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Lord Spook

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Everything posted by Lord Spook

  1. I dont really think JKA servers and players will disappear soo easy . First of all, there are a lot of private esl and other servers, there's still players on 1.00 patch (inclucing mates from my clan ), and a there is a lot of mappers and moders still doing their stuf including me. But no, JA multiplayer's not dying
  2. Yes What should i press to open "Export image as JPEG" Cannot find it
  3. How to make not-progressive JPEG via GIMP ?
  4. No it happens on 1.01 as well...
  5. Ye, i have put 1024x1024 image in levelshots and it tehnically worked but then i got this error :/ JAmp: v1.0.0.0 win-x86 Jul 21 2003 ----- FS_Startup -----Current search path:C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\yu_courtyard.pk3 (15 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\mapextras.pk3 (55 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\jedicouncilgcx-2010.pk3 (326 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets2.pk3 (62 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets1.pk3 (8320 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\assets0.pk3 (15346 files)C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData/base ----------------------24124 files in pk3 filesexecing mpdefault.cfgcouldn't exec autoexec.cfg...detecting CPU, found AMD w/ 3DNow! ------- Input Initialization -------Skipping check for DirectInputJoystick is not active.------------------------------------...initializing QGLsucceeded...setting mode 4: 800 600 FS...using desktop display depth of 32...calling CDS: ok...created window@0,0 (800x600)Initializing OpenGL driver...getting DC: succeeded...GLW_ChoosePFD( 32, 24, 8 )...125 PFDs found...hardware acceleration found...PIXELFORMAT 9 selected...creating GL context: succeeded...making context current: succeededInitializing 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_parametersInitializing 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 CorporationGL_RENDERER: GeForce 9500 GT/PCIe/SSE2/3DNOW!GL_VERSION: 3.3.0GL_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_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_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback 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: 8192GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)MODE: 4, 800 x 600 fullscreen hz:60GAMMA: hardware w/ 0 overbright bitsCPU: AMD w/ 3DNow! @ 2473 MHzrendering primitives: single glDrawElementstexturemode: GL_LINEAR_MIPMAP_LINEARpicmip: 1texture bits: 0lightmap texture bits: 0multitexture: enabledcompiled vertex arrays: enabledtexenv add: enabledcompressed textures: enabledcompressed lightmaps: disabledtexture compression method: GL_EXT_texture_compression_s3tcanisotropic filtering: enabled (16.000000 of 16.000000)Dynamic Glow: enabled ------- sound initialization -------Initializing DirectSoundlocked hardware. ok----- Sound Info -----sound system is muted 1 stereo32768 samples 16 samplebits 1 submission_chunk22050 speed0x6de8060 dma bufferNo background file.---------------------------------------------------------- --- ambient sound initialization ---Sound memory manager startedLoading dll file ui.--- Common Initialization Complete ---Winsock InitializedOpening IP socket: localhost:29070Hostname: admin-pcIP: 188.252.250.39couldn't exec setlanguage.cfgShutting down OpenGL subsystemRequested feature was omitted at compile time
  6. hmm nop :/ But how to set 1024x1024 resolution on my pic :/ ?
  7. map file called: yu_courtyard screenshot name: yu_courtyard and i put it in levelshots folder, wont work :/
  8. Hey guys. I mapped a map in GTKRadiant 1.4.0, and i made a pk3 file. I have put it GameData/Base, but when i get into the game, and load the map, it wont show map screenshot though i put it in screenshot folder? Can u help me. Thanks
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