MrHeisenberg Posted April 7, 2016 Share Posted April 7, 2016 Hello, i've been searching a FPLS mod for JK3 Multiplayer and the only one that seemed to work was Ja++, but it crashed me when i tried to run it. So if anyone has a link please share it with me, thanks. EDIT: I know there is MB2 but im looking forward to play on Base or Ja+ servers. Link to comment
Circa Posted April 7, 2016 Share Posted April 7, 2016 You're going to want to figure out why it's crashing, because it's the only mod that has it. Just post in the JA++ forum for help with that. MrHeisenberg likes this Link to comment
MrHeisenberg Posted April 7, 2016 Author Share Posted April 7, 2016 You're going to want to figure out why it's crashing, because it's the only mod that has it. Just post in the JA++ forum for help with that.Okay i will, thanks man Link to comment
Daedra Posted April 7, 2016 Share Posted April 7, 2016 Hello, i've been searching a FPLS mod for JK3 Multiplayer and the only one that seemed to work was Ja++, but it crashed me when i tried to run it. So if anyone has a link please share it with me, thanks. EDIT: I know there is MB2 but im looking forward to play on Base or Ja+ servers. I had asked about it in the Coding section here:https://jkhub.org/topic/6132-about-the-first-person-gun-mode/ That's the best progress there is. Link to comment
Circa Posted April 7, 2016 Share Posted April 7, 2016 I had asked about it in the Coding section here:https://jkhub.org/topic/6132-about-the-first-person-gun-mode/ That's the best progress there is.That's for SP though, which JKE is what you'd want for that. He's asking for MP. Daedra and MrHeisenberg like this Link to comment
dark_apprentice Posted April 7, 2016 Share Posted April 7, 2016 Hello, i've been searching a FPLS mod for JK3 Multiplayer and the only one that seemed to work was Ja++, but it crashed me when i tried to run it. So if anyone has a link please share it with me, thanks. EDIT: I know there is MB2 but im looking forward to play on Base or Ja+ servers.Not sure if this can work in MP as well, but u can try it: http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Mini-Mods/27567/ MrHeisenberg likes this Link to comment
MrHeisenberg Posted April 7, 2016 Author Share Posted April 7, 2016 Not sure if this can work in MP as well, but u can try it: http://mrwonko.de/jk3files/Jedi%20Academy/Mods/Mini-Mods/27567/I tried that mod but is just SP, thanks anyway Link to comment
Cerez Posted April 8, 2016 Share Posted April 8, 2016 @@MrHeisenberg, @ One of my unreleased projects: https://jkhub.org/topic/6151-multiplayer-views/ Note that this is an OpenJK (open source Jedi Academy), not a retail game mod. You'll need OpenJK installed for Windows, then put this file into your "~/Documents/My Games/OpenJK/base" folder. Open Notepad in Windows, and copy and paste the following commands into it: bind "'" "seta cg_fov 80 ; seta cg_thirdpersonalpha 0 ; seta cg_thirdpersonrange 0.1 ; seta cg_thirdpersonvertoffset 0 ; seta cg_thirdpersontargetdamp 1 ; seta cg_thirdpersoncameradamp 1 ; echo True View" bind "," "seta cg_thirdpersonrange 40 ; seta cg_thirdpersonvertoffset 0 ; seta cg_fov 80 ; seta cg_thirdpersoncameradamp 0.9 ; seta cg_thirdpersontargetdamp 0.9 ; seta cg_drawcrosshair 0 ; seta cg_thirdpersonalpha 1 ; echo Action View" bind "." "reset cg_thirdpersonrange ; reset cg_thirdpersonvertoffset ; reset cg_fov ; reset cg_thirdpersoncameradamp ; reset cg_thirdpersontargetdamp ; reset cg_drawcrosshair ; reset cg_thirdpersonalpha ; echo Default View" bind "/" "cg_thirdpersoncameradamp 0.0 ; echo Camera View" Save it as "views.cfg", and put it into your game's base folder. Finally, run the OpenJK MP game (i.e. "openjk.x86.exe"), and in the console type "exec views" to bind these view switch commands to their corresponding keys. (Ideally, you only need to do this once.) Enjoy. Troubleshooting: If you get a write error when switching views, try placing the "openjk.pk3" into your game's main base folder instead, or into the "GameData/OpenJK" folder (replacing the original file). MrHeisenberg likes this Link to comment
