Tempust85 Posted June 12, 2014 Posted June 12, 2014 @@Xycaleth can you please upload the latest code to git? I want to see if a full recompile works.
Xycaleth Posted June 12, 2014 Posted June 12, 2014 The latest code is on Github already. @@DT85 and @@MaceMadunusus can you try running with /logfile 2 until it crashes, and then post qconsole.log here?
Boothand Posted June 12, 2014 Posted June 12, 2014 @@Boothand Does it still happen if you set r_dynamicGlow to 0? Still happens!
Tempust85 Posted June 12, 2014 Posted June 12, 2014 @@Xycaleth: Crashes upon startup of JKA with rend2 loaded: Xycaleth likes this
Xycaleth Posted June 13, 2014 Posted June 13, 2014 @@DT85 Can you hover over qglTexStorage2D and qglTexSubImage2D to check if either of them are NULL?
Tempust85 Posted June 13, 2014 Posted June 13, 2014 Nope, just this: qglTexStorage2D 0x578f8380 qglTexSubImage2D 0x6efe4251
Tempust85 Posted June 13, 2014 Posted June 13, 2014 Here's that log also: ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Initializing Renderer ---- Trying to load "rd-rend2_x86.dll" from "C:\Users\DT\Desktop\OpenJK Rend2"... QKEY found. ----- R_Init ----- ...initializing QGL succeeded ...setting mode 4: 800 600 W ...created window@388,170 (816x638) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...133 PFDs found ...hardware acceleration found ...PIXELFORMAT 9 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 GLSL version 4.40 NVIDIA via Cg compiler ...using GL_EXT_texture_compression_latc ...ignoring GL_ARB_texture_compression_bptc ...using GL_ARB_texture_storage
Xycaleth Posted June 13, 2014 Posted June 13, 2014 Everything looks okay. If you can, try addingif (data)At the start of the line that has qglTexSubImage2D and recompile and run. See if that fixes the problem.
Xycaleth Posted June 14, 2014 Posted June 14, 2014 Early WIP of weather: Boothand, Stoiss, Mark Lubbers and 2 others like this
Tempust85 Posted June 14, 2014 Posted June 14, 2014 Everything looks okay. If you can, try adding if (data)At the start of the line that has qglTexSubImage2D and recompile and run. See if that fixes the problem. This works in debug build at least. I've noticed the saber doesn't 'glow' on every surface of a map. This was present before dynamic glow though.
Xycaleth Posted June 14, 2014 Posted June 14, 2014 I've updated the code with the crash fix. Updated DLL can be found here: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip
minilogoguy18 Posted June 14, 2014 Posted June 14, 2014 Hope you'll be able to get the same effect for rain as the vanilla renderer, the part where the droplets burn up when they hit the saber blade. Tempust85, Omicron and Archangel35757 like this
Tempust85 Posted June 14, 2014 Posted June 14, 2014 Question though, how did you manage to get rain on tatooine?
Xycaleth Posted June 14, 2014 Posted June 14, 2014 There's a command to spawn weather on the map you're on Try it: /r_we lightrainMight need cheats enabled.
Archangel35757 Posted June 15, 2014 Posted June 15, 2014 Question though, how did you manage to get rain on tatooine? It still rains in the desert sometimes, no?
Kessno Posted June 15, 2014 Posted June 15, 2014 Looks like it's working properly for me. Testing out r_we lightrain on a map that I'm working on. Raz0r and therfiles like this
Stoiss Posted June 15, 2014 Posted June 15, 2014 yes r_we clear makes a bug so after you have used it it wont let you use the other cmds, DT85 remember to do this on devmap {mapname]
Xycaleth Posted June 15, 2014 Posted June 15, 2014 r_we isn't implemented in rend2 yet I work on major features, like weather, on a separate git branch so I can carry on making fixes like just now. Stoiss likes this
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