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BruceJohnJenner

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Posts posted by BruceJohnJenner

  1. So yes, indies are our only real hope, but given that indie devs are probably not going to get a hold of the SW license, whatever they come up with will not be based on SW. It's not a big issue of course, more of a sidenote.

     

    Which really is a shame when you think about it. An indie development team might actually do something very interesting with a Star Wars game, but they probably never will get a chance.

  2. I doubt they will ever make these games canon and I don't think they will want to limit their options when it comes to the story of the new movies just because of some old games. It's millions of dollars versus some fans of a 15 year old gaming series.

     

     

    Oh no, sorry I meant not making the JK series canon, but rebooting the Jedi Knight franchise with the same characters.

     

    Ya, Disney isnt going to budge on making stuff from the old EU canon.

  3. So the EU has now been completely wiped off the table by Disney, and with it goes the Jedi Knight series. Fun games, but what can ya do eh? Now that the Star Wars  universe is being rebooted with the new movie, tv series, and so on, I wonder if the Jedi Knight series might be rebooted as well, with a new title created by some external game studio licensed by Disney. It has been many years since JKA, but the JK franchise was quite popular in its heyday, and I would imagine that a reboot might be quite popular.

     

    I havent heard, well, any discussion about the possibility of this on these forums. What do you think? If a new Jedi Knight game was released, would you be interested in it?

    Smoo likes this
  4. Cvar. You can set it at startup, or during runtime followed by a vid_restart command.

     

    Yep, that fixed the issues. Now I have it running at ~25 fps, which is good enough for me. Funny enough, the setting that made the biggest difference performance wise was switching the texture filter setting to bilinear, that gained a whole 10 fps and  removed most of the jerkiness.

     

    I had a pair of segfaults trying to reload video settings, but I cant seem to reliably reproduce them. I will open an issue for it if I can eventually reproduce.

     

    Thanks :)

  5. Hello,

     

    I recently acquired a new pc to tide me by for basic tasks for a while, and it ended up being pretty old, a Thinkpad x60s with 2Gigs DDR2 ram and a core duo processor at something like 1.66 Ghz. I understand that this is very, very old hardware, but I figured it might still be relevant information, given that the machine was released in 2006, so JK3 should have been able to run on it. I am building on Lubuntu 15.04, i386.

     

    The build process was smooth, copied over the assets to the appropriate folder and started up. Already, at least one thing is behaving oddly in the menu:

     

    2RcUMtN.png

     

     

     

    In the character selection screen I see something like this:

     

    QI78qZA.png

     

     

    And ingame looks something like this,


    6n189Dm.png

     

    iVEhYJn.png

     

    I piped the console output from the game to a text file, the contents of which are here:
     

    OpenJK: v1.0.1.1 linux-i386 Jun 20 2015
    Initialising zone memory .....
    ----- FS_Startup -----
    Current search path:
    /home/bruce/.local/share/openjk/base
    ./base/assets3.pk3 (16 files)
    ./base/assets2.pk3 (62 files)
    ./base/assets1.pk3 (8320 files)
    ./base/assets0.pk3 (15346 files)
    ./base
    
    ----------------------
    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 load "rdsp-vanilla_i386.so" from "."...
    -------------------------------
    ----- Client Initialization Complete -----
    --- Common Initialization Complete ---
    SDL using driver "x11"
    Initializing OpenGL display
    Display aspect: 1.333
    ...setting mode 4: 800 600
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '640x480 800x600 1024x768'
    GL_RENDERER: Mesa DRI Intel(R) 945GM x86/MMX/SSE2
    Initializing OpenGL extensions
    ...GL_S3_s3tc available
    ...no tc preference specified
    .....using GL_S3_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 found
    