MrHeisenberg Posted April 8, 2016 Author Share Posted April 8, 2016 Hey thanks for the answer, but i have a problem (crash on startup) OpenJK-MP: v1.0.1.0 win_msvc-x86 Mar 25 2016----- FS_Startup -----Current search path:C:\Users\Manu\Documents\My Games\OpenJK\baseC:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\the_academy_v2.pk3 (216 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\openjk.pk3 (3 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\japlus_gla_anims.pk3 (6 files)C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\Darth Marr.pk3 (46 files)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----------------------24015 files in pk3 filesexecing mpdefault.cfgexecing openjk.cfgcouldn't exec autoexec.cfg----- Initializing Renderer ----Trying to load "rd-vanilla_x86.dll" from "C:\Program Files (x86)\LucasArts\Star Wars Jedi Knight Jedi Academy\"...QKEY found.SDL using driver "windows"Initializing displayDisplay aspect: 1.779...setting mode 4: 800 600Using 24 color bits, 24 depth, 8 stencil display.Available modes: '1280x720 1366x768 1360x768 1280x768 320x200 640x400 1280x600 320x240 400x300 512x384 640x480 800x600 1024x768'GL_RENDERER: Intel® HD GraphicsInitializing 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 GL_ARB_multitexture...using GL_EXT_compiled_vertex_array...GL_NV_register_combiners not foundGL_VENDOR: IntelGL_RENDERER: Intel® HD GraphicsGL_VERSION: 4.0.0 - Build 10.18.10.4276GL_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_ARB_map_buffer_alignment GL_ARB_conservative_depth 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_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_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_ARB_fragment_program_shadow 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_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturingGL_MAX_TEXTURE_SIZE: 16384GL_MAX_TEXTURE_UNITS_ARB: 8PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)MODE: 4, 800 x 600 fullscreen hz:N/AGAMMA: hardware w/ 0 overbright bitsrendering primitives: single glDrawElementstexturemode: GL_LINEAR_MIPMAP_LINEARpicmip: 0texture bits: 32lightmap texture bits: 0multitexture: enabledcompiled vertex arrays: enabledtexenv add: enabledcompressed textures: enabledcompressed lightmaps: disabledtexture compression method: GL_EXT_texture_compression_s3tcanisotropic filtering: enabled (16 of 16)Dynamic Glow: disabled------- sound initialization -------SDL_Init( SDL_INIT_AUDIO )... OKSDL audio driver is "xaudio2".SDL_AudioSpec:Format: AUDIO_S16LSBFreq: 44100Samples: 1024Channels: 2Starting SDL audio callback...SDL audio initialized.----- Sound Info -----1 stereo32768 samples16 samplebits1 submission_chunk44100 speed0x58f0e18 dma bufferNo background file.------------------------------------------------------------- ambient sound initialization ---Sound memory manager startedVM_Create: uix86.dll succeededMismatched UI_API_VERSION: expected 1, got 3Closing SDL audio device...SDL audio device shut down.GetGameAPI failed on uix86.dll Link to comment
Raz0r Posted April 8, 2016 Share Posted April 8, 2016 The version of the engine is too new for the UI code of that mod, or vice versa Cerez and MrHeisenberg like this Link to comment
Cerez Posted April 8, 2016 Share Posted April 8, 2016 Darn. Use my executable, then, @@MrHeisenberg. This one matches the version of the libraries used in the mod. The good news is, you have the PK3 in the right place because the game *is* trying to load it. What happens with the SP EXE, @@Raz0r? Will that need to match the same version API/libraries as well? I would have thought that the newer binary executables are backwards compatible with the older libraries... MrHeisenberg likes this Link to comment
Raz0r Posted April 9, 2016 Share Posted April 9, 2016 The only APIs/ABIs supported by the engine is the API+ABI used in retail JA, and the absolute latest API+ABI as of the time the engine is built. No other API/ABI versions are supported at the moment. Cerez likes this Link to comment
Cerez Posted April 9, 2016 Share Posted April 9, 2016 @@Raz0r Does openjk_sp.x86.exe use uix86.dll, or cgamex86.dll at any point? Or are these MP specific? Link to comment
Raz0r Posted April 9, 2016 Share Posted April 9, 2016 They're MP specific. SP has the .exe with the UI project statically linked, alongside jagamex86.dll which is game + cgame...IIRC Cerez likes this Link to comment
