Tempust85 Posted February 9, 2014 Author Posted February 9, 2014 No matter what I do, I can't seem to get into loading a level anymore. It always crashes with vanilla dll as the fault module name when trying to create a new game, or doing map kejim_post. I've tried moving JK2 assets to the base folder while removing JKA's, using +fs_basepath JK2HD and using +fs_game JK2HD.
eezstreet Posted February 9, 2014 Posted February 9, 2014 @@DT85 this sounds similar to something that Scizo mentioned. Try deleting stuff from My Documents/OpenJK2 (or maybe OpenJK, not sure)
Tempust85 Posted February 9, 2014 Author Posted February 9, 2014 I noticed it was searching there as well, so I've been making sure it's cleared. I'm stumped as to what's going on.
eezstreet Posted February 9, 2014 Posted February 9, 2014 Not sure. I haven't encountered any similar issues. But like I said, I think there's currently an open issue for this. Sczio is having the same issue on the main branch.
Archangel35757 Posted February 9, 2014 Posted February 9, 2014 The field-of-view, or the 1st-person camera settings, appear to be elongating the AK-47. I'm sure it's just a matter of tweaking the settings.
eezstreet Posted February 9, 2014 Posted February 9, 2014 The field-of-view, or the 1st-person camera settings, appear to be elongating the AK-47. I'm sure it's just a matter of tweaking the settings.i have my FOV set at 110 and my cg_viewModelFOVOverride set at like 90 or so, so that's not exactly improbable.
eezstreet Posted February 9, 2014 Posted February 9, 2014 I think I fixed it. @@DT85 do a pull/recompile and see if that fixes it (you'll probably get a Com_Error)
Tempust85 Posted February 9, 2014 Author Posted February 9, 2014 Got 3 errors in Release & Debug: error C2228: left of '.GetWinVars' must have class/struct/union tr_init.cpp 1479 1 SP Vanilla Renderererror C2228: left of '.PD_Load' must have class/struct/union G2_API.cpp 743 1 SP Vanilla Renderererror C2228: left of '.PD_Store' must have class/struct/union G2_API.cpp 764 1 SP Vanilla Renderer
Tempust85 Posted February 10, 2014 Author Posted February 10, 2014 Crashing: ------ Server Initialization ------ OpenJK: v1.0.1.1 win_msvc-x86 Feb 10 2014Server: kejim_post Loading shader text ..... .....2601 shader definitions loaded data is NULL ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...shutting down QGL ...unloading OpenGL DLL ----------------------- Shutting down cmShaderTable..... FS_FreeFile( NULL )
eezstreet Posted February 10, 2014 Posted February 10, 2014 @@DT85: make sure that the ext_data/weapons/default.json gets put into a PK3. Tempust85 likes this
Tempust85 Posted February 10, 2014 Author Posted February 10, 2014 Yay it finally works for me. Now to get cracking on that view model. Stoiss and eezstreet like this
eezstreet Posted February 10, 2014 Posted February 10, 2014 Yay it finally works for me. Now to get cracking on that view model. Keep me informed with your progress. I'm interested to see what you can do.
Tempust85 Posted February 10, 2014 Author Posted February 10, 2014 Ok, so my first step is to load up the AK74 model and it worked but it's rotated like it was in one of your screenshots. I'll get to work on a test model later today.
eezstreet Posted February 10, 2014 Posted February 10, 2014 You'll want to specify "NoHandModel": 1 in your weaponfile. By default, the weaponfile is default.json, but you might switch to something else for testing purposes.
Tempust85 Posted February 11, 2014 Author Posted February 11, 2014 - Doesn't load .skin files which is why the texture isn't working.- I've included a *flash, but the muzzle effect & blaster fire don't emit from it- Would like a FOV setting per gun
eezstreet Posted February 11, 2014 Posted February 11, 2014 Send me those files, and I'll take a look at it. Also, yeah, I can add an FOV offset.
Tempust85 Posted February 11, 2014 Author Posted February 11, 2014 https://www.dropbox.com/s/q0f4xsua1is1ofx/zzz_GLM_viewmodel.pk3
eezstreet Posted February 11, 2014 Posted February 11, 2014 OK, .skin files should be supported now. You'll need to specify a SkinFile in the JSON, so something like this: "SkinFile": "models/weapons2/ak74/model_default.skin"
Tempust85 Posted February 11, 2014 Author Posted February 11, 2014 I put in the skinFile line & recompiled, but it's still not showing any textures.
eezstreet Posted February 11, 2014 Posted February 11, 2014 I put in the skinFile line & recompiled, but it's still not showing any textures.Did you pull? I didn't actually test it out. I should probably do that later today.
Tempust85 Posted February 11, 2014 Author Posted February 11, 2014 Yeah I got the latest code change you did, and it didn't do anything.
eezstreet Posted February 12, 2014 Posted February 12, 2014 @@DT85: ok, latest commit will fix the skin for sure -- I have the skin working ingame and will provide a screenie in a moment or two. note that there will be a floating X/Y/Z axis somewhere in view, this is just for my purposes while I'm figuring out a fix for muzzle position issue.Also, your JSON that you provided me didn't have a SkinFile setting in it. Here is what I wound up using: "SkinFile": "models/weapons2/ak74/model_default.skin", EDIT: and fixed the muzzle flashes too: note that the EFX is just sliiiiightly off, this is not due to a code or model error, rather the EFX segments themselves are slightly offset in the file, you might adjust your tag positions to compensate for this (maybe take a look at the stock MD3s and see how far away from the barrel the tag_flashes are) Tempust85 likes this
Tempust85 Posted February 12, 2014 Author Posted February 12, 2014 Awesome, all works on my end too. Seeing as this is JK2:HD, may as well just fix the EFX. EDIT: I'll include a fix in my next updated PK3. When do you want me to start with animations?
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