    GL_VENDOR: Intel Open Source Technology Center
    GL_RENDERER: Mesa DRI Intel(R) 945GM x86/MMX/SSE2
    GL_VERSION: 1.4 Mesa 10.5.2
    GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_EXT_texture_sRGB_decode GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_ARB_ES2_compatibility GL_ARB_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_get_program_binary GL_ARB_robustness GL_ARB_separate_shader_objects GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_compressed_texture_pixel_storage GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_texture_storage GL_AMD_shader_trinary_minmax GL_ARB_clear_buffer_object GL_ARB_explicit_uniform_location GL_ARB_invalidate_subdata GL_ARB_vertex_attrib_binding GL_KHR_debug GL_ARB_multi_bind GL_KHR_context_flush_control 
    GL_MAX_TEXTURE_SIZE: 2048
    GL_MAX_ACTIVE_TEXTURES_ARB: 8
    
    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: 4, 800 x 600 windowed hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    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_S3_s3tc
    anisotropic filtering: enabled  (4 of 4)
    Dynamic Glow: disabled
    
    ------- sound initialization -------
    SDL_Init( SDL_INIT_AUDIO )... OK
    SDL audio driver is "pulseaudio".
    SDL_AudioSpec:
      Format:   AUDIO_S16LSB
      Freq:     44100
      Samples:  512
      Channels: 2
    Starting SDL audio callback...
    SDL audio initialized.
    UI menu load time = 1785 milli seconds
    ------ Server Initialization ------
    OpenJK: v1.0.1.1 linux-i386 Jun 20 2015
    Server: yavin1
    Sys_GetGameAPI(./base/jagamei386.so) failed: "Failed loading ./base/jagamei386.so: ./base/jagamei386.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(/home/bruce/.local/share/openjk/base/jagamei386.so) failed: "Failed loading /home/bruce/.local/share/openjk/base/jagamei386.so: /home/bruce/.local/share/openjk/base/jagamei386.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(./OpenJK/jagamei386.so): succeeded ...
    ------- Game Initialization -------
    gamename: OpenJK
    gamedate: Jun 20 2015
    -----------------------------------
    -----------------------------------
    UI menu load time = 3076 milli seconds
    ...loaded 1877 faces, 58 meshes, 134 trisurfs, 0 flares
    ------ Unloading Game ------
    ------ Server Initialization ------
    OpenJK: v1.0.1.1 linux-i386 Jun 20 2015
    Server: yavin1b
    Sys_GetGameAPI(./base/jagamei386.so) failed: "Failed loading ./base/jagamei386.so: ./base/jagamei386.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(/home/bruce/.local/share/openjk/base/jagamei386.so) failed: "Failed loading /home/bruce/.local/share/openjk/base/jagamei386.so: /home/bruce/.local/share/openjk/base/jagamei386.so: cannot open shared object file: No such file or directory"
    Sys_GetGameAPI(./OpenJK/jagamei386.so): succeeded ...
    ------- Game Initialization -------
    gamename: OpenJK
    gamedate: Jun 20 2015
    -----------------------------------
    -----------------------------------
    UI menu load time = 49 milli seconds
    ...loaded 818 faces, 26 meshes, 150 trisurfs, 0 flares
    WARNING: RE_RegisterSkin( 'models/players/player/model_default.skin' ) failed to load!
    Saving game "auto"...
    Done.
    ------ Unloading Game ------
    ----- CL_Shutdown -----
    Closing SDL audio device...
    SDL audio device shut down.
    -----------------------
    Automatically freeing 4243 blocks making up 62858860 bytes
    WARNING: Freeing 1 extra blocks (10 bytes) not tracked by the zone manager
    
    

    If necessary, I can open this as a issue on github. It looks an awful lot like one of the libpng/libjpeg might not be working correctly, given that the meshes are visible, just no textures on certain things? </wildspeculation>

  6. Funniest part is, looking at the screenshot of the first person view firing an E-11 (somewhere earlier in this thread I think), I would argue that OpenJK with Rend2 might even be able to give this new engine a run for its money as far as looks go. Could you comment on that eezstreet?

     

    The situation with DLC these days is absurd, companies like EA need to come back down to reality. All of a sudden, Lucasarts doesnt seem so unreasonable in retrospect, do they?

    z3filus likes this
  7. Output from the terminal confirmed it

     

     

    bruce@BruceJohnJenner-ThinkPad-X130e:~$ cpp --version
    cpp (Ubuntu 4.8.2-19ubuntu1) 4.8.2
    Copyright © 2013 Free Software Foundation, Inc.
    This is free software; see the source for copying conditions.  There is NO
    warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
     

     

    Trying the solution posted earlier

  8.  

