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Sephiroth

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Posts posted by Sephiroth

  1. That doesn't really make any sense because neither the original game nor OpenJK were ever compiled against Visual C++ 2005. The former for obvious reasons, and the latter because we had a minimum of 2010 as oldest originally.

     

    Coincidence perhaps?

    I'd like to think that it was just a coincidence but as I've just stated earlier, it was actually a couple older games that did have some form of slow down issues (I just didn't realize there might have been a connection). I recently read on gog's website that GoG Galaxy will introduce cloud saves and I was excited for that. While downloading my titles with this program, it had also installed that one version of Visual C++. However, I hadn't played anything until the next day. I popped on Steam and played Age of Empires 2. When I started up a game, it was smooth as it should've been. Character movement was smooth and scrolling around the map didn't lag so hard like it had been doing.  I was shocked by all this and tried JKA ... same thing. It's like the problem just disappeared and seeing the date that it had installed the program makes me think that's what did it.

     

    I know Steam also tries to install versions of Visual C++ and that's where my copy of JKA and Age of Empires 2 HD comes from. Only Geneforge is a GoG game and that's a copy I got online from someone else.I hadn't changed anything hardware wise since upgrading to 16 gigs of DDR3 ram and software wise was just a bunch of old games from GoG, their Galaxy program, and that new version of Visual C++.

     

    The only other thing could be that Windows Update had reset a bunch of settings, things like firewall exceptions and preferences that were defaulted. Could it be something like that? I also had resurrected my Windows 10 from a massive msconfig screw up before that. Had to command line boot mode back into legacy using a recovery disk. Everything came back fine but, I hadn't seen improvement shortly after that either. Any other ideas or maybe someone else might have an idea why a certain version of Visual C++ 2005 would make a difference?

  2. I choose Praetor and Champion. For a long time in MP, I had used Firebrand because I heard that it makes the blade slightly longer. Ha! Boy was I fooled. Anyways, I agree that Praetor would be a much better saber had the model not been too big. I'd love a fancy redo of that hilt instead of the one that was shown in this thread. I also liked Champion mainly because of the grip reminds me of the grips on Qui-gon's saber expect the developers put the gripping all over the hilt.

    Smoo likes this
  3. Hey guys.

     

    I wanted to let some of you guys know that my problem has been fixed. gog.com's installers had installed a version of Microsoft Visual C++ 2005 that I apparently didn't have. I have three versions from 2005.

     

    • 8.0.61000
    • 8.0.61001
    • 8.0.59193 (from a few days ago)

     

    It's odd because, it's an earlier version from the same year but, several games that had odd slow down issues are fixed. Age of Empires 2 HD now has smooth scrolling, Geneforge now has smooth scrolling, and JKA now never dips below 40 from recent testing. Seriously guys? I even upgraded my ram to 16 gigs, did all that CPU unlocking, and spent hours messing around with Navidia Control Panel settings. How is a certain version of C++ making older games run smoother? Can anyone explain this?

    Smoo likes this
  4. Just a question because, I know there's a workaround using two commands put into one but; (Example, "cg_forceownsaber dual_2;saber dual_2") is there a way to put it back to the default without having to restart JKA? Can you clear Cvars or default them? If so, what's the command for that?

  5. So I did some research and I found out that my motherboard has an actual physical switch for what they called "Core Unlocker." Here's the web page for my motherboard.

     

    https://www.asus.com/Motherboards/M4N98TD_EVO/

     

    If you scroll down, one of the features is "Core Unlocker" and it shows that when it's the LED is turned on with a red color. I checked through my clear plastic side panel and saw that the only red light I saw was coming from my fancy graphics card. So, I turned it off and took a good look where the switch was and flipped it on. The red light came on when the power came on and after I turned it on the BIOS showed a picture of a processor with an arrow sweeping upward.

     

    The thing is though, I'm not sure how much it helped... I was starting up JKA and changing the priority. I tried setting it to real time and then to high. It didn't seem to help performance any with FPS dipping up and down so much. It wouldn't be so bad if it didn't dip down below 30 FPS because, then the game gets really choppy. Anyways, I thought maybe I just didn't have a good enough processor. I looked online and found the best one my motherboard supports.

     

    https://www.amazon.com/AMD-Phenom-1090T-Processor-HDT90ZFBGRBOX/dp/B003FVI2KQ/ref=sr_1_1?ie=UTF8&qid=1495303609&sr=8-1&keywords=phenom+ii+x6

     

    It's not a bad price for something like that and I wouldn't mind upgrading again. However, a fast memory upgrade will cost me $220 for two orders of 8 gigs of those things. That's a bit pricey but, I really want this game to work. Maybe it is a driver issue but, all the updates I ever get are Game Ready updates for new game optimizations. I could try just cutting out Geforce Experience but, I know if that will work either.

     

    The more I've thought about it, the more I'm starting to think it's one of my memory sticks going bad. I remembered that when I upgraded my memory, my computer was running a lot worse than before. So I might have to dish out some cash to get a better brand or something. This next link is what I'm thinking about getting. Would two orders of these work?

