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LucyTheAlien

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Posts posted by LucyTheAlien

  1. @@LucyTheAlien - Mod uses OpenJk, so won't work with jk2sp.exe.

    When using openjosp.exe put the commands I've said at the end in target(creating shortcut method).

    I've amended the installation instructions, have you checked them and tried what I said aa couple of posts up?

     

    Yes I have.

     

     

    In fact I'd like direct links to everything we have to download before we can use this as it seems to simply be not working for me. 

     

    1. openjo_sp.x86.exe works but it crashes as soon as I try to actually start a game.
    2. Launch_JKIIEnhanced.bat works but when I launch the game all the assets apart from a few here and there are invisible. 
  2. Sometime shortly after the mission on Hoth:

     

    "Hi Jaden, this is Mara. Kyle's told me about your heroics. I need you to assist me in the retrieval of some crucial data from a small, Imperial cruiser. Are you up for the task?"

     

    If accepted:

     

    "Alright. Hopefully we don't attract too much attention..."

     

    Otherwise: 'Return to the academy.'

     

    That's all there needed to be -- just one level! ;)

     

    P.S. I'm entertaining the thought of creating it (modding it in). :lol:

     

    (Adding Jan in would be a little more difficult... -- because of the voiceover...)

     

    krkarr and Cerez like this
  3. @

    I encountered a bug that couldn't display the fonts properly. It's just like @@LucyTheAlien says.

    Imagine the fonts being cut into pieces and scrambled over the lines where you would usually see text.

     

    The bug occurs only when I start the game with "jk2sp.exe" (without OpenJK, which is needed for the mod). However, when I load the mod with the "Launch_JKIIEnhanced.bat" and "openjo_sp.x86.exe", it works fine.

     

    Funny because when I launched the game with jk2sp.exe it looks fine and just plays the vanilla game. 

    openjo_sp.x86.exe works but it crashes as soon as I try to actually start a game.

    Launch_JKIIEnhanced.bat works but when I launch the game all the assets apart from a few here and there are invisible. 

  4. I think he should be more damaged :)

     

    Truly. 

     

    Vader in Rogue One is still a ruinous mess. 

    darthvaderrogueone9.jpg

    darthvaderrogueone11.jpg

    darthvaderrogueone12.jpg

     

    21981fda3234239e363a66cbd78dcbfe.jpg

     

    By the time of ROTJ he's not much better, he's still pale, gaunt and severely damaged. 

    I'd say no amount of Bacta could've saved Anakin Skywalker, it was either this suit or a premature death. 

    Obi-Wan essentially killed any chance Anakin had to live normally when he let him burn. 

     

    I find the idea that he's buffed up and mostly repaired in the areas that he's kept not only silly but backwards in terms of the moral lesson Darth Vader's horrific and painful existence serves- 

    I'm sure he's technically healthy and capable but... you get my point. 

  5. The official encyclopedia for Episode VII says, that Snoke is about 1000 years old, who witnessed both the rise and fall of the Galactic Empire. It is also said, that he had at least one more apprentice aside from Kylo Ren, perhaps even before him.

     

    I like none of the theories, which somehow try to explain his persona, because in most cases they either contradict the already known stories (the new Canon novels as well), or change the perception of certain events (birth of Anakin Skywalker, death of Mace Windu) or diminish the significance of all other episodes (all of I-VI). I stick to the idea, that Snoke is a completely new character, never seen or heard before. Lawrence Kzadan was once asked about Snoke being Plagueis, but the response was like "who?". It doesn't mean they might not try to rewrite the story after all, making Plagueis this kind of humanoid... But it diminishes the role of Palpatine then, who was undoubtedly the #1 villain Star Wars.

     

    In any case I feel, that the authors of the new film will have an enormous task of explaining Snoke's existence, in order it to be quite reasonable and believable.

     

    Empathy; this has got to be a genius move otherwise it won't work.

    They need to make us care about this character. 

    Cerez and NumberWan like this
  6. And what do you propose to implement super reflexes or Jedi precog? JA and JO opted for the easy, not to implement any of these things, but for me the speed of reaction and the Jedi precog are capitals for Jedi conduct in the battlefield. No one can have suprahuman reflexes, but if time is slowed on certain occasions, then there is the illusion of having greater reflexes. Hence the super reflexes. Concerning combat precog, the attack could be made translucent as vision of the future, before the actual attack, but that would be too complicated, and the QTE would make things easier to implement.

