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JKA doesn't work on W10


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Have some news, and bad... I went to a friend who has JA with CD support and who found problem when launching the game (jasp.exe had a problem blah blah...) ; ve re-installed it and now, he've got the same problem than me! Worse: he bought JO on Steam, and even it doesn't work now. It seems issues came when he updated Windows 8 to 10: JO worked well as good as JA. He doesn't have OpenJK.

I think I will become mad.

 

If it can help, here is the console of JKA on my old W7 computer, where it works quite well:

 

 

JA: v1.0.1.0 win-x86 Oct 24 2003
Initialising zone memory .....
----- 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 default.cfg
execing jaconfig.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 Jedi Knight
Jedi Academy\GameData
Initializing OpenGL subsystem
...initializing QGL
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 )
...41 PFDs found
...hardware acceleration found
...PIXELFORMAT 4 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
...GL_EXT_point_parameters not found
...GL_NV_point_sprite not found
...GL_NV_register_combiners not found
...ignoring WGL_ARB_render_texture

GL_VENDOR: Intel
GL_RENDERER: Mobile Intel® 4 Series Express Chipset Family
GL_VERSION: 2.1.0 - Build 8.15.10.2869
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod
GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine
GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color
GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map
GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp GL_ARB_point_parameters
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow
GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap
GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program
GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection
GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture
GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float
GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex
GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float
GL_EXT_texture_shared_exponent GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc GL_NV_conditional_render
GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit
GL_ARB_vertex_array_object
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 8

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: 0
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  (2.000000 of 2.000000)
Dynamic Glow: disabled

------- sound initialization -------
Initializing DirectSound
locked hardware.  ok

 

You can compare with the console in previous page, that I re-paste here:

 


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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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).

Very off-the-wall guess: it's using the "windows" driver because it's not in fullscreen?

 

r_fullscreen 1
vid_restart

^ try running this and see what happens

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Nope :/

 

Here are the properties of my actual PC (sorry, in French but I hope you'll understand):

 

 

 

Fabricant : ASUSTek Computer Inc.

Modèle : X751LB

Processeur : Intel® Core i5-5200U CPU @ 2.20GHz  2.20GHz

Mémoire installée (RAM) : 6,00 Go (5,87 Go utilisable)

Type du système : Système d'exploitation 64 bits, processeur x64

 

It is a W10 Family edition.

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Hum... No, that was System.

 

This is what I found in my Graphics Card. This is in French so I translated it as I could, I'm not familiar with technical vocable:

 

 

Windows 10 Home, 64-bit

DirectX 12.0

 

GeForce 940M

Driver version: 361.43

API Direct3D version: 12

Fonctionality level: 11_0

CUDA cores: 384

Graphics clock: 1071 MHz

Storage datas outflow: 1800 MHz

Storage interface: 64 bits

Memory bandwidth: 14.40 Go/s

Full available graphic storage: 5055 Mo

Dedicated video storage: 2048 Mo of (/from?) DDR3

System video storage: 0 Mo

Shared system storage: 3007 Mo

BIOS video version: 82.08.3A.00.22

IRQ: Not used

Bus: PCI Express x4 Gen2

Peripheral ID: 10DE 1347 241A 1043

Reference: 2701 0005

 

To be honest, I have no idea what I just wrote!

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One other thing: there was a little difference with my friend and I. When he tried to start the game, we saw the console and JEDI KNIGHT JEDI ACADEMY (splash screen), and then come back to desktop with the message "jasp.exe stopped working and was closed". I have no message, even the console.

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So you are positive there is no OpenGL32.dll in your GameData folder?

 

http://fr.download.nvidia.com/Windows/361.43/361.43-notebook-win10-64bit-international-whql.exe  This appears to be the same driver you have but its directly from nvidia.

 

You could try to verify that this tool shows the correct vendor and version information too: http://www.realtech-vr.com/glview/download.php

 

Once it loads click on see details next to the version number and then it will show the same information you would have seen in the console which is the vendor.  If you see Microsoft there, it has nothing to do with the game and it will be harder to track down this issue.