     

    https://www.newegg.com/Product/Product.aspx?Item=9SIA4YU2HT6594

    Smoo likes this
  6. It really does seem to be that there's a decrease in natural performance when switching over to a JA+ server, yeah. I'm going to try your suggestions and add them to the config and do a retest for you. Just keep in mind that going from OpenJK to normal JKA didn't really make a difference so, we already tried that. Let me try to write out each IP address for you.

     

    Auora's Base server:

    /connect 188.68.55.162:29070
    

    JP Community Server:

    /connect 63.251.20.144:29070
    

    KR Clan Server:

    /connect 192.223.29.244:29070
    
    Smoo likes this
  7. Hmm that config file is way overloaded with cvars from multiple mods I think - can you start from scratch with an unmodded JKA installation and we can track things down?

    Alright, I took out JA++ and everything expect demos and the assets. I started up OpenJK and tested three different servers. Aurora's Base Server with lowest FPS at 75 and average was around 110. Next was JP's Community server with only bots in spec. It's a JA+ server so, I came out with the lowest FPS of 32 and the average being around 80 to 90. Finally I went to KR with the lowest FPS being 24 and the average around 30. Aurora's map was FFA2, JP's was FFA3, and KR's was KOR2. Here's the config freshly made.

    https://www.dropbox.com/s/biq5v7y882huwab/seph.cfg?dl=1

  8. Maybe try turning off anisotropic filtering for textures? I doubt that would be it but it's somewhere to start at least. Failing that, try setting r_stencilbits 0?

    I've tried the first one and you're right. It didn't help any. The second suggestion didn't do anything either.

     

    I can't find the culprit within the r_ part of the config. Can you paste your config file?

     

    I suspect a driver/dll issue instead. As newer games seem to work fine. Maybe some other programs interfering like flux...

    https://www.dropbox.com/s/g1geescn09yy7nb/seph3.cfg?dl=1

  9. Can you post what all of your r_* cvars are set to? As well as a console dump after loading JKA when you're on the main menu.

     Here you go. :)

     

    OpenJK-MP: v1.0.1.0 win_msvc-x86 Aug 21 2016

    ----- FS_Startup -----

    Current search path:

    C:\Users\AlexC\Documents\JKA\japlus\sh_lua.pk3 (6 files)

    C:\Users\AlexC\Documents\JKA\japlus\sh_animations.pk3 (3 files)

    C:\Users\AlexC\Documents\JKA\japlus\cl_lua_chatstyle.pk3 (1 files)

    C:\Users\AlexC\Documents\JKA\japlus\cl_bins_win32.pk3 (2 files)

    C:\Users\AlexC\Documents\JKA\japlus\cl_assets.pk3 (52 files)

    C:\Users\AlexC\Documents\JKA\japlus

    C:\Users\AlexC\Documents\JKA\base\z_FF_Cure.pk3 (9 files)

    C:\Users\AlexC\Documents\JKA\base\zzz_prom_whisper_JAmod.pk3 (35 files)

    C:\Users\AlexC\Documents\JKA\base\zzzZ_DarthTalon.pk3 (190 files)

    C:\Users\AlexC\Documents\JKA\base\zzzzzzz_kyle_retexture.pk3 (25 files)

    C:\Users\AlexC\Documents\JKA\base\zzzzzzzarc9knights.pk3 (648 files)

    C:\Users\AlexC\Documents\JKA\base\zzzMovieSabers.pk3 (171 files)

    C:\Users\AlexC\Documents\JKA\base\zzz.z.Zone-medic.pk3 (39 files)

    C:\Users\AlexC\Documents\JKA\base\zzz.z.Ltn.Opain.pk3 (40 files)

    C:\Users\AlexC\Documents\JKA\base\zzz.x.Mia.pk3 (38 files)

    C:\Users\AlexC\Documents\JKA\base\zzz.x.Levra.pk3 (37 files)

    C:\Users\AlexC\Documents\JKA\base\zzz.Wreg.pk3 (64 files)

    C:\Users\AlexC\Documents\JKA\base\zzRemnants.pk3 (103 files)

    C:\Users\AlexC\Documents\JKA\base\zLannera_Underso.pk3 (115 files)

    C:\Users\AlexC\Documents\JKA\base\zConsole.pk3 (5 files)

    C:\Users\AlexC\Documents\JKA\base\z-saber.pk3 (87 files)

    C:\Users\AlexC\Documents\JKA\base\White_jawa.pk3 (9 files)

    C:\Users\AlexC\Documents\JKA\base\VKenobi Ep1.pk3 (73 files)

    C:\Users\AlexC\Documents\JKA\base\Vergil.pk3 (36 files)

    C:\Users\AlexC\Documents\JKA\base\VengeantWitchbladePack.pk3 (121 files)

    C:\Users\AlexC\Documents\JKA\base\vegito_v2.pk3 (60 files)

    C:\Users\AlexC\Documents\JKA\base\vas_yuna.pk3 (94 files)

    C:\Users\AlexC\Documents\JKA\base\TwiLekMerc.pk3 (50 files)

    C:\Users\AlexC\Documents\JKA\base\TFUStarkiller.pk3 (66 files)

    C:\Users\AlexC\Documents\JKA\base\tensazang.pk3 (25 files)

    C:\Users\AlexC\Documents\JKA\base\tavion_extreme_makeover.pk3 (46 files)

    C:\Users\AlexC\Documents\JKA\base\swtorrevanV.1.04.pk3 (328 files)