Cerez Posted April 9, 2016 Share Posted April 9, 2016 Awesome! In that case I'll just make sure to package the MP EXE as well with the mod. Let me know how you're finding it working, @@MrHeisenberg, and @. If it's reliable/stable, and easy to use, I may finally (officially) release it here, on JKHub. Link to comment
Daedra Posted April 9, 2016 Share Posted April 9, 2016 Awesome! In that case I'll just make sure to package the MP EXE as well with the mod. Let me know how you're finding it working, @@MrHeisenberg, and @. If it's reliable/stable, and easy to use, I may finally (officially) release it here, on JKHub. The game crashes for me, something to do with the UI_API_VERSION was expecting 1, but got 2 for the uix86.dll --- ambient sound initialization ---Sound memory manager startedVM_Create: uix86.dll succeededMismatched UI_API_VERSION: expected 1, got 2GetGameAPI failed on uix86.dll Link to comment
Cerez Posted April 9, 2016 Share Posted April 9, 2016 The game crashes for me, something to do with the UI_API_VERSION was expecting 1, but got 2 for the uix86.dll --- ambient sound initialization --- Sound memory manager started VM_Create: uix86.dll succeeded Mismatched UI_API_VERSION: expected 1, got 2 GetGameAPI failed on uix86.dll Have you used *both* the PK3 and the EXE I've linked here? You've got to run the game with this EXE. If you have, tell me where you've placed them. Link to comment
Daedra Posted April 9, 2016 Share Posted April 9, 2016 Have you used *both* the PK3 and the EXE I've linked here? You've got to run the game with this EXE. If you have, tell me where you've placed them. Wait I never saw a link to a .EXE, maybe I am missing that link since you only posted a link to the .PK3 Link to comment
Cerez Posted April 9, 2016 Share Posted April 9, 2016 Wait I never saw a link to a .EXE, maybe I am missing that link since you only posted a link to the .PK3 This, and this. Make sure you use both. We've established that they only work together, otherwise you get the API version mismatch error. Link to comment
Daedra Posted April 9, 2016 Share Posted April 9, 2016 This, and this. Make sure you use both. We've established that they only work together, otherwise you get the API version mismatch error. Still got the same error with the new EXE. I did notice I cannot find the uix86.dll anywhere, maybe I am missing that? Link to comment
Cerez Posted April 10, 2016 Share Posted April 10, 2016 Still got the same error with the new EXE. I did notice I cannot find the uix86.dll anywhere, maybe I am missing that?It's inside the PK3. This is just a dumb 101, but are you actually running the new EXE when trying this? And make sure the PK3 is in "~/Documents/My Games/OpenJK/base". If you're still getting the error after doing this correctly, then I may have overlooked something... Link to comment
Daedra Posted April 10, 2016 Share Posted April 10, 2016 It's inside the PK3. This is just a dumb 101, but are you actually running the new EXE when trying this? And make sure the PK3 is in "~/Documents/My Games/OpenJK/base". If you're still getting the error after doing this correctly, then I may have overlooked something... Yep, it's all in the right place. Not really sure what's going on. Link to comment
Cerez Posted April 10, 2016 Share Posted April 10, 2016 @, @@MrHeisenberg My bad, I'm the dummy here! Gave you the wrong file. >.<' Sorry... Try these: https://www.dropbox.com/s/0klo36pv7lk9n8t/openjk.zip?dl=0 Now they are the same build and version for the API. MrHeisenberg likes this Link to comment
Daedra Posted April 10, 2016 Share Posted April 10, 2016 @, @@MrHeisenberg My bad, I'm the dummy here! Gave you the wrong file. >.<' Sorry... Try these: https://www.dropbox.com/s/0klo36pv7lk9n8t/openjk.zip?dl=0 Now they are the same build and version for the API. Yup, works. Cerez likes this Link to comment
MrHeisenberg Posted April 10, 2016 Author Share Posted April 10, 2016 @, @@MrHeisenberg My bad, I'm the dummy here! Gave you the wrong file. >.<' Sorry... Try these: https://www.dropbox.com/s/0klo36pv7lk9n8t/openjk.zip?dl=0 Now they are the same build and version for the API.The exe prevents the crash...but the game doesn't even opensIm using the last build of OpenJK, maybe that's the problem..? Link to comment
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