Syko Posted March 7, 2014 Author Posted March 7, 2014 On the topic of OpenJK, I can't actually get it to work. Just tried the latest build, used the SP version and set_com jk2 1 or whatever the command was and Jedi Outcast's menu doesn't have any text.
Xycaleth Posted March 7, 2014 Posted March 7, 2014 There isn't an SP version of rend2 for now. It's multiplayer only until I get everything working and fixed.
ensiform Posted March 8, 2014 Posted March 8, 2014 On the topic of OpenJK, I can't actually get it to work. Just tried the latest build, used the SP version and set_com jk2 1 or whatever the command was and Jedi Outcast's menu doesn't have any text.You have to build it yourself turning BuildJK2Support on otherwise com_jk2 is not even a thing. It should say in the console pretty early "Running Jedi Academy Mode" or "Running Jedi Outcast Mode" And you must make sure it doesn't try to load the jk2game that comes with jk2, you have to use the one that gets built.
Almightygir Posted March 8, 2014 Posted March 8, 2014 i've just read through this entire thread. the amount of carebears in here is sickening. nut up and learn to take criticism, it will only help you grow as an artist and a person.
Syko Posted March 8, 2014 Author Posted March 8, 2014 You have to build it yourself turning BuildJK2Support on otherwise com_jk2 is not even a thing. It should say in the console pretty early "Running Jedi Academy Mode" or "Running Jedi Outcast Mode" And you must make sure it doesn't try to load the jk2game that comes with jk2, you have to use the one that gets built. I can't even compile it. There is no .sln, and when I try to run CreateVisualStudio2010Projects.bat there's an error. OpenJK is one of the buggiest things I ever tried to use.
Syko Posted March 8, 2014 Author Posted March 8, 2014 Also, on the topic of textures, I've come to the conclusion that 90% of Jedi Outcast's textures are already high enough resolution. 512 x 512 is actually fairly large for a texture and games these days don't have textures of much higher resolutions. What Jedi Outcast does need instead is for the levels to be rebuilt, in either a better engine, or in OpenJK if anyone can ever get it working, with normal + diffuse maps and whatever else is needed. Some of the textures actually do need to be rebuilt, like certain control panels and the Imperial screens and such, and some of the terrain textures should be replaced. The prime thing that will actually make the game look better though is not extremely high resolution textures, but rather higher resolution, rebuilt models and levels, with improved lighting and shaders. Just thought I would lay that out. From now on my texture mod will focus exclusively on, as I said, mostly control panels, imperial screens, light textures, and anything else that looks too grossly low resolution. I am willing to work on normal + diffuse maps for the original Jedi Outcast textures if I can get OpenJK to work.
Boothand Posted March 8, 2014 Posted March 8, 2014 I can't even compile it. There is no .sln, and when I try to run CreateVisualStudio2010Projects.bat there's an error. OpenJK is one of the buggiest things I ever tried to use. Have you followed this guide?http://jkhub.org/tutorials/article/145-compiling-openjk-win32-must-read-for-new-coders/
Syko Posted March 8, 2014 Author Posted March 8, 2014 Have you followed this guide?http://jkhub.org/tutorials/article/145-compiling-openjk-win32-must-read-for-new-coders/ Yes and I still got errors trying to open up OpenJK's code with Cmake BTW, put together another texture. Old New
eezstreet Posted March 9, 2014 Posted March 9, 2014 Also, I disagree, your textures definitely make the game look better. I do agree that the map architecture could be better however.
Syko Posted March 9, 2014 Author Posted March 9, 2014 What errors? Helps if you give us specifics. In your tut, it shows this: But when I do exactly that, it came up with an error MsgBox, I forget the exact contents of it, and this is what came up instead:
Syko Posted March 9, 2014 Author Posted March 9, 2014 And another thing, can this thread be moved to the JK2: HD forum? With eez' permission, I'm now making this a part of the JK2: HD project.
eezstreet Posted March 9, 2014 Posted March 9, 2014 a) Do you have Visual Studio 2010? B) Did you set the CMake setting during installation as I mentioned?Again, not easy to tell without an exact error message. EDIT: and no, I don't mind, the thread can be moved to JK2:HD
Syko Posted March 9, 2014 Author Posted March 9, 2014 The same error occurs when clicking both buttons.
eezstreet Posted March 9, 2014 Posted March 9, 2014 And there's no text in the bottom area, after dismissing the message box? EDIT: and you didn't answer my first question...You do have Visual Studio, yes?