     

    I'd rather not have the feature at all if the best the developers can churn out is QTEs. 

    JediBantha and Noodle like this
  7. Yeah, I don't see having an all-female villain team as a bad thing in the game, nor some kind of subtext. It was quite refreshing in fact since the movies/other games always had all-male pairings. Palpatine-Vader, Sidious-Dooku, Revan-Malak, etc.

     

    Would've been great if Tavion's character wasn't cardboard and we know nothing about Alora, Alora's just a tier above Darth Bandon and Tavion has less dimensions than Darth Malak. 

    Cerez likes this
  8. Thanks! Yeah, I worked on Jedi Outcast and Academy. On Outcast I designed and programmed the light saber combat, force powers and Jedi/Reborn AI. On Academy, I added the dual sabers, saber staff, new Force powers and dark Jedi, flyable/drivable vehicles and worked on MP. I also worked on the Melee mod, Asteroids mod, the Siege mode and the ladder map.

    @@Boothand, lot to reply to and late here. I'll reply tomorrow.

     

    I know some people feel that the story for JKA was weaker than JKO; my question is was JKA's development rushed in comparison to JKO and if you had any awareness of different story pitches than what we got?

  9. So I fixed the missing saber issue, (same solution as what Punisher mentioned). I added the updated file to the download page.

     

    The "can't find image for shader_off"  occurs when you don't hide a mesh with the ,*off command/path thing to work around the missing saber blade.

     

    Unfortunately afaik to be able use to a different mesh for hands (which is the gloves in the case of the Aayla model) you still need to the "l_hand"/"r_hand" meshes to be active, but not displaying.

     

    So changing" l_hand,*off" to "l_hand,off" is a work around for that - it basically means the mesh is still being loaded, but not visible.

     

    It should be a harmless error to the best of my knowledge, unless it is causing you any specific issues?

     

    Nah, other than the error message. 

     

    Thank you so much for all your hard work. 

    Scerendo likes this
  10. My game keeps crashing on start up too when I go to start a new game, here's my crash log. 

     

     

    OpenJK: v1.0.1.1 win_msvc-x86 May 15 2016
    Initialising zone memory .....
    ----- FS_Startup -----
    Current search path:
    C:\Users\lucyd\Documents\My Games\OpenJO\jke
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\z_chiss_eyes.pk3 (4 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\ZZZZDetonator.pk3 (36 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\xyz_green_bowcaster.pk3 (11 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\xyz_dc-15A_pah.pk3 (26 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\xyz_bryar_pistol.pk3 (16 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Voice Modification.pk3 (216 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\UltimateWeapons_JK2.pk3 (608 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\JO- ST Replacement.pk3 (12 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Jedi Outcast Stormtrooper.pk3 (21 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Jedi Outcast Shadowtrooper.pk3 (160 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Imperial Officer 2.pk3 (2 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Imperial Officer 1.pk3 (77 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\HQLevelshotsJK2.pk3 (89 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\HDSkins.pk3 (380 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\hdassets1.pk3 (94 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\hdassets0.pk3 (79 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\HD-ATST 2.pk3 (7 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\HD-ATST 1.pk3 (34 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGWeaponsFix.pk3 (17 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGScopeHQ.pk3 (7 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGRadarHQ.pk3 (5 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGHDIcons.pk3 (118 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGHDCrosshairs.pk3 (12 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGFontsHQ.pk3 (8 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\GGDynamicWeapons.pk3 (56 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\FX.pk3 (245 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\Camera 57C.pk3 (13 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke
    C:\Users\lucyd\Documents\My Games\OpenJO\base
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\z_chiss_eyes.pk3 (4 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\ZZZZDetonator.pk3 (36 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\xyz_green_bowcaster.pk3 (11 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\xyz_dc-15A_pah.pk3 (26 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\xyz_bryar_pistol.pk3 (16 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Voice Modification.pk3 (216 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\UltimateWeapons_JK2.pk3 (608 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\JO- ST Replacement.pk3 (12 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Jedi Outcast Stormtrooper.pk3 (21 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Jedi Outcast Shadowtrooper.pk3 (160 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Imperial Officer 2.pk3 (2 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Imperial Officer 1.pk3 (77 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\HQLevelshotsJK2.pk3 (89 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\HDSkins.pk3 (380 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\HD-ATST 2.pk3 (7 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\HD-ATST 1.pk3 (34 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGWeaponsFix.pk3 (17 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGScopeHQ.pk3 (7 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGRadarHQ.pk3 (5 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGHDIcons.pk3 (118 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGHDCrosshairs.pk3 (12 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGFontsHQ.pk3 (8 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\GGDynamicWeapons.pk3 (56 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\FX.pk3 (245 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\Camera 57C.pk3 (13 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\assets3.pk3 (4 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\assets2.pk3 (289 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\assets1.pk3 (8011 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\assets0.pk3 (6674 files)
    C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base

