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JKA doesn't work on W10


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Hello everyone,

 

Since 25th December I have a problem; I had for Christmas a new computer (laptop) which is very nice for gaming and with Windows 10 processor. I installed several games which are working without problem, but even if Jedi Academy installed well, it doesn't launch. When I click on "Single player", the game makes... nothing. I looked with the Task manager and saw that game closes automatically, without error message or sound. I tried to launch Multiplayer: there was the console, troubling screen like a classic launching, and then back to desktop as if I asked to quit.

I already called a little help with my "What's on your mind?" bar, but for now nothing worked.

 

I made all updates as possble for W10 and patched JKA, reinstalled it several times, removed all mods, launched as Administrator and with compatibility with W7 (my previous computer) and even XP, but as you can guess, bad luck... Jedi Outcast runs perfectly, with and without disc, with mods or not.

This is an official CD support.

 

I am very embarrassed, because this freezes me for several projects like French versions (particulary Dark Pastime, I would like begin it during these holidays).

 

Do you have any ideas? Already met this issue?

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Okay, got a new problem without knowing how it is born... I copy/paste the console for MP (SP still doesn't show):

 

JAmp: v1.0.0.0 win-x86 Jul 21 2003
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets3.pk3 (16 files)
C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets2.pk3 (62 files)
C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets1.pk3 (8320 files)
C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets0.pk3 (15346 files)
C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/base

----------------------
23744 files in pk3 files
execing mpdefault.cfg
execing jampconfig.cfg
couldn't exec 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 )
...35 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 32, 24, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (6)
...setting mode 3: 640 480 FS
...using colorsbits of 16
...calling CDS: ok
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 24, 8 )
...35 PFDs found
...GLW_ChoosePFD failed
...GLW_ChoosePFD( 16, 24, 0 )
...35 PFDs found
...GLW_ChoosePFD failed
...failed to find an appropriate PIXELFORMAT
...restoring display settings
...WARNING: could not set the given mode (3)
GLW_StartOpenGL() - could not load OpenGL subsystem
 

 

Initially, I had no problem with OpenGL. I got opengl32.dll and openAL32.dll installed in GameData.

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I don't know what is it. This is more for creating servers on MP game, right? I am not really interested by MP, I just opened this to see if there was a difference; the only one was I just had the console and the screen freezing. My first problem is about SP.

OpenJK has both singleplayer and multiplayer clients, it's not just for servers. It's like an unofficial 1.02

eezstreet likes this
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Well I just tried OpenJK.It works, but not as it could: first this is only in a small window (no way to make it in fullscreen), and then this is sloooooooow....... I don"t know how many FPS it takes, but I can't have a smoothie move, can even not select a menu button: cursor moves jerkily.

Nothing changed when I wanted to launch JKA with "classical way" (original .exe file).

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Well I just tried OpenJK.It works, but not as it could: first this is only in a small window (no way to make it in fullscreen), and then this is sloooooooow....... I don"t know how many FPS it takes, but I can't have a smoothie move, can even not select a menu button: cursor moves jerkily.

Nothing changed when I wanted to launch JKA with "classical way" (original .exe file).

Sounds like graphic card issues, I would check to see if your card has a patch/update on the company's site, a lot of them have patches for old games/retro/arcade style patches that fix issues with older games.  They aren't usually the "latest" patch necessarily.

Darth Sion likes this

JKG Developer

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I downloaded a patch for Nvidia and jus installed it, but the problem still there. In my opinion, it could not to be a problem with computer because Jedi Outcast works perfectly. So what do I do now? Test with another CD? I will take very much late, but if I don't have another solution...

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@@Cerez : How can do I know that? Or change that? If it could help, my graphic card is a Nvidia PhysX GeForce 940M version 361.43, with Intel® HD Graphics 5500 (used by default for laptop screen).

In most cases the driver software tries to automatically assign the right graphics card for the game, but it doesn't always manage to choose the right one for the task. Using the NVIDIA Control Panel, you can manually override this assignment for the game.