    Looks like you are missing std::__throw_out-of_range_fmt in the cpp libraries for some reason.  You might be trying to compile with an older version, if using gcc make sure you use toolset=gcc-4.9 or later.

    stringed_ingame.cpp:(.text+0x978): undefined reference to `std::__throw_out_of_range_fmt(char const*, ...)'

     

    gcc or g++? I had thought g++ would be required for OpenJK, but perhaps I was wrong.

     

    I'll check the compiler version later today, but this is odd to see on an Ubuntu based distro The setup is Lubuntu LTS 64-bit.

     

    When I tried to run the compiled executable that I copied over from the old install it wouldnt work & said something about an incorrect library version of libstdc++? Is it possibly an issue with needing the 32 bit versions of the libraries?

  9. Okay

     

    So I recently melted down my Ubuntu install with lxde when I started uninstalling some of the Unity packages to free up hard drive space, and pretty much uninstalled the operating system :rolleyes:

     

    I decided to go with just Lubuntu the second time around so I could cut out all that crap and just use plain old lxde. When I went to rebuild my copy of OpenJK, I cd into the OpenJK folder and run make, but this is the output I get:

    bruce@BruceJohnJenner-ThinkPad-X130e:~/development/OpenJK$ make
    Scanning dependencies of target openjk_sp.x86_64
    [  0%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_cgame.cpp.o
    [  0%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_cin.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_console.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_input.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_keys.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_main.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_mp3.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_parse.cpp.o
    [  1%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_scrn.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/cl_ui.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_ambient.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_dma.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_mem.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_mix.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/client/snd_music.cpp.o
    [  2%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/msg.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/q_math.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/q_shared.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/stringed_ingame.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/stringed_interface.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/qcommon/strip.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/exe_headers.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_ccmds.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_client.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_game.cpp.o
    [  3%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_init.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_main.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_savegame.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_snapshot.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/server/sv_world.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/game/genericparser2.cpp.o
    [  4%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_atoms.cpp.o
    [  5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_connect.cpp.o
    [  5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_main.cpp.o
    [  5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_saber.cpp.o
    [  5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_shared.cpp.o
    [  5%] Building CXX object code/CMakeFiles/openjk_sp.x86_64.dir/ui/ui_syscalls.cpp.o
    Linking CXX executable ../openjk_sp.x86_64
    [ 12%] Built target openjk_sp.x86_64
    Scanning dependencies of target jagamex86_64
    [ 12%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Animal.cpp.o
    [ 12%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_AssassinDroid.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Atst.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_BobaFett.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Civilian.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Default.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Droid.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_GalakMech.cpp.o
    [ 13%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Grenadier.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_HazardTrooper.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Howler.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_ImperialProbe.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Interrogator.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Jedi.cpp.o
    [ 14%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Mark1.cpp.o
    /home/bruce/development/OpenJK/code/game/AI_Mark1.cpp:35:0: warning: "BOWCASTER_VELOCITY" redefined [enabled by default]
     #define BOWCASTER_VELOCITY   1300
     ^
    In file included from /home/bruce/development/OpenJK/code/game/bg_public.h:21:0,
                     from /home/bruce/development/OpenJK/code/game/g_shared.h:21,
                     from /home/bruce/development/OpenJK/code/game/g_local.h:27,
                     from /home/bruce/development/OpenJK/code/game/b_local.h:23,
                     from /home/bruce/development/OpenJK/code/game/AI_Mark1.cpp:18:
    /home/bruce/development/OpenJK/code/game/weapons.h:199:0: note: this is the location of the previous definition
     #define BOWCASTER_VELOCITY   3300
     ^
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Mark2.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_MineMonster.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Rancor.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Remote.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_RocketTrooper.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_SaberDroid.cpp.o