    C:\Users\AlexC\Documents\JKA\base\st_rey.pk3 (77 files)

    C:\Users\AlexC\Documents\JKA\base\Stormurai.pk3 (53 files)

    C:\Users\AlexC\Documents\JKA\base\Sting.pk3 (12 files)

    C:\Users\AlexC\Documents\JKA\base\SpankiJedi.pk3 (877 files)

    C:\Users\AlexC\Documents\JKA\base\Solaire.pk3 (99 files)

    C:\Users\AlexC\Documents\JKA\base\sm_lasersword.pk3 (53 files)

    C:\Users\AlexC\Documents\JKA\base\skn_thejancollection_ja.pk3 (266 files)

    C:\Users\AlexC\Documents\JKA\base\skn_prom_whisper.pk3 (131 files)

    C:\Users\AlexC\Documents\JKA\base\skJAmoogleSE.pk3 (226 files)

    C:\Users\AlexC\Documents\JKA\base\SilentMenus.pk3 (40 files)

    C:\Users\AlexC\Documents\JKA\base\shinrasword.pk3 (9 files)

    C:\Users\AlexC\Documents\JKA\base\shai.pk3 (108 files)

    C:\Users\AlexC\Documents\JKA\base\sg_collection.pk3 (548 files)

    C:\Users\AlexC\Documents\JKA\base\sephiroth_rv2.pk3 (93 files)

    C:\Users\AlexC\Documents\JKA\base\sephiroth2.pk3 (39 files)

    C:\Users\AlexC\Documents\JKA\base\sephiroth.pk3 (21 files)

    C:\Users\AlexC\Documents\JKA\base\sephiroth-0riganal.pk3 (49 files)

    C:\Users\AlexC\Documents\JKA\base\Sei_Kusanagi_Recolor(v2).pk3 (163 files)

    C:\Users\AlexC\Documents\JKA\base\sarran.pk3 (74 files)

    C:\Users\AlexC\Documents\JKA\base\san.pk3 (968 files)

    C:\Users\AlexC\Documents\JKA\base\sakura_DAJ.pk3 (35 files)

    C:\Users\AlexC\Documents\JKA\base\saitohajime.pk3 (110 files)

    C:\Users\AlexC\Documents\JKA\base\sabergirl_v3.pk3 (50 files)

    C:\Users\AlexC\Documents\JKA\base\sabergirl.pk3 (89 files)

    C:\Users\AlexC\Documents\JKA\base\riku.pk3 (29 files)

    C:\Users\AlexC\Documents\JKA\base\reno.pk3 (17 files)

    C:\Users\AlexC\Documents\JKA\base\red_queen.pk3 (37 files)

    C:\Users\AlexC\Documents\JKA\base\reborn.pk3 (42 files)

    C:\Users\AlexC\Documents\JKA\base\Raja.pk3 (27 files)

    C:\Users\AlexC\Documents\JKA\base\Qui_Gon_Jinn.pk3 (18 files)

    C:\Users\AlexC\Documents\JKA\base\psk0-skellington.pk3 (46 files)

    C:\Users\AlexC\Documents\JKA\base\Project Zero.pk3 (94 files)

    C:\Users\AlexC\Documents\JKA\base\One-Winged Jetpack.pk3 (28 files)

    C:\Users\AlexC\Documents\JKA\base\Omen.pk3 (14 files)

    C:\Users\AlexC\Documents\JKA\base\odin.pk3 (48 files)

    C:\Users\AlexC\Documents\JKA\base\Monks.pk3 (233 files)

    C:\Users\AlexC\Documents\JKA\base\MByamatoV2.pk3 (20 files)

    C:\Users\AlexC\Documents\JKA\base\masamune.pk3 (35 files)

    C:\Users\AlexC\Documents\JKA\base\Map Bespin.pk3 (75 files)

    C:\Users\AlexC\Documents\JKA\base\lsword.pk3 (13 files)

    C:\Users\AlexC\Documents\JKA\base\Leia_HD.pk3 (107 files)

    C:\Users\AlexC\Documents\JKA\base\Ldouble.pk3 (9 files)

    C:\Users\AlexC\Documents\JKA\base\lb.pk3 (41 files)

    C:\Users\AlexC\Documents\JKA\base\Lara_Croft.pk3 (38 files)

    C:\Users\AlexC\Documents\JKA\base\lance_shinra.pk3 (8 files)

    C:\Users\AlexC\Documents\JKA\base\Ladies of the EU Skin Pack.pk3 (213 files)

    C:\Users\AlexC\Documents\JKA\base\kylo_ren_adx.pk3 (17 files)

    C:\Users\AlexC\Documents\JKA\base\kylo v.1.02.pk3 (78 files)

    C:\Users\AlexC\Documents\JKA\base\Kool Kyle.pk3 (44 files)

    C:\Users\AlexC\Documents\JKA\base\Karas.pk3 (96 files)

    C:\Users\AlexC\Documents\JKA\base\Jan_New.pk3 (40 files)

    C:\Users\AlexC\Documents\JKA\base\jancop.pk3 (27 files)

    C:\Users\AlexC\Documents\JKA\base\Husky.pk3 (84 files)

    C:\Users\AlexC\Documents\JKA\base\HS_rots-dooku.pk3 (76 files)