Syko Posted March 9, 2014 Author Posted March 9, 2014 I do have VS2010, yes. There is text in the output box. This is the output: The C compiler identification is MSVC 16.0.30319.1 The CXX compiler identification is MSVC 16.0.30319.1 Check for working C compiler using: Visual Studio 10 Check for working C compiler using: Visual Studio 10 -- broken CMake Error at C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:61 (message): The C compiler "C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/cl.exe" is not able to compile a simple test program. It fails with the following output: Change Dir: C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp Run Build Command:C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe cmTryCompileExec1765506494.vcxproj /p:Configuration=Debug /p:VisualStudioVersion=10.0 Microsoft (R) Build Engine version 4.0.30319.18408 [Microsoft .NET Framework, version 4.0.30319.18444] Copyright (C) Microsoft Corporation. All rights reserved. Build started 3/9/2014 12:03:54 AM. Project "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "cmTryCompileExec1765506494.dir\Debug\". Creating directory "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\Debug\". InitializeBuildStatus: Creating "cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\CL.exe /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D "CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"cmTryCompileExec1765506494.dir\Debug\\" /Fd"cmTryCompileExec1765506494.dir\Debug\vc100.pdb" /Gd /TC /analyze- /errorReport:queue testCCompiler.c Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 16.00.30319.01 for 80x86 Copyright (C) Microsoft Corporation. All rights reserved. cl /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D "CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"cmTryCompileExec1765506494.dir\Debug\\" /Fd"cmTryCompileExec1765506494.dir\Debug\vc100.pdb" /Gd /TC /analyze- /errorReport:queue testCCompiler.c testCCompiler.c ManifestResourceCompile: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\rc.exe /nologo /fo"cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.embed.manifest.res" cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494_manifest.rc Link: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\link.exe /ERRORREPORT:QUEUE /OUT:"C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\Debug\cmTryCompileExec1765506494.exe" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /ManifestFile:"cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp/Debug/cmTryCompileExec1765506494.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp/Debug/cmTryCompileExec1765506494.lib" /MACHINE:X86 cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.embed.manifest.res cmTryCompileExec1765506494.dir\Debug\testCCompiler.obj /machine:X86 /debug LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt [C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj] Done Building Project "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" (default targets) -- FAILED. Build FAILED. "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" (default target) (1) -> (Link target) -> LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt [C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.34 CMake will not be able to correctly generate this project. Call Stack (most recent call first): CMakeLists.txt:7 (project) Configuring incomplete, errors occurred! See also "C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeOutput.log". See also "C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeError.log".
eezstreet Posted March 9, 2014 Posted March 9, 2014 You need Service Pack 1 for Visual Studio 2010, as is mentioned in the tutorial.
Syko Posted March 9, 2014 Author Posted March 9, 2014 Good news! It works now, thanks for the tip eez. I thought I had SP1 already installed. Guess I should have checked. EDIT: So I loaded up a map. Or tried. It says "Couldn't load game." (debug)OpenJK: v1.0.1.1 win_msvc-x86-debug Mar 9 2014 Initialising zone memory ..... ----- FS_Startup ----- Current search path: C:\Users\Rick_Rubin\Documents\My Games\OpenJK\base C:\Program Files (x86)\OpenJK\base\assets5.pk3 (4 files) C:\Program Files (x86)\OpenJK\base\assets2.pk3 (289 files) C:\Program Files (x86)\OpenJK\base\assets1.pk3 (8011 files) C:\Program Files (x86)\OpenJK\base\assets0.pk3 (6674 files) C:\Program Files (x86)\OpenJK\base ---------------------- 14978 files in pk3 files execing default.cfg execing openjk_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Outcast Mode ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Client Initialization ----- ----- Initializing Renderer ---- Trying to load "rdsp-vanilla_x86.dll" from "C:\Program Files (x86)\OpenJK"... ------------------------------- ----- Client Initialization Complete ----- --- Common Initialization Complete --- Initializing OpenGL subsystem ...initializing QGL succeeded ...setting mode -1: 1920 1080 FS ...using desktop display depth of 32 ...calling CDS: ok ...registered window class ...created window@0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...65 PFDs found ...hardware acceleration found ...PIXELFORMAT 2 selected ...creating GL context: succeeded ...making context current: succeeded Initializing OpenGL extensions ...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_NV_point_sprite not found ...GL_NV_register_combiners not found GL_VENDOR: ATI Technologies Inc. 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GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader 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GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1080 fullscreen hz:60 GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 0 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 of 16) Dynamic Glow: disabled ------- sound initialization ------- Initializing DirectSound UI menu load time = 540 milli seconds ]devmap kejim_post ------ Server Initialization ------ (debug)OpenJK: v1.0.1.1 win_msvc-x86-debug Mar 9 2014 Server: kejim_post Loading shader text ..... ..... 1191 shader definitions loaded LoadLibrary("jk2gamex86.dll") failed ...reason: 'The specified module could not be found. ' ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL ----------------------- Shutting down cmShaderTable ..... Couldn't load game
eezstreet Posted March 9, 2014 Posted March 9, 2014 It seems fairly obvious, does it not? LoadLibrary("jk2gamex86.dll") failed...reason: 'The specified module could not be found. Place the jk2gamex86.dll in either gamedata or your fs_game folder (or base)
Syko Posted March 9, 2014 Author Posted March 9, 2014 OK, I copied jk2gamex86.dll to the OpenJK folder and now upon loading a map I get a white screen. After I click a few times the window closes, saying OpenJK has stopped working.
Syko Posted March 10, 2014 Author Posted March 10, 2014 So now that this is officially part of JK2: HD I updated the first post, and I'm putting up the latest 'build' of my texture work so far. https://dl.dropboxusercontent.com/u/76548653/JK2_HighRes.pk3 So far there's only two levels that I know of that make good use of the textures. kejim_post- The door texture, control panel texture, some imperial screens, and one of the light panels are improved. doom_comm-The floor texture, and some imperial screens are done. h643 likes this
Tempust85 Posted March 10, 2014 Posted March 10, 2014 I wouldn't bother with creating new textures, until rend2 is available for SP. Just more work to do later on IMO.
Circa Posted March 10, 2014 Posted March 10, 2014 I disagree. We can't always hold off on projects in hopes for rend2 because 1: it's not finished, and 2: it wouldn't support base.
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