    [ 15%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_SandCreature.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Seeker.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Sentry.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Sniper.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Stormtrooper.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Tusken.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Utils.cpp.o
    [ 16%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/AI_Wampa.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_active.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_breakable.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_camera.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_client.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_cmds.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_combat.cpp.o
    [ 17%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_emplaced.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_functions.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_fx.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_inventory.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_itemLoad.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_items.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_main.cpp.o
    [ 18%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_mem.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_misc.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_misc_model.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_missile.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_mover.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_nav.cpp.o
    [ 19%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/g_navigator.cpp.o
    In file included from /home/bruce/development/OpenJK/code/game/../Ragl/ragl_common.h:93:0,
                     from /home/bruce/development/OpenJK/code/game/../Ragl/graph_vs.h:105,
                     from /home/bruce/development/OpenJK/code/game/g_navigator.cpp:63:
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In function ‘bool NAV::LoadFromFile(const char*, int)’:
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds]
       T::construct(mArray+i,v);
                          ^
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds]
       T::construct(mArray+i,v);
                          ^
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In member function ‘void ragl::graph_region<TNODE, MAXNODES, TEDGE, MAXEDGES, NUM_EDGES_PER_NODE, MAXREGIONS, MAXREGIONEDGES>::clear() [with TNODE = CWayNode; int MAXNODES = 1024; TEDGE = CWayEdge; int MAXEDGES = 3072; int NUM_EDGES_PER_NODE = 20; int MAXREGIONS = 341; int MAXREGIONEDGES = 341]’:
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds]
       T::construct(mArray+i,v);
                          ^
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds]
       T::construct(mArray+i,v);
                          ^
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h: In function ‘bool NAV::LoadFromEntitiesAndSaveToFile(const char*, int)’:
    /home/bruce/development/OpenJK/code/game/../Ragl/../Ratl/ratl_common.h:1086:22: warning: array subscript is above array bounds [-Warray-bounds]
       T::construct(mArray+i,v);
                          ^
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    [ 34%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxScheduler.cpp.o
    [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxSystem.cpp.o
    [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxTemplate.cpp.o
    [ 35%] Building CXX object code/game/CMakeFiles/jagamex86_64.dir/__/cgame/FxUtil.cpp.o
    In file included from /home/bruce/development/OpenJK/code/cgame/cg_local.h:21:0,
                     from /home/bruce/development/OpenJK/code/cgame/cg_headers.h:20,
                     from /home/bruce/development/OpenJK/code/cgame/common_headers.h:19,
                     from /home/bruce/development/OpenJK/code/cgame/FxUtil.cpp:19:
    /home/bruce/development/OpenJK/code/cgame/../qcommon/q_shared.h: In function ‘CPoly* FX_AddPoly(vec_t (*)[3], vec_t (*)[2], int, vec_t*, vec_t*, float, float, float, vec_t*, vec_t*, float, vec_t*, float, int, int, qhandle_t, int)’:
    /home/bruce/development/OpenJK/code/cgame/../qcommon/q_shared.h:627:16: warning: array subscript is above array bounds [-Warray-bounds]
      out[0] = in[0];
                    ^
    In file included from /home/bruce/development/OpenJK/code/cgame/FxPrimitives.h:19:0,
                     from /home/bruce/development/OpenJK/code/cgame/FxUtil.h:19,
                     from /home/bruce/development/OpenJK/code/cgame/FxScheduler.h:19,
                     from /home/bruce/development/OpenJK/code/cgame/FxUtil.cpp:22:
    /home/bruce/development/OpenJK/code/cgame/FxSystem.h:46:17: warning: array subscript is above array bounds [-Warray-bounds]
      dst[0] = src[0];
                     ^
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    [ 37%] Built target jagamex86_64
    Scanning dependencies of target rdsp-vanilla_x86_64
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    [ 43%] Building CXX object code/rd-vanilla/CMakeFiles/rdsp-vanilla_x86_64.dir/__/rd-common/tr_noise.cpp.o
    Linking CXX shared library rdsp-vanilla_x86_64.so
    [ 43%] Built target rdsp-vanilla_x86_64
    [ 47%] Built target botlib
    Linking CXX executable ../openjk.x86_64
    CMakeFiles/openjk.x86_64.dir/qcommon/stringed_ingame.cpp.o: In function `CStringEdPackage::ConvertCRLiterals_Read(char const*)':
    stringed_ingame.cpp:(.text+0x5b8): undefined reference to `std::__throw_out_of_range_fmt(char const*, ...)'
    CMakeFiles/openjk.x86_64.dir/qcommon/stringed_ingame.cpp.o: In function `CStringEdPackage::InsideQuotes(char const*)':
    stringed_ingame.cpp:(.text+0x978): undefined reference to `std::__throw_out_of_range_fmt(char const*, ...)'
    collect2: error: ld returned 1 exit status
    make[2]: *** [openjk.x86_64] Error 1
    make[1]: *** [codemp/CMakeFiles/openjk.x86_64.dir/all] Error 2
    make: *** [all] Error 2
    