 

1. In the NVIDIA Control Panel select "Manage 3D settings" in the left-hand-side list.

2. Click on the "Program Settings" tab.

3. Select OpenJK (or JKA) from the list of software, or "Add" it to the list.

4. Switch the "preferred graphic processor" from "Use global setting" to "High-performance NVIDIA processor".

5. Click "Apply" and wait a few seconds, then close the NVIDIA Control Panel and try running the game.

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Sorry, it doesn't change anything. I don't understand at all: not a problem of computer because JO has no issue, and not a problem of disc because JKA works all right on my old PC (Windows 7). I can't keep it very longer because it's in end of life... It seems there is no way. I will try with another CD though ASAP (a friend's one), and if it works I would be very embarrassed... because it would mean to buy another one!

Tests have been made with both JKA and OpenJK.

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Can you run OpenJK again and copy/paste the console log here? There's no separate console window so you'll have to create a dump file of the console - run /condump in the in-game console. The file should get written to the My Documents\My Games\OpenJK\base\ folder

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I really don't think it's a problem with your disc, but if it helps JKA is also available on Steam for 3.00 right now.

Maybe, but I love CD supports, boxes and all this old stuff. It costs more, right, but I prefer it very far.

 

 

Try to run with admin rights.

Try to run with win xp compatibility.

Already done, of course. That was the first thing I tried.

 

Can you run OpenJK again and copy/paste the console log here? There's no separate console window so you'll have to create a dump file of the console - run /condump in the in-game console. The file should get written to the My Documents\My Games\OpenJK\base\ folder

 

Yes, here it is:

 

OpenJK: v1.0.1.1 win_msvc-x86 Nov21 2015

Initialising zone memory .....

----- FS_Startup -----

Current search path:

C:\Users\Hugues\Documents\My Games\OpenJK\base

C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets3.pk3 (16 files)

C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets2.pk3 (62 files)

C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets1.pk3 (8320 files)

C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets0.pk3 (15346 files)

 

----------------------

23744 files in pk3 files

execing default.cfg

execing openjk_sp.cfg

couldn't exec autoexec_sp.cfg

Running Jedi Academy Mode

----- Client Initialization -----

----- Initializing Renderer ----

Trying to lead "rdsp-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData" ...

-------------------------------

----- Client Initialization Complete -----

--- Common Initialization Complete ---

SDL unsing driver "windows"

Initializing display

Display aspect: 1.778

...setting mode 4: 800 600

Using 24 color bits, 24 depth, 8 stencil display.

Available modes: '1280x720 1366x768 1600x900 1360x768 1280x768 320x200 640x400 1280x800 1440x900 1280x600 320x240 400x300 512x384 640x380 800x600 1024x768 1152x864'

Initializing OpenGL extensions

...no supported texture compression method found

...ignoring texture compression

...GL_EXT_texture_env_add not found

...GL_EXT_texture_filter_anisotropic not found

...using GL_EXTtexture_edge_clamp

...GL_ARB_multitexture not found

...GL_EXT_compiled_vertex_array not found

... GL_NV_register_combiners not found

...GL_ARB_vertex_program not found

...GL_ARB_fragment_program not found

 

GL_VENDOR: Microsoft Corporation

GL_RENDERER: GDI Generic

GL_VERSION: 1.1.0

GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture

GL_MAX_TEXTURE_SIZE: 1024

GL_MAX_ACTIVE_TEXTURES_ARB: 0

 

PIXELFORMAT: color(24-bit) stencil(8-bits)

MODE: 4, 800x600 windowed hz:N/A

GAMMA: hradware w/ 0 overbright bits

rendering primitives: multiple glArrayElement

texturemode: GL_LINEAR_MIPMAP_LINEAR

picmip: 0

texture bits: 0

lightmap texture bits: 0

multitexture: disabled

compiled vertax arrays: disabled

texenv add: disabled

compressed textures: disabled

compressed lightmaps: disabled

texture compresion method: None

anisotropic filtering: disabled Dynamic Glow: disabled

 

------- sound initialization -------

SDL_Init( SDL_INIT_AUDIO )... OK

SDL audio driver is "directsound".