    C:\Users\AlexC\Documents\JKA\base\hs_dooku-saber_SP.pk3 (5 files)

    C:\Users\AlexC\Documents\JKA\base\grandma.pk3 (47 files)

    C:\Users\AlexC\Documents\JKA\base\ghosts_zanpakto_r1.pk3 (31 files)

    C:\Users\AlexC\Documents\JKA\base\fixed_console_font.pk3 (3 files)

    C:\Users\AlexC\Documents\JKA\base\ff7ae.pk3 (61 files)

    C:\Users\AlexC\Documents\JKA\base\Fairy.pk3 (45 files)

    C:\Users\AlexC\Documents\JKA\base\Excalibur.pk3 (13 files)

    C:\Users\AlexC\Documents\JKA\base\erza.pk3 (31 files)

    C:\Users\AlexC\Documents\JKA\base\eragon.pk3 (20 files)

    C:\Users\AlexC\Documents\JKA\base\elegance_hud.pk3 (13 files)

    C:\Users\AlexC\Documents\JKA\base\DF2 Gran.pk3 (84 files)

    C:\Users\AlexC\Documents\JKA\base\desann_warrior.pk3 (79 files)

    C:\Users\AlexC\Documents\JKA\base\Desann_Robed.pk3 (26 files)

    C:\Users\AlexC\Documents\JKA\base\Cure_teleporter.pk3 (5 files)

    C:\Users\AlexC\Documents\JKA\base\Cigarette Saber.pk3 (12 files)

    C:\Users\AlexC\Documents\JKA\base\chrono_sword.pk3 (8 files)

    C:\Users\AlexC\Documents\JKA\base\Captain McSailor.pk3 (25 files)

    C:\Users\AlexC\Documents\JKA\base\BSjanpack.pk3 (97 files)

    C:\Users\AlexC\Documents\JKA\base\bc_murasame.pk3 (33 files)

    C:\Users\AlexC\Documents\JKA\base\BB_Knight_Skin.pk3 (61 files)

    C:\Users\AlexC\Documents\JKA\base\balthier.pk3 (79 files)

    C:\Users\AlexC\Documents\JKA\base\AyalaV2.pk3 (81 files)

    C:\Users\AlexC\Documents\JKA\base\averagejoe.pk3 (46 files)

    C:\Users\AlexC\Documents\JKA\base\AstralSabers.pk3 (43 files)

    C:\Users\AlexC\Documents\JKA\base\assets3.pk3 (16 files)

    C:\Users\AlexC\Documents\JKA\base\assets2.pk3 (62 files)

    C:\Users\AlexC\Documents\JKA\base\assets1.pk3 (8320 files)

    C:\Users\AlexC\Documents\JKA\base\assets0.pk3 (15346 files)

    C:\Users\AlexC\Documents\JKA\base\anduril.pk3 (13 files)

    C:\Users\AlexC\Documents\JKA\base\Advent Children (AC) Sephiroth.pk3 (121

    files)

    C:\Users\AlexC\Documents\JKA\base\©_HQ_Chat_Icon.pk3 (9 files)

    C:\Users\AlexC\Documents\JKA\base

     

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

    33257 files in pk3 files

    execing mpdefault.cfg

    execing openjk.cfg

    couldn't exec autoexec.cfg

    ----- Initializing Renderer ----

    Trying to load "rd-vanilla_x86.dll" from "."...

    QKEY found.

    SDL using driver "windows"

    Initializing display

    Display aspect: 1.778

    ...setting mode -1: 1920 1080

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

    Available modes: '1280x720 1366x768 1600x900 1920x1080 2715x1527 1768x992

    1176x664 1360x768 1280x768 1280x800 1680x1050 1600x1024 720x480 640x480

    800x600 1024x768 1152x864 1280x960 720x576 1280x1024 1440x480'

    GL_RENDERER: GeForce GTX 1050 Ti/PCIe/SSE2

    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 GL_ARB_multitexture

    ...using GL_EXT_compiled_vertex_array

    WARNING: Ignoring shader file shaders/swtorrevan.shader. Shader "}" on line

    392 missing opening brace (found "models/players/swtorrevan/cape" on line

    393).

    WARNING: Ignoring shader file shaders/nobody.shader. Shader

    "models/players/nobody/nobody_collar_blue" on line 192 missing closing brace.

     

    GL_VENDOR: NVIDIA Corporation

    GL_RENDERER: GeForce GTX 1050 Ti/PCIe/SSE2

    GL_VERSION: 4.5.0 NVIDIA 381.89

    GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture

    GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer

    GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture

    GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object

    GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float

    GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage

    GL_ARB_conservative_depth GL_ARB_compute_shader

    GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted

    GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output

    GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture

    GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers

    GL_ARB_draw_buffers_blend GL_ARB_draw_indirect

    GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced

    GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility

    GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_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_fragment_shader_interlock GL_ARB_framebuffer_no_attachments

    GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4

    GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv

    GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64

    GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging

    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_parallel_shader_compile GL_ARB_pipeline_statistics_query

    GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite

    GL_ARB_post_depth_coverage 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_locations 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_counter_ops

    GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding

    GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote

    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_shader_texture_image_samples

