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eezstreet

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Posted
  On 5/9/2013 at 4:12 PM, eezstreet said:

The lightmaps lump (afaik) limits it to 128x128.

So it would be a matter of creating a new BSP version?
Posted

Yep.

 

Also, I've never heard of high resolution external lightmaps only working on patch meshes. All of the screenshots I've seen indicate they are used on regular brushes, across the whole map :S...

 

Confirmed in #ioquake3 that external lightmaps can be larger than 128x128 on regular brushes :/

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Posted
  On 5/10/2013 at 8:51 AM, Raz0r said:

Yep.

 

Also, I've never heard of high resolution external lightmaps only working on patch meshes. All of the screenshots I've seen indicate they are used on regular brushes, across the whole map :S...

 

Confirmed in #ioquake3 that external lightmaps can be larger than 128x128 on regular brushes :/

Well now you have. This is JK3 not ioquake3. :P Also be aware these are not 'proper' external lightmaps as JK3 doesn't support them, its a shader workaround as described in the tutorial link I posted above. The only game I know of around JKA era which did was ETQW.

 

The options if you are able:

 

- Implement internal high-res lightmaps (? comptibility issues)

- Implement external high-res lightmap support

- Fix the patch only/nodlight issue caused by current workaround implementation of external lightmaps (See tutorial link earlier)

- Dynamic lighting system.

 

EDIT: Here's the tutorial link for the workaround again (only works on patches with nodlight surfaceparm) Was written for Smokin guns where presumably, there is no issue,

http://sgq3-mapping.blogspot.co.uk/2009/01/using-hi-resolution-external-lightmap.html

 

Here is the wiki description of this workaround - http://openarena.wikia.com/wiki/High_resolution_lightmaps

Posted

I remember Mace trying to get external lightmaps working on some of the MB2 maps, and found it only worked with patch meshes, so it's definitely a specific case with JKA.

Posted

 

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any ideas?
Posted

JK2 mode or JKA mode? Also what map/mod are you using?

 

EDIT: Looks like an ancient build. Be sure to use the latest stuff.

Posted
  On 5/16/2013 at 8:25 PM, eezstreet said:

JK2 mode or JKA mode? Also what map/mod are you using?

 

EDIT: Looks like an ancient build. Be sure to use the latest stuff.

And where's the installer? This is the second time I can't find it lol.

 

Maybe it's becuase my OS is 64-bit though? I see the files end with .x86.

Posted
  On 5/17/2013 at 10:39 AM, Jango40 said:

 

Maybe it's becuase my OS is 64-bit though? I see the files end with .x86.

Has nothing to do with it. Also we don't have an installer yet because we don't have a first relese yet. You're looking at raw alpha/beta crap.
  • 2 weeks later...
Posted

Hi there,

 

I've been unable to get OpenJK SP to run with any of the several builds I've tried. Here's the error that I consistently receive:

 

Problem signature:
  Problem Event Name:    APPCRASH
  Application Name:    openjk_sp.x86.exe
  Application Version:    1.0.1.1
  Application Timestamp:    519a5f48
  Fault Module Name:    rdsp-vanilla_x86.dll
  Fault Module Version:    0.0.0.0
  Fault Module Timestamp:    51980a7f
  Exception Code:    c0000005
  Exception Offset:    0003d0c7
  OS Version:    6.2.9200.2.0.0.256.48
  Locale ID:    1033
  Additional Information 1:    5861
  Additional Information 2:    5861822e1919d7c014bbb064c64908b2
  Additional Information 3:    f3d5
  Additional Information 4:    f3d5be0cad2787556264647dc02181c3

 

The game boots and I can go to character creation and lightsaber creation, but when it goes to load a map, that's when the crash occurs. It also happens using the /map console command, so I figured that eliminates the cutscenes and movies as the problem. Any ideas on how to fix this? I'm running Windows 8 64 bit, Ati 7970, Intel Core i7. Thanks.
 

Posted

Terrence, copy fabulous_openjk.pk3 and jagamex86.dll from the OpenJK folder into the base folder or whatever mod folder you are trying to play. That's how it worked for me anyway.

Posted

Thanks for the reply, Ridley. Both of those files are in the base folder and I'm not running any other mods. I have installed some skins, maps, etc. but I initially tried running it on a clean vanilla install and had the same problem.

Posted

Thanks for addressing the issue! However, I just tried OpenJK SP on my laptop as well. It runs Windows 7 and is a fairly old computer. I figure I must be doing something wrong, because the two systems couldn't be more different. MP functions just fine on both.

Posted

No, both run into the same problem. When I download the build from github, I just extract the files in the zip to gamedata, then the files from the OpenJK folder to base right?

Posted

I've been keeping up with the latest builds for my MP usage, but none have worked for SP. I just downloaded the latest one on that page, but the issue is still there. I'm convinced I'm doing something wrong, just not sure what. Anyway, SP is not that big of a deal to me. I just thought I'd run through it using OpenJK. Thanks for the help.

Posted

I found that when I put my files in the jka gamedata folder, it messed things up a bit. So I made a whole new directory for them. (c:/Program Files/JAcoders/OpenJK/Gamedata) And of course I made a base folder in that directory as well.

Posted

I did have a question though. To get Jedi Outcast running on OpenJK, do I create a Jedi Outcast mod folder and just place JO's assets into that, as well as a JK dll, (perhaps the jk2gamex86.dll (though, can't find the modified OpenJK version))?

Answered my own question, but all the menus lack text, so I can't see what I'm clicking. Is it just that JKII mode isn't active?

Posted

My game was crashing as well, but then I found the solution. Create a shortcut to openjk_sp.x86.exe so, then edit the shortcut. After the full title of the shortcut, add after the quotations, +set fs_game OpenJK. For example, my shortcut reads: "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\openjk_sp.x86.exe" +set fs_game OpenJK. The game should run without crashes after this.

 

As a side note, eezstreet, how do I edit weapon damage directly from a build? Do I need to actually compile the code myself, or can I open up a document within the latest build and edit the values directly? If the answer is yes, which one do I need to edit and how?

 

Last but not least, thank you for making this excellent project.

Posted

You need to recompile in order to change weapon damages. For both SP and MP, this would be located in game/g_weapon.cpp or game/g_weapon.c, respectively.

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