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There WAS an OpenGL32.dll, but it didn't changed anything and some people told me (here) to emove it. So, do it.

 

I will try your links tomorrow. Today is time to go to bed in France ;) Hope it will fix the problem, because I am very tired and embarrassed to not can continue the French versions works correctly.

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I have the exact same problem - but weirder.

 

Sometimes, I get the exact same thing as lang_french - I run the game, the screen resolution changes, and then I simply get jamp.exe as stopped working.

 

However, after messing around with the compability settings (No matter what, just changing them around), or running jasp.exe before jamp.exe (which also crashes me to desktop) sometimes makes the game go further - The Jedi Academy splash shows for a split second. The game still crashes, but this time I get VM_create on UI failed. I have absolutely no idea why the game might even act this way.

 

One time the game (jamp.exe) even loaded properly, but when I quit the same problems started appearing. OpenJK doesn't fix this for me.

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Like Lang_French, I bought a new laptop recently, with Windows 10 Familial Edition.

I have the JKA CD version, which was installed on my old computer.

 

However, I knew there was several problems on W10 with some games created for XP.

 

It works fine without problems. I had just to enable OpenJK in the Firewall and in the Antivirus.

 

The "Program XP" folder is a folder I created to put old programs dedicated to XP which need to get read and write rights in their folder.

It avoids to enable the "run as admin" compatibility. The "Program Files" and "Program Files (x86)" are write protected.

 

 

then, have you installed the required versions of C++ redistribuable ? I don't know if OpenJK needs them.

Here is the 2015 version. 2013 versions should already be on Windows 10.

http://www.microsoft.com/en-us/download/details.aspx?id=48145

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@@lang_french

 

You could always try this: http://www.majorgeeks.com/files/details/gldirect.html

 

GLDirect, I had to use it to get JKA working on my old laptop, and this one. I got the same error as you, couldn't load openGL subsystem. I'm not on windows 10, so I'm not 100 percent sure this will work, but you should give it a try. It's what I've been using for years now.

 

Just install it and it should automatically be using GLDirects version of openGL. Let me know if it works.

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ce sera peut être plus simple en français :

J'ai un PC quasiment identique au tien (du moins proceseur Intel et nvidia 940M)

d'après tes derniers logs, la carte graphique est intégrée microsoft, c'est assez étrange. Normalement, cela devrait être soit les graphiques intégrés Intel (chipset intégré au processeur intel i5 que tu as), soit la carte graphique Nvidia.

 

Cerez l'a dit mais je ne sais pas si ça a été clair : pour choisir la carte graphique utilisée, va sur le bureau => clic droit => panneau de configuration Nvidia.

ensuite à gauche, tu as "Gérer les paramètres 3D" => clique sur l'onglet "Paramètres de programmes.

Soit OpenJK et/ou jamp.exe sont dans la liste, soit tu cliques sur "Ajouter" et tu les cherches dans tes dossier.

Ensuite, en ayant sélectionné le programmes, tu peux choisir entre "Autosélection" (Nvidia va décider lui même si le jeu utilise le chipset Intel ou la carte Nvidia), "Graphiques hautes performances" (le jeu va utiliser la carte Nvidia) ou "Graphiques intégrés" (le jeu va utiliser le chipset Intel).

 

chez moi, toutes les options permettent de faire tourner le jeu sans problème. Normalement, la carte Nividia est à privilégier pour les jeux mais comme JKA est vieux, le chipset Intel le supporte largement même sur les maps lourdes.

 

Vérifie aussi que les pilotes du chipset Intel sont à jour. J'ai dû les mettre à jour quand j'ai acheté le PC (clic droit sur démarrer => Gestionnaire de périphérique => Cartes graphiques => Intel HD graphics)

 

Essaie également une autre méthode : recrée un dossier "Nom que tu veux" n'importe où sur ton PC, crée dedans un dossier "base" dans lequel tu copie les 4 assets de base, puis place également OpenJK dans le dossier précédent et essaie de lancer le jeu.

ça permettra de voir si le problème vient de l'ordi ou de l'installation qui s'est mal passée.

