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Everything posted by Xycaleth
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@@DT85 Can you try running OpenJK through Visual Studio and seeing where it crashes?
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4, but like I said earlier in this thread (I think?), shader model versions only apply to Direct3D.
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Here's a download link to the latest rend2: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip So the only changes I've made are fixes to dynamic glow. And like I said before, I've upped the requirements a bit. If you have problems running rend2 now, please report the error message you're getting and the graphics card you're using!
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I can upload an updated version tonight. I've started introducing changes to require newer graphics cards (anything from the past 5 years should work) so people who could run it before might find they can no longer run it. If you can't, please let me know what error message you get and also what graphics card you have
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Oh, well there you go lol. I don't know what happened with the OpenJK processes, I've never seen that happen before. I don't think restarting your computer does anything much different from shutting down, unless you physically push the reset button on your case
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JA: v1.0.1.0 win-x86 Oct 24 2003It looks like you're running jasp.exe with the OpenJK SP mod? How long ago did you download OpenJK? If you can't restart your computer using the normal means, you should use the reset button on your PC case.
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Try /logfile 2 instead. This should write to the log file as each message gets generated, instead of when the program quits (which never happens, as you end up crashing out instead). The fact that you can't kill the program either is kind of strange! Can you try opening Process Hacker as an administrator and then kill it?
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Interesting. Assuming you downloaded OpenJK from here, do you have the Microsoft Visual C++ 2010 Redistributable installed?
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Try this. Copy and paste following text into a file called "run_openjk.bat" and save it in the same folder as openjk_sp.x86.exe. openjk_sp.x86.exe +set fs_game OpenJKThen double-click the file you just saved.
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@@Jango40 How do you run OpenJK SP? Do you double-click the openjk_sp.x86.exe program or do you use a shortcut?
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Oh, and I need to fix that too There's a bug on Luke where he has extra polygons by his eyes which I think is related...
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@@DT85 The lightmap problem was fixed a few months ago I don't know about a percentage, but the remaining things I have left to do (to be on feature-parity with vanilla) are: WeatherProper support for marks on Ghoul2 models (they're a bit odd at the moment)Surface spritesFlares (as in the ones you get in FFA5 on the lights)Few bugs to fix regarding transparent objectsRefraction (for force push, invincibility ball thing around player)Of those, weather and surface sprites are probably the longest tasks.
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Anything that was in the original renderer will be in rend2.
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Totally different. I've rewritten the whole weather code cause it wasn't useable with rend2 (it was using old legacy code which shouldn't ever see the light of day again).
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Not everyone has mad skills like you, @@DT85 Small update: fixed a few bugs to do with dynamic glow (there were problems when using it with MSAA). I will probably look at adding weather effects back into the renderer - I started this a while ago, so I have a lot of the work done, I just need to actually make it look right now Last I remember of it, the rain looked like black triangles.
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Can you post a screenshot? All bugs are good (and need to be fixed )
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For anyone interested, here's a download link to the Rend2 DLL: https://dl.dropboxusercontent.com/u/874909/rd-rend2_x86.zip Make sure you've installed the Visual C++ 2013 Redistributable (click Download, then select vcredist_x86.exe - it doesn't matter if your OS is 64-bit). A warning though! I've started making use of newer OpenGL features which I just assume exist. Don't be surprised if it just crashes. You can polish them quite well
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If you make the texture darker then the glow won't look so strong. You have pretty good control over how intense the glow will be I think. Good to hear
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Good catch There's something weird with missing or extra triangles going on with some Ghoul2 models. Haven't figured it out just yet. Are the normal maps looking okay now though? Sorry! You'll have to wait another few hours, I completely forgot to upload it last night. Yeah, the shaders themselves don't look great. Changing the shader is outside the scope of rend2 of course, I'm just after the glowiness That's how it works already. Only stages marked with the 'glow' keyword are made to glow.
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The way CMake is set up with the GLSL shaders is a bit fiddly, so it won't always pick up new shaders. You can try making a small change (e.g. add a space) to codemp/rd-rend2/CMakeLists.txt, save, undo, save, then build rd-rend2 again. That usually works
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A few things to report: Firstly, the dynamic glow code is pretty much done now. I'm happy with how it looks, even if it doesn't quite look like vanilla. Here's links to screenshots (instead of inline images, which made it hard to compare): Vanilla no glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-45-47.jpg Vanilla WITH glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-45-50.jpg Rend2 no glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-46-13.jpg Rend2 WITH glow: https://dl.dropboxusercontent.com/u/874909/jka/shot2014-06-02_07-46-20.jpg Secondly, I've tweaked the tangent vector calculations code for Ghoul2 normal mapping to match the (new) MD3 code so hopefully that gets rid of the weird shadows. I'll upload an updated rend2 DLL at some point today if anyone's interested.
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First attempt at dynamic glow. It doesn't look as in-your-face as the vanilla dynamic glow. Do people prefer the rend2 version or the vanilla version? I would open the images in separate tabs and switch between them to see how much of a difference each version makes. No glow: VANILLA dynamic glow: REND2 dynamic glow:
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@ If you're going to suggest ideas, can you give reasons for adding the features. For example, what benefit does adding widescreen images provide?
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I found out about this Street Fighter-based web series a few weeks ago when the last few episodes were still being filmed. Seems like they've finally finished filming and editing it all now! I'm up to episode 6 (there's 14 episodes altogether, each roughly 12 minutes long), I have to say it's really good The series has Ken and Ryu as the main characters, and follows their martial arts training. Here's "episode 0": https://www.youtube.com/watch?v=NyVO0NLoLWE
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At the very least, you could explain in detail what you intend to have in your miod. And when I say in detail, I mean in a lot of detail. Then you can see how much work is actually involved.