    GL_ARB_shader_texture_lod GL_ARB_shading_language_100

    GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack

    GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow

    GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2

    GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync

    GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp

    GL_ARB_texture_buffer_object 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_filter_minmax 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_transform_feedback_overflow_query

    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_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_multisample_blit_scaled 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_polygon_offset_clamp

    GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample

    GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects

    GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted

    GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs

    GL_EXT_sparse_texture2 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_dxt1 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_filter_minmax 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_sRGB_decode

    GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query

    GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra

    GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object

    GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat

    GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error

    GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region

    GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect

    GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture

    GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent

    GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square

    GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5

    GL_NV_conditional_render GL_NV_conservative_raster

    GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles

    GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float

    GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image

    GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility

    GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle

    GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color

    GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2

    GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples

    GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4

    GL_NV_geometry_shader_passthrough GL_NV_gpu_program4

    GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5

    GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5

    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_parameter_buffer_object2 GL_NV_path_rendering

    GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite

    GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2

    GL_NV_sample_locations GL_NV_sample_mask_override_coverage

    GL_NV_shader_atomic_counters GL_NV_shader_atomic_float

    GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector

    GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load

    GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering

    GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc

    GL_NV_texture_env_combine4 GL_NV_texture_multisample 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_uniform_buffer_unified_memory GL_NV_vertex_array_range

    GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit

    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_NV_viewport_array2 GL_NV_viewport_swizzle

    GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info

    GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle

    GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent

    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: 32768

    GL_MAX_TEXTURE_UNITS_ARB: 4

     

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

    MODE: -1, 1920 x 1080 fullscreen hz:N/A

    GAMMA: hardware w/ 0 overbright bits

    rendering primitives: single glDrawElements

    texturemode: GL_LINEAR_MIPMAP_NEAREST

    picmip: 0

    texture bits: 0

    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  (16 of 16)

    Dynamic Glow: disabled

     

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

    SDL_Init( SDL_INIT_AUDIO )... OK

    SDL audio driver is "xaudio2".

    SDL_AudioSpec:

      Format:   AUDIO_S16LSB

      Freq:     44100

      Samples:  1024

      Channels: 2

    Starting SDL audio callback...

    SDL audio initialized.

    ----- Sound Info -----

        1 stereo

    32768 samples

       16 samplebits

        1 submission_chunk

    44100 speed

    0x656f020 dma buffer

    No background file.

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

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

     

    --- ambient sound initialization ---

    Sound memory manager started

    VM_Create: uix86.dll succeeded

    WARNING: R_FindImageFile could not find 'textures/common/caps_blood' in

    shader 'models/players/stormtrooper/caps'

    Shader models/players/stormtrooper/caps has a stage with no image

    Refusing to load non-power-2-dims(280,253) pic

    "models/players/mcsailor/icon_default"...

    Refusing to load non-power-2-dims(127,128) pic

    "models/players/ayala/icon_blue"...

    Refusing to load non-power-2-dims(127,128) pic

    "models/players/ayala/icon_red"...

    Unexpected end of info file

    Unexpected end of info file

    Unexpected end of info file

    Missing { in info file

    --- Common Initialization Complete ---

    Winsock Initialized

    Hostname: Desktop-Alex-PC

    IP: 192.168.0.13

    Opening IP socket: localhost:29070

    ]r_

    Cmd   r_we

    Cmd   r_atihack

    Cvar  r_ext_texture_filter_anisotropic_avail = "16"

    Cvar  r_availableModes = "1280x720 1366x768 1600x900 1 ... 60 720x576 1280x1024 1440x480"

    Cvar  r_displayRefresh = "0"

    Cvar  r_sdlDriver = "windows"

    Cvar  r_ghoul2unsqashaftersmooth = "1"

    Cvar  r_ghoul2animsmooth = "0.3"

    Cvar  r_noserverghoul2 = "0"

    Cvar  r_maxpolyverts = "3000"

    Cvar  r_maxpolys = "600"

    Cvar  r_shadowRange = "1000"

    Cvar  r_noportals = "0"

    Cvar  r_lockpvs = "0"

    Cvar  r_offsetunits = "-2"

    Cvar  r_offsetfactor = "-1"

    Cvar  r_clear = "0"

    Cvar  r_shownormals = "0"

    Cvar  r_showsky = "0"

    Cvar  r_showtris = "0"

    Cvar  r_nobind = "0"

    Cvar  r_debugSurface = "0"

    Cvar  r_logFile = "0"

    Cvar  r_verbose = "0"

    Cvar  r_speeds = "0"

    Cvar  r_showcluster = "0"

    Cvar  r_novis = "0"

    Cvar  r_nocull = "0"

    Cvar  r_ignore = "1"

    Cvar  r_drawentities = "1"

    Cvar  r_norefresh = "0"

    Cvar  r_lodscale = "5"

    Cvar  r_measureOverdraw = "0"

    Cvar  r_skipBackEnd = "0"

    Cvar  r_portalOnly = "0"

    Cvar  r_lightmap = "0"

    Cvar  r_drawfog = "2"

    Cvar  r_drawworld = "1"

    Cvar  r_nocurves = "0"

    Cvar  r_windPointY = "0"

    Cvar  r_windPointX = "0"

    Cvar  r_windPointForce = "0"