SDL_AudioSpec:

     Format:     AUDIO_S16LSB

     Freq:       44100

     Samples:    1024

     Channels:   2

Starting SDL audio callback...

SDL audio initialized.

UI menu load time = 609 milli seconds

 

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This doesn't look good:

GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
This means that your graphics drivers aren't being used at all and would explain why OpenJK is running so slowly (and possibly why JKA is refusing to run).

 

I'd be interested to see what Jedi Outcast thinks of this. Can you post the console log for Jedi Outcast here?

 

Also, you mentioned this:

Initially, I had no problem with OpenGL. I got opengl32.dll and openAL32.dll installed in GameData.

The retail JKA install doesn't (and shouldn't) come with an opengl32.dll. You should remove it as this can prevent the game from running properly.
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The retail JKA install doesn't (and shouldn't) come with an opengl32.dll. You should remove it as this can prevent the game from running properly.

 

I tried too, but there are no changes.

 

Here is the console of Jedi Outcast:

C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi Outcast\GameData/base

 

----------------------

17176 files in pk3 files

execing default.cfg

execing jk2config.cfg

couldn't exec autoexec.cfg

...detecting CPU, found Intel Pentium IV

 

------- Input Initialization -------

Skipping check for DirectInput

Joystick is not active.

------------------------------------

----- Client Initialization -----

----- Initializing Renderer ----

-------------------------------

----- Client Initialization Complete -----

--- Common Initialization Complete ---

Working directory: C:\Program Files (x86)\LucasArts\Star Wars JK II Jedi

Outcast\GameData

----- R_Init -----

Initializing OpenGL subsystem

...initializing QGL

...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded

...setting mode 6: 1024 768 FS

...using colorsbits of 32

...calling CDS: ok

...registered window class

...created window@0,0 (1024x768)

Initializing OpenGL driver

...getting DC: succeeded

...GLW_ChoosePFD( 32, 24, 8 )

...101 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 GL_EXT_point_parameters

 

GL_VENDOR: NVIDIA Corporation

GL_RENDERER: GeForce 940M/PCIe/SSE2

GL_VERSION: 4.5.0 NVIDIA 361.43

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: 16384

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

rendering primitives: single glDrawElements

texturemode: GL_LINEAR_MIPMAP_LINEAR

picmip: 1

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

Initializing Shaders

----- finished R_Init -----

 

------- 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

0x6b20050 dma buffer

No background file.

----------------------

------------------------------------

 

--- ambient sound initialization ---

Sound memory manager started

UI menu load time = 1016 milli seconds

RE_Shutdown( 1 )

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

----- Initializing Renderer ----

-------------------------------

----- R_Init -----

Initializing OpenGL subsystem

...initializing QGL

...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded

...setting mode 6: 1024 768 W

...created window@3,22 (1030x797)

Initializing OpenGL driver

...getting DC: succeeded

...GLW_ChoosePFD( 32, 24, 8 )

...101 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 GL_EXT_point_parameters

 

GL_VENDOR: NVIDIA Corporation

GL_RENDERER: GeForce 940M/PCIe/SSE2

GL_VERSION: 4.5.0 NVIDIA 361.43

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: 16384

GL_MAX_ACTIVE_TEXTURES_ARB: 4

 

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)

MODE: 6, 1024 x 768 windowed hz:60

GAMMA: hardware w/ 0 overbright bits

CPU: Intel Pentium IV

rendering primitives: single glDrawElements

texturemode: GL_LINEAR_MIPMAP_LINEAR

picmip: 1

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

Initializing Shaders

----- finished R_Init -----

UI menu load time = 939 milli seconds

 

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Sorry, I've been busy. So Jedi Outcast is being run with the correct (Nvidia) graphics driver. Can you post a screenshot of your JK2 GameData folder, and of your JKA GameData folder? Just to make sure you have all the necessary files and don't have any files that you shouldn't have there.

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