    

    Which is odd, because I had installed all of the dependencies listed in the compilation guide, and the environment was the same as before on Ubuntu (or so I thought). Can anyone else tell what the problem is exactly? Is there a missing library perhaps?

  10. Okay, so recently I had GTK-Radiant set up nicely on Windows and was happily learning how to map in it. Then at some point I realized that I had used some textures from outside of the base assets, so I moved the old base folder of my windows install to a different location and created a new base folder with the base assets 0, 1, and 2 copied over. This now causes gtk radiant to refuse to load any textures in the editor whatsoever. Ive tried installing and uninstalling radiant and JA several times, but I still cant seem to get it to work.

     

    The console output of radiant after it has started is

    loading synapse XML config file 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/synapse.config'
    Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/modules/
    Found 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/entity.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/fgd.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/image.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/image.dll'
    Dynamic APIs for client 'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0'
    1 dynamic interfaces parsed for 'image'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagehl.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/imagepng.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/map.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/map.dll'
    Dynamic APIs for client 'MAP format module built Dec 21 2003 1.4.0'
    1 dynamic interfaces parsed for 'map'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/mapxml.dll'
    Dynamic APIs for client 'XMAP module built Dec 21 2003 1.4.0'
    1 dynamic interfaces parsed for 'xmap'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/model.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/model.dll'
    Dynamic APIs for client 'picomodel loader module built Dec 21 2003 1.4.0'
    2 dynamic interfaces parsed for 'model'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/shaders.dll'
    Dynamic APIs for client 'Q3/Half-Life shaders module built Dec 21 2003 1.4.0'
    2 dynamic interfaces parsed for 'shaders'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/spritemodel.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/surface.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfspk3.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/modules/vfswad.dll'
    Synapse Scanning modules path: C:/Program Files/GtkRadiant-1.4/plugins/
    Found 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bkgrnd2d.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/bobToolz.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/camera.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/gensurf.dll'
    Found 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll'
    Enumerate interfaces on 'C:/Program Files/GtkRadiant-1.4/plugins/PrtView.dll'
    Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/modules/
    Synapse Scanning modules path: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/plugins/
    Dynamic APIs for client 'Radiant - synapse core built Dec 21 2003 1.4.0'
    5 dynamic interfaces parsed for 'core'
    CSynapserServer::Resolve adding new client slot 'Radiant - synapse core built Dec 21 2003 1.4.0'
    'PK3 VFS module built Dec 21 2003 1.4.0' activated
    'Q3/Half-Life shaders module built Dec 21 2003 1.4.0' activated
    'picomodel loader module built Dec 21 2003 1.4.0' activated
    'Sprite Model module built Dec 21 2003 1.4.0' activated
    'Entity module built Dec 21 2003 1.4.0' activated
    '2d Background plugin built Dec 21 2003 1.4.0' activated
    'bobToolz module built Dec 21 2003 1.4.0' activated
    'Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0' activated
    'GtkGenSurf - built Dec 21 2003 1.4.0' activated
    'PrtView module built Dec 21 2003 1.4.0' activated
    'PNG loader module built Dec 21 2003 1.4.0' activated
    'image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0' activated
    'XMAP module built Dec 21 2003 1.4.0' activated
    'Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0' activated
    'Builtin .def module built Dec 21 2003 1.4.0' activated
    'WAD VFS module built Dec 21 2003 1.4.0' activated
    'MAP format module built Dec 21 2003 1.4.0' activated
    Unloading an unused module: 'imagehl formats module built Dec 21 2003 1.4.0'
    FreeLibrary 'imagehl formats module built Dec 21 2003 1.4.0'
    Unloading an unused module: '.fgd eclass module built Dec 21 2003 1.4.0'
    FreeLibrary '.fgd eclass module built Dec 21 2003 1.4.0'