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Try opening jamp.exe with this batch file:

jamp.exe + r_allowSoftwareGL 1
exit
::r_allowSoftwareGL 1 allows unsupported drivers to attempt to load openGL (will usually result in 2fps and extremely terribly lag)

This probably won't do the trick, but you never know.

JKG Developer

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It would need to be jamp.exe +set r_allowSoftwareGL 1

 

Clan FJA, OpenJK does not need admin rights even in program files.  And they are write protected but Windows has a compatibility layer which silently allows writes to happen via the "VirtualStore" folder but this is also avoided in OpenJK unless you're using +set fs_game ".".  And you'd need the correct redist versions for whatever VS version is used on the buildbot these days Either 2013 or 2015 (the x86 version)

Futuza likes this
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Okay, I made all you said, downloaded all patches and softwares you linked, and this is a fail. Like I changed nothing.

 

@ClanFJA Je ne comprends pas ce que tu veux dire avec les dossiers à mettre ailleurs pour voir si l'installation s'est mal passée ou quoi, ça a fait la même chose sur le PC d'un ami (tout marchait sur 8 mais plus sur 10). La totalité de mes pilotes sont à jour.

 

@@Onysfx Nope, installed well but it didn't work.

 

My first problem is about SP of Jedi Academy, I see everybody searching a solution for MP. Even it is really possible that if SP/MP is fixed, the other will too.

 

 

The ultimate solution could be to reboot the computer, but if I could avoid it, it would be better... And not sure it will be really useful. I can't use VirtualBox properly, I have problems to launch a virtual machine. Maybe it would be the true solution.

People who have the game running well on W10, how could it be possible? My friend had the same problems when he updated W8 to 10!

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It runs fine for me.  But I'm not using a laptop.

 

Did you do the "Clean installation" option in the installer of your graphics drivers?  And you didn't tell the output of the other program I asked about.

 

Why can't you reboot?  Should be pretty quick with fast boot enabled.

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I don't think using a laptop could make a great difference. My W7 was a laptop too and it ran fine (and still runs, as long I will keeping this old computer)

 

I installed all with personal preferences, not automatically.

 

Here is what the output says, in French so I could not translate all because I have a lack of vocable (and this is disturbing).

 

 

 

Renderer: Intel® HD Graphics 5500
Supplier: Intel
Storage: 2048 MO
Version: 4.3.0 - Build 10.18.15.4268
Version GLSL: 4.30 - Build 10.18.15.4268                   


Max. texture size 16384 x 16384
Max. vertex tex. image units: 32
Max. texture image units 32
Max Geometry Texture Units: 32
Max. anisotropie 16
Taille Max. View 16384 x 16384
Max Clip Distances: 8
Max. échantillons 8


Extensions: 215

GL_3DFX_texture_compression_FXT1
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_cl_event
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_indirect_parameters
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
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_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_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
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_separate_stencil
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_control
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
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_polygon_offset_clamp
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_transform_feedback
GL_IBM_texture_mirrored_repeat
GL_INTEL_fragment_shader_ordering
GL_INTEL_map_texture
GL_INTEL_performance_query
GL_KHR_blend_equation_advanced
GL_KHR_debug
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_create_context_profile
WGL_ARB_create_context_robustness
WGL_ARB_extensions_string
WGL_ARB_framebuffer_sRGB
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_EXT_create_context_es2_profile
WGL_EXT_create_context_es_profile
WGL_EXT_depth_float
WGL_EXT_extensions_string
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_NV_DX_interop

OpenGL Core extensions
v3.0 (100 % - 23/23)
v3.1 (100 % - 8/8)
v3.2 (100 % - 10/10)
v3.3 (100 % - 10/10)
v4.0 (100 % - 14/14)
v4.1 (100 % - 7/7)
v4.2 (100 % - 13/13)
v4.3 (100 % - 23/23)
v4.4 (80 % - 8/10)
v4.5 (0 % - 0/11)
vARB 2015 (0 % - 0/13)

OpenGL drivers version verification (Actual: 4.3.0 - Build 10.18.15.4268, Last: 10.18.13.6143):
Last version of graphics drivers detected
According database, you have the last drivers for your graphics card.

