.168.0.217
]\devmap hp_hogwarts_26
------ Server Initialization ------
Server: hp_hogwarts_26
----- FS_Startup -----
Current search path:
D:\Steam\steamapps\common\Jedi Academy\GameData\base\z_ja_unlimited.pk3 (4 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras2.pk3 (28 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\mapextras.pk3 (55 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\hogwarts.pk3 (122 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\GGWeaponsFix.pk3 (17 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets3.pk3 (16 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets2.pk3 (62 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets1.pk3 (8320 files)
D:\Steam\steamapps\common\Jedi Academy\GameData\base\assets0.pk3 (15346 files)
D:\Steam\steamapps\common\Jedi Academy\GameData/base

----------------------
47940 files in pk3 files
Loading dll file jampgame.
------- Game Initialization -------
gamename: basejka_mod
gamedate: Mar 11 2008
Bot route data not found for hp_hogwarts_26
Loading dll file ui.
Loading dll file cgame.
Shutting down OpenGL subsystem
Requested feature was omitted at compile time

 

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The JPG issue you allude to is that JA doesn't support progressive JPG files. You don't have to use TGA to fix that, saving it as a non-progressive JPG also works. I don't know of anything else that causes this error, but the message is very vague, so it's hard to tell for sure.

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8 hours ago, mrwonko said:

The JPG issue you allude to is that JA doesn't support progressive JPG files. You don't have to use TGA to fix that, saving it as a non-progressive JPG also works. I don't know of anything else that causes this error, but the message is very vague, so it's hard to tell for sure.

I think it's fairly safe to assume that this isn't the problem, since Kalek got this working and we're using all the same textures. I've confirmed and overwritten the texture files several times to make sure that's the case. As you said, the message is quite vague so I'm not sure what else to troubleshoot.

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Glad to see you two are still around!

I have an idea what could be wrong here, although it seems unlikely.

What happens when you try to load a jk2 map in jka?

Do you use different Game versions?
OpenJK/Eternal/Vanilla?

If this error occurs when you try to load a jk2 map in vanilla jka, Kalek might be using a different version of jka with support for jk2 .bsps.

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@AshuraDXYes we live and recently pulled each other out of our tombs.  I have been using Eternal JK to test the map, but I've done it in base JA as well without issue. 

 

@Lazarus For the longest time we weren't using any shaders. Those only became a thing recently, but as I recall Botdra wasn't able to load them either. 

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  • Solution

Turns out we did have some progressive JPEGS that we had to resave as Basline Standard JPEGs in Photoshop. Doesn't explain why Kalek could load the map in base JA and I couldn't, but at least this info is here for anyone else who runs into this issue. Also, NetRadiant-custom was very helpful as it was the only software that told the user, upon loading a .map file, that there were progressive JPEGs and specifically what files.

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On 6/25/2022 at 1:50 AM, Botdra said:

Turns out we did have some progressive JPEGS that we had to resave as Basline Standard JPEGs in Photoshop. Doesn't explain why Kalek could load the map in base JA and I couldn't, but at least this info is here for anyone else who runs into this issue. Also, NetRadiant-custom was very helpful as it was the only software that told the user, upon loading a .map file, that there were progressive JPEGs and specifically what files.

i believe GTK does it too, when you compile, you may see it in one of the lines, that it cant load that texture. During applying it doesnt tell you jack tho.

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On 6/26/2022 at 11:41 PM, Lazarus said:

i believe GTK does it too, when you compile, you may see it in one of the lines, that it cant load that texture. During applying it doesnt tell you jack tho.

That may be version-specific? It didn't display for me, even after discovering that error and double-checking in Radiant. Or perhaps it is supposed to and just flat out didn't for some odd reason.

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