    Cvar  r_windDampFactor = "0.1"

    Cvar  r_windGust = "0"

    Cvar  r_windAngle = "0"

    Cvar  r_windSpeed = "0"

    Cvar  r_surfaceWeather = "0"

    Cvar  r_dlightStyle = "1"

    Cvar  r_debugSort = "0"

    Cvar  r_debuglight = "0"

    Cvar  r_showImages = "0"

    Cvar  r_autoMapDisable = "1"

    Cvar  r_autoMapBackAlpha = "0"

    Cvar  r_directedScale = "1"

    Cvar  r_ambientScale = "0.6"

    Cvar  r_roofCeilFloorDist = "128"

    Cvar  r_roofCullCeilDist = "256"

    Cvar  r_cullRoofFaces = "0"

    Cvar  r_autolodscalevalue = "0"

    Cvar  r_singleShader = "0"

    Cvar  r_intensity = "1"

    Cvar  r_fullbright = "0"

    Cvar  r_colorMipLevels = "0"

    Cvar  r_uiFullScreen = "1"

    Cvar  r_znear = "4"

    Cvar  r_vertexLight = "0"

    Cvar  r_textureMode = "GL_LINEAR_MIPMAP_NEAREST"

    Cvar  r_texturebitslm = "0"

    Cvar  r_texturebits = "0"

    Cvar  r_swapInterval = "0"

    Cvar  r_surfaceSprites = "1"

    Cvar  r_subdivisions = "4"

    Cvar  r_stereo = "0"

    Cvar  r_stencilbits = "8"

    Cvar  r_simpleMipMaps = "1"

    Cvar  r_screenshotJpegQuality = "95"

    Cvar  r_primitives = "0"

    Cvar  r_picmip = "0"

    Cvar  r_overBrightBits = "0"

    Cvar  r_noborder = "0"

    Cvar  r_modelpoolmegs = "20"

    Cvar  r_mode = "-1"

    Cvar  r_marksOnTriangleMeshes = "0"

    Cvar  r_markcount = "100"

    Cvar  r_mapOverBrightBits = "0"

    Cvar  r_lodCurveError = "250"

    Cvar  r_lodbias = "0"

    Cvar  r_inGameVideo = "1"

    Cvar  r_ignorehwgamma = "0"

    Cvar  r_ignoreGLErrors = "1"

    Cvar  r_gammaShaders = "0"

    Cvar  r_gamma = "1"

    Cvar  r_fullscreen = "1"

    Cvar  r_flares = "1"

    Cvar  r_finish = "0"

    Cvar  r_fastsky = "1"

    Cvar  r_facePlaneCull = "1"

    Cvar  r_ext_texture_filter_anisotropic = "16"

    Cvar  r_ext_texture_env_add = "1"

    Cvar  r_ext_preferred_tc_method = "0"

    Cvar  r_ext_multitexture = "1"

    Cvar  r_ext_multisample = "0"

    Cvar  r_ext_gamma_control = "1"

    Cvar  r_ext_compress_textures = "1"

    Cvar  r_ext_compress_lightmaps = "0"

    Cvar  r_ext_compiled_vertex_array = "1"

    Cvar  r_environmentMapping = "1"

    Cvar  r_dynamiclight = "0"

    Cvar  r_DynamicGlowWidth = "320"

    Cvar  r_DynamicGlowSoft = "1"

    Cvar  r_DynamicGlowPasses = "5"

    Cvar  r_DynamicGlowIntensity = "1.13f"

    Cvar  r_DynamicGlowHeight = "240"

    Cvar  r_DynamicGlowDelta = "0.8f"

    Cvar  r_DynamicGlow = "0"

    Cvar  r_drawSun = "0"

    Cvar  r_detailtextures = "1"

    Cvar  r_depthbits = "0"

    Cvar  r_customwidth = "1920"

    Cvar  r_customheight = "1080"

    Cvar  r_colorbits = "0"

    Cvar  r_centerWindow = "0"

    Cvar  r_aviMotionJpegQuality = "90"

    Cvar  r_autoMapZoom = "768.0"

    Cvar  r_autoMapY = "32"

    Cvar  r_autoMapX = "496"

    Cvar  r_autoMapW = "128"

    Cvar  r_autoMapH = "128"

    Cvar  r_autoMapFov = "90.0"

    Cvar  r_autoMapAngle = "90.0 0.0 0.0"

    Cvar  r_autoMapAdjustHeight = "0"

    Cvar  r_autoMap = "0"

    Cvar  r_aspectCorrectFonts = "0"

    Cvar  r_allowSoftwareGL = "0"

    Cvar  r_allowExtensions = "1"

    ]condump fps

    Dumped console text to fps.txt.

     

     

  10. I was referring to control panel settings - you may alternatively use the NVIDIA Inspector to check them out: https://www.guru3d.com/files-get/nvidia-inspector-download,4.html

     

    By the looks of it your hardware should be capable of running the game in SP with more than 400FPS I think... how can it be so low? Do you use ReShade or QFXPros modified opengl32.dll?

     

    Are you playing multiplayer or singleplayer?

     

    Why your hard drive may account for long loading times but not low FPS, that's down to either CPU, RAM or GPU. What's the speed of your RAM?