    Loading project file: "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj"
    basepath    : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/
    entitypath  : C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/base/scripts/sp_entities.def
    Setting current project in prefs to "C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/user0.proj"
    Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/global.pref'
    Wrote XML property file 'C:/Program Files/GtkRadiant-1.4/ja.game/local.pref'
    vfs directory: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base
      pak file: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/mapextras.pk3
    ScanFile: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/scripts/mp_entities.def
    Multiplayer mapping mode. Ignoring 'sp_entities.def'
    Searching VFS for files in sprites/*.* that match entity names...
    0 entities were scanned
    0 entities that already had models/sprites were ignored
    0 non-fixed-size entities were ignored
    0 entities did not have matching sprite files
    0 entities had sprite files and have been attached
    Parsing shader files from C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/shaders/shaderlist.txt
    Parsing shaderfile shaders/bespin.shader
    Parsing shaderfile shaders/bounty.shader
    Parsing shaderfile shaders/byss.shader
    Parsing shaderfile shaders/cairn.shader
    Parsing shaderfile shaders/common.shader
    Parsing shaderfile shaders/danger.shader
    Parsing shaderfile shaders/decals.shader
    Parsing shaderfile shaders/desert.shader
    Parsing shaderfile shaders/doomgiver.shader
    Parsing shaderfile shaders/factory.shader
    Parsing shaderfile shaders/flares.shader
    Parsing shaderfile shaders/fogs.shader
    Parsing shaderfile shaders/h_evil.shader
    Parsing shaderfile shaders/hoth.shader
    Parsing shaderfile shaders/imp_mine.shader
    Parsing shaderfile shaders/impdetention.shader
    Parsing shaderfile shaders/imperial.shader
    Parsing shaderfile shaders/jnegretetest.shader
    Parsing shaderfile shaders/kejim.shader
    Parsing shaderfile shaders/korriban.shader
    Parsing shaderfile shaders/models.shader
    Parsing shaderfile shaders/mp.shader
    Parsing shaderfile shaders/narshaddaa.shader
    Parsing shaderfile shaders/nar_streets.shader
    Parsing shaderfile shaders/quicktrip.shader
    Parsing shaderfile shaders/rail.shader
    Parsing shaderfile shaders/rbettenbergtest.shader
    Parsing shaderfile shaders/rift.shader
    Parsing shaderfile shaders/rocky_ruins.shader
    Parsing shaderfile shaders/rooftop.shader
    Parsing shaderfile shaders/sandcrawler.shader
    Parsing shaderfile shaders/siege.shader
    Parsing shaderfile shaders/skies.shader
    Parsing shaderfile shaders/stu.shader
    Parsing shaderfile shaders/system.shader
    Parsing shaderfile shaders/taspir.shader
    Parsing shaderfile shaders/tests.shader
    Parsing shaderfile shaders/vjun.shader
    Parsing shaderfile shaders/wedge.shader
    Parsing shaderfile shaders/yavin.shader
    GL_VENDOR: Intel
    GL_RENDERER: Intel(R) HD Graphics Family
    GL_VERSION: 3.1.0 - Build 8.15.10.2476
    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_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_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_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries 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_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_compatibility GL_ARB_vertex_array_object 
    Checking for extension 'GL_ARB_texture_compression'...Found
    Checking for extension 'GL_EXT_texture_compression_s3tc'...Found
    ATI bug workaround disabled
    Warning: OpenGL Error GL_INVALID_VALUE - A numeric argument is out of range.
    LOADED: textures/radiant/notex
    Looked for a 'C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found
    Entering message loop
    Map_New
    Radiant - synapse core built Dec 21 2003 1.4.0
    Builtin .def module built Dec 21 2003 1.4.0
    PrtView module built Dec 21 2003 1.4.0
    GtkGenSurf - built Dec 21 2003 1.4.0
    Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0
    bobToolz module built Dec 21 2003 1.4.0
    2d Background plugin built Dec 21 2003 1.4.0
    WAD VFS module built Dec 21 2003 1.4.0
    PK3 VFS module built Dec 21 2003 1.4.0
    Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0
    Sprite Model module built Dec 21 2003 1.4.0
    Q3/Half-Life shaders module built Dec 21 2003 1.4.0
    picomodel loader module built Dec 21 2003 1.4.0
    XMAP module built Dec 21 2003 1.4.0
    MAP format module built Dec 21 2003 1.4.0
    PNG loader module built Dec 21 2003 1.4.0
    image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0
    Entity module built Dec 21 2003 1.4.0
    Warning: OpenGL Error GL_INVALID_ENUM - An unacceptable value is specified for an enumerated argument.
    