No entry in ICD register base.
Your OpenGL driver doesn't expose register key 'SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers'. Impossible to recall driver informations.

Extensions verification:
GL_EXT_color_subtable isn't in the list but have an entry point glColorSubTableEXT .
GL_EXT_paletted_texture isn't in the list but have an entry point glColorTableEXT .
GL_EXT_paletted_texture isn't in the list but have an entry point glGetColorTableEXT .
GL_EXT_paletted_texture isn't in the list but have an entry point glGetColorTableParameterfvEXT .
GL_EXT_paletted_texture isn't in the list but have an entry point glGetColorTableParameterivEXT .
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The machine is new, and was custom-made with all last updates. And this is not really easy to make this: my cyber (from who I buy my computer) have all softwares I need, and I can only meet him at saturay (he doesn't live in Paris). I prefer make this with him, in case of issue or idk what. I'll call him tomorrow and will see what I do.

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The machine is new, and was custom-made with all last updates. And this is not really easy to make this: my cyber (from who I buy my computer) have all softwares I need, and I can only meet him at saturay (he doesn't live in Paris). I prefer make this with him, in case of issue or idk what. I'll call him tomorrow and will see what I do.

I don't understand what that has to do with why you can't restart your machine?  I'm not saying to re-image it, I'm saying to restart it.

JKG Developer

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I don't understand what that has to do with why you can't restart your machine?  I'm not saying to re-image it, I'm saying to restart it.

Ah, well I restart it every day, all time. I was saying to reboot as re-installing.

 

 

See, its not using the nvidia card, its using the intel integrated graphics chip on your CPU.

 

Renderer: Intel® HD Graphics 5500

Supplier: Intel

I see, but ClanFJA told (in French) it could make the game running without problem even with heavy maps. In the console, it writes that it is Microsoft and not Intel or Nvidia which is used as graphics loader (at least, with OpenJK, because we can't even see the console in "classic" JKA SP and MP, or too fast)

 

The computer waits to see the CD before stopping. Yesterday I tried to launch without, and a window appeared: "Please insert CD1". So, the game is recognized before "crashing".

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It would need to be jamp.exe +set r_allowSoftwareGL 1

 

Clan FJA, OpenJK does not need admin rights even in program files.  And they are write protected but Windows has a compatibility layer which silently allows writes to happen via the "VirtualStore" folder but this is also avoided in OpenJK unless you're using +set fs_game ".".  And you'd need the correct redist versions for whatever VS version is used on the buildbot these days Either 2013 or 2015 (the x86 version)

 

Seems that half of my post has disappear when I posted it. So my post is not clear.

I have several XP programs and I have a specific folder for them, which avoid me to put the "run as administrator". I put JKA too, even this is not needed thanks to Openjk.

 

**************************************

 

Lang_French, par défaut dans Windows 10 est activé le "démarrage rapide",qui "permet d'enregistrer l'état de votre système lors de l'arrêt de l'ordinateur et permettre ainsi un redémarrage beaucoup plus rapide".

En gros, c'est une sorte de "pseudo veille" (même si les disques durs sont arrêtés et que le courant ne circule plus).

 

Pour que les mises à jour soit vraiment appliquées, il ne faut donc pas éteindre l'ordinateur mais bel et bien utiliser la fonction "Redémarrer" qui elle est un véritable redémarrage complet.

Fais-le et ensuite retente de lancer le jeu.

 

 

Pour le coup du dossier à part, la moitié de ce que j'avais écris à disparu donc je comprends que ce ne soit pas clair. Oublie ça.

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I have no words for this. Today, I've done a second, clean installation of JKA outside of Program Files - and, behold, jamp works flawlessly! I run jasp, and it works perfectly as well. Then I exit, run jamp, and get the exact same fucking CTD as before. Like - what the hell could even cause this?? It makes no sense, at least for me.

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Its a fault of the laptop and switchable graphics.

 

OpenJK doesn't display support the windows startup console no.  But its still logged if there was a normal error.  The problem here is not with OpenJK unfortunately but your laptop running on crappy integrated graphics!

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