    I'm playing multiplayer. I usually go to KR and sometimes jump on JP when I'm doing testing. To be honest, I've never heard of ReShade or QFXPros so it's doubtful it's that. So the next thing is how do I find out the speed of my RAM? Any suggestions?

     

    EDIT: Never mind about how to find it. I had to track down which one I bought. The speed is listed as PC3-12800.

  11. I'm out of ideas of what can be causing you this low performance.

     

    Maybe... Before your "last updrade" you said, JA worked well? Which component did you upgraded?

     

    One more thing: when you said "openjkx86.exe was added to Nvidia Control Panel with minimal results", did you changed any setting? If you add it but you don't change anything, it's useless. I guess you already know that, but as I said, I'm getting out of ideas.

    No, it was actually the upgrade before that. The last upgrade was the graphics card. At the time I upgraded the first time, I didn't have enough money to upgrade everything so I saved the graphics card for next time. However, I changed a lot of things last year when I first got my new part time job. I went from a AMD dual core to a quad core, complete with a new motherboard to support it. It's an AUSUS board I got off of Ebay. I also went from DDR2 to DDR3 memory.

     

    You see, my original train of thought was that JKA was being held back by my dual core processor. I already had a GT 640 so, I thought it was plenty. Jeh from EK mentioned during a Skype call that JKA seemed to be more CPU intensive so, I've been planning that for a long time. Lastly, I upgraded a Western Digital HDD to a Seagate SSHD hybrid. Surprisingly, my startup is worse than when I had a HDD.

     

    I've sometimes speculated that I just have a crappy SSHD but, I wouldn't know the first way to test it effectively or even if there was a science in that. I thought maybe files were being read slower and that's causing the frame drops. That'd be pretty crazy and I have nothing to prove that yet so... I don't know if that could be it.

     

    When I upgraded the time before last, I noticed it was working well at first but, then something happened. I'm not sure what exactly. The only thing I've done is add some more skins and sabers. I'll try removing them in a temp folder just to make sure that's not it. Anyways, at one time I was getting a stable 125 FPS dipping into the 90s at times, which was very acceptable.

     

    By the way, you asked if I changed settings in Navidia Control Panel. At first I left it at global settings and tried that. When I saw no change, I went back and  I guessed a few good settings to change with the help guide at the bottom of the page telling you what it'll do for you. The next guy actually seems to get more into that idea.

     

    A few hints in general when using a recent NVIDIA card:

     

    Set Transparency Antialiasing to Multisample only, as Supersample will wash out textures, although it works for AlphaChannels quite well. Not worth it IMO.

     

    Have you changed the shadow rendering range, or the LOD system parameters or the corpseremovaltime?

    So when you're talking about these settings, is this in Navidia Control Panel like what Aidor was suggesting or is this ingame settings I can change? I've never heard of these settings so, I might have missed it somewhere. Please explain a little further. :)

  12. It's not normal. Are you using volumetric shadows on? If I set VS on I get some low fps sometimes when there's a lot of characters on screen, even I have a gtx970+ 4.2ghz CPU.

    I just got done testing it and I had it set to blob, which is a setting for JA++. I turned it off and it didn't help dramatically or anything. Still dropping all the way down to 30 or lower FPS. I really love playing JKA, I really do. Half of the time, I don't upgrade for other games. Every time I did it, I did it for JKA. I really hope this issue can be fixed. It's strange that I'll play Skyrim Special Edition on ultra settings like it's nothing. That's why I posted this here, because I guess there's something I must be missing here that someone who knows all the tips and tricks of JKA might know about. Any suggestions are welcome, I promise.

  13. For those who would like to have the last 9 months worth of OpenJK updates for the windows build, it is now unofficially available at http://shattered-worlds.org

     

    I spent quite a bit of time last night learning how to compile source code from the github. My apologies for being really tired right now and hosting it via Mediafire, maybe I'll put it on our actual web server tomorrow and update the link in the post. It's stickied to our portal articles, and I will try to keep it updated until the OpenJK team gets them updating on the official site.

     

    Note that, again out of laziness, I included the JO stuff in the package. If you don't need anything for JO, you can remove those files. They all begin with jo instead of ja.  :P

     

    Enjoy.

     

     

    Edit, I fixed an issue where I compiled it as portable, and edited the links on the site the next day to no longer be Mediafire btw. For simplicity, it can be direct downloaded from:  http://shattered-worlds.org/files/  I forgot to update this post as I am rarely on here.

    Well, thank you for doing that. I'd love to learn all that stuff too but, after I got all the programs I couldn't even figure out how to get the source into the program. I'm pretty sure I'd be lost from there anyways. Maybe this will actually fix my FPS problem. I posted it in the tech support spot. This really is happy news. :)

    Warlock and Smoo like this
  14. You shouldn't need those 10 fps, because with your rig you should reach 100 fps, even more.

     

    Have you tried whitout OpenJF how works the vanilla game?

     

    Or maybe... in Nvidia Control Panel, set energy settings for JA to 'performance'. I have a friend whose graphic card didn't use all its power in JA because of this, and that fixed for him.