  11. I think we've all made that initial mistake with the scaling :P My rooms were either enormous or really tiny to begin with. Looking really good though!

    Yeah, for some reason I always seem to build on the side of too small, even when I am trying to build a big room...

     

    Anyone have any ideas about the issue I mentioned with my Radiant? I still cant get it running.

  12. Glad to see someone new mapping some stuff!

    I was anyways, but my gtk radiant setup has gone haywire after I tried to move my game data folder, now all I see is white squares in place of the textures and I cant see them mapped to surfaces in GTK radiant. But Im trying again tonight, so hopefully I can get it all fixed up nicely again.

    Looking good.

     

    Don't forget about all the resources that are gathered here:

     

    http://mapping.jkhub.org

    Anything in particular that I missed?

  13. Also the _minlight in your worldspawn would help, but I must warn you it will look bad too, cause every brush you placed will emit the value of light you set up. Better place than a few light entities in your map to view that, since it will cast a more realistic dynamical light if you are seeking for shadows.

     

    Hmmm,

     

    But the problem would be figuring out where and what the lightsources are. The idea is to create an underground map thats really dark (ie creepy), but the light has to come from somewhere. If the lightsaber wont properly light things, and I dont really want to do torches on the walls (doesnt make sense, why are they lit...?)

     

    Oooh!!! Maybe I can make torches on the wall that the player lights by hitting activate when right beside them (ie the player lights the torches as they go) Is that possible, making dynamic light sources?

  14. What kind of bsp compile proces did you use? Also, did you place manually light entities? or is it because of the compile proces? You do better for a first try than I did about 10 years ago ;)

    Ah just BSP -meta I think? The first option at the top of the tab containing all of the build options. I haven't even started to place lights yet though.

     

    If I recompile it with the lighting option, but dont place any lights in the game, is the whole map just dark? (would be kinda cool though, wandering through the halls with only the lightsaber to light the way...)

    Lazarus likes this
  15. So I finally got around to learning a bit of GTK-Radiant, many thanks to Mugs great mapping tutorials :winkthumb:

     

    First one was a wee bit crowded...

     

    QKzkQL2.jpg

     

    Which was fixed a bit in the second one:

     

    Z9J78De.jpg

     

    e5pi1CN.jpg

     

    SzscbPF.jpg

     

    kvmrkyx.jpg

     

    Im thinking of making it a sort of 'Massassi tomb raider' bit, where the player explores an underground structure on Yavin IV that is trying to kill them with Indiana Jonesish pitfalls, moving walls, etc.

     

    Hopefully it will look a lot better with lighting...

  16. Documentation of source code is always good.  So I'm not going to disagree with you.

    Well I didnt think you would argue against it, but is it okay to submit requests directly to master this way or would it be better to do on another branch?

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