    Adding openjkx86.exe to Nvidia Control Panel was a good idea and I think I'm going to keep it that way. However, I still see these massive drops in FPS depending on where I am (I.e. combat zones or places with a lot of objects on the screen) I tried vanilla JKA, setting com_maxfps to 125 and still it would dip down the exact same way. It's true that I do reach over 300 FPS with Openjk in that small square hallway in FFA4 but, around people fighting it will dip down as low as mid to lower 20 FPS. I don't believe that should happen with my computer specs that I shown at the beginning of the post.

     

    I should get stable FPS, not dipping between every room on a map. Is it even normal to get huge drops when fighting other people in a server? That's also something I'd like to know.

    Smoo likes this
  15. Yesterday I had a FPS issue in JA: when I enter game, FPS was very low (30 fps more less). I fixed this way: in game, I disable vsync, and then enable it.

     

    You say you are using vsync off, so it seems that is not the same issue I had, but you can try it.

     

    Switching vsync on and off does have an effect, yeah. Having it on takes away 10 FPS so, that's not helping any.

  16. Well, I honestly thought after upgrading my computer so many times that I'd finally get a comfortable amount of FPS. Unfortunately, that wasn't the case after my latest upgrade. Let me quickly explain what I have below:

     

    • OpenJK 32 bit Windows build 08/22/2016
    • Windows 10 Professional 64 bit
    • 10 gigs of DDR3 Ram
    • SDHD Hybrid hard drive
    • AMD Phenom II X4 975 Processor 3.60 GHz
    • MSI Navidia GTX 1050 Ti gaming edition
    • JA++ June 2016

    With this in mind, I shouldn't be dipping into lower 20 FPS. Before I tried JKA this afternoon, I was playing Skyrim Special Edition on ultra settings. I went on KR and asked if there's anything I could change and one said to set depth to 8 bit. I did vid_restart and it didn't help. Yes, V-sync is off too. Also com_maxfps was also set higher too. Guys, I don't know what I'm doing wrong. Is it my config file? Is there a command to change to make the graphics card pull more or is there a setting that's capping it? I could send my config if anyone wants to see. Please help me out, this is really frustrating after seeing that upgrading parts did nothing for JKA.

     

    Things I've tried EDIT:

    • Dynamic Glow is also set to 0.
    • Turning V-sync on or off gives or takes 10 FPS from recent testing.
    • openjkx86.exe was added to Navidia Control Panel with minimal results.
    • Tried JKA without Openjk and didn't help.
    • Turning shadows off didn't help much.
    • Updating to Tzu's April 24, 2017 Windows build of OpenJK seemed to crash a lot of KR and also didn't help performance any.
    Smoo likes this
  17. Well in that case, everything is cleared up now. I'm not sure how long we're talking on those extra features but, hopefully it won't take more than another year to get this done. Feels like it's been a year ago where I was reading about making a 1.0 release. I guess it just wasn't ready yet. Still looking forward to this anyways.

  18. They really should have done a 1.0 release last year. Its in a perfect condition for that, in my opinion.

    What? Like with a fancy installer and everything? Anyways, are you really saying what I have now is probably the best and possibly final version?

  19. Not sure what was done to the source since December 2015, but I've been using a custom build based on that source for years now, and I have nothing to complain about -- it's as stable as the original game:

     

    https://www.dropbox.com/s/7bz6a1szn1w36j5/OpenJK-Cerez-Dec-2015.zip?dl=0

    Well, that one crashes when I load up JA++ for some reason. Here's the crash report.

     

    https://www.dropbox.com/s/5ptmk133pwrvloa/crashlog-2017-02-20_08-19-33.txt?dl=0

     

    Other than that, I've seen five releases of OpenJK builds since the beginning of this year. So... Somebody has certainly done something since November 10th of last year with about twenty-three releases in total since the last Windows build in Mid August of last year. I really don't know what they've changed either but, I'd like to at least try it and see for myself. I still get unknown crashes while playing MP and maybe it could fix it by updating. I'll work on trying to compile my own then and let you guys know if it was worth it or not.

  20. Just an update to those who were following this topic. There still hasn't been any Windows build on the site. I check a few times every month but, I see the other two get regular updates.

     

    @@Darth Futuza - I really don't know what compiling is or even how to do it. If you or someone can link me to a good source on how to compile what's been updated well even into this year then, I'd be happy to give it a shot myself.

     

    I'm only asking about this because, I imagine there must be a lot that's been updated since August of last year and even more since this topic was started in November. I'd really love to test out a newer version myself. Like I said, I'd dedicate my JKA time to Linux if I have to but, I'd like to think other Windows users who follow this project scratches their heads at the lack of build releases too. Anyone know if there's going to be another WIndows build or is there a reason it wasn't done? I'd like to know, please.

  21. I try to keep up to date on builds and the JA++ mod as much as I can but, it looks like from the builds page on OpenJK there's not been a build since mid August. Why?

     

    I can take a guess that the developers are more interested in developing for Linux and I'm just about ready to start doing a USB boot into Linux at this rate because, there's fourteen releases of Linux builds since that release on Windows. Are those any better than the Windows build made on mid August because, I'll just boot into Linux if you guys want to focus on that.

     

    I never want the Jedi Knight series to stop being supported even if Disney doesn't give a crap about it anymore. That's why I've followed this project for so long. We don't have to worry about hardware and software making the JK games harder for players to play both Multiplayer and Singleplayer. So I just wanted to wave to the team as a Windows player and ask what's going on.

    Smoo likes this
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