    ----------------------
    19511 files in pk3 files
    execing default.cfg
    execing openjo_sp.cfg
    couldn't exec autoexec_sp.cfg
    Running Jedi Outcast Mode
    ----- Client Initialization -----
    ----- Initializing Renderer ----
    Trying to load "rdjosp-vanilla_x86.dll" from "."...
    -------------------------------
    ----- Client Initialization Complete -----
    --- Common Initialization Complete ---
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode 4: 800 600
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1280x720 1366x768 1600x900 1920x1080 3840x2160 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
    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

    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce GTX 970/PCIe/SSE2
    GL_VERSION: 4.5.0 NVIDIA 378.49
    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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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: 16384
    GL_MAX_ACTIVE_TEXTURES_ARB: 4

    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_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.
    UI menu load time = 236 milli seconds
    ----- Initializing Renderer ----
    Trying to load "rdjosp-vanilla_x86.dll" from "."...
    -------------------------------
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode 4: 800 600
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1280x720 1366x768 1600x900 1920x1080 3840x2160 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
    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

    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce GTX 970/PCIe/SSE2
    GL_VERSION: 4.5.0 NVIDIA 378.49
    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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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: 16384
    GL_MAX_ACTIVE_TEXTURES_ARB: 4

    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: 4, 800 x 600 fullscreen hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 0
    texture bits: 32
    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
    UI menu load time = 234 milli seconds
    ----- Initializing Renderer ----
    Trying to load "rdjosp-vanilla_x86.dll" from "."...
    -------------------------------
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode 9: 1600 1200
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1280x720 1366x768 1600x900 1920x1080 3840x2160 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
    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

    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce GTX 970/PCIe/SSE2
    GL_VERSION: 4.5.0 NVIDIA 378.49
    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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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: 16384
    GL_MAX_ACTIVE_TEXTURES_ARB: 4

    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: 9, 1600 x 1200 fullscreen hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 0
    texture bits: 32
    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
    UI menu load time = 291 milli seconds
    ----- Initializing Renderer ----
    Trying to load "rdjosp-vanilla_x86.dll" from "."...
    -------------------------------
    SDL using driver "windows"
    Initializing display
    Display aspect: 1.778
    ...setting mode 6: 1024 768
    Using 24 color bits, 24 depth, 8 stencil display.
    Available modes: '1280x720 1366x768 1600x900 1920x1080 3840x2160 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
    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

    GL_VENDOR: NVIDIA Corporation
    GL_RENDERER: GeForce GTX 970/PCIe/SSE2
    GL_VERSION: 4.5.0 NVIDIA 378.49
    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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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: 16384
    GL_MAX_ACTIVE_TEXTURES_ARB: 4

    PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
    MODE: 6, 1024 x 768 fullscreen hz:N/A
    GAMMA: hardware w/ 0 overbright bits
    rendering primitives: single glDrawElements
    texturemode: GL_LINEAR_MIPMAP_LINEAR
    picmip: 0
    texture bits: 32
    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
    UI menu load time = 240 milli seconds
    ^1File "quik" has version # 253382946 (expecting 1)
    ^1File "jkii00" has version # 253382946 (expecting 1)
    ------ Server Initialization ------
    OpenJK: v1.0.1.1 win_msvc-x86 May 15 2016
    Server: kejim_post
    Sys_LoadSPGameDll(C:\Users\lucyd\Documents\My Games\OpenJO\jke\jospgamex86.dll) failed: "Failed loading C:\Users\lucyd\Documents\My Games\OpenJO\jke\jospgamex86.dll: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\jospgamex86.dll) failed: "Failed loading C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\jke\jospgamex86.dll: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Users\lucyd\Documents\My Games\OpenJO\base\jospgamex86.dll) failed: "Failed loading C:\Users\lucyd\Documents\My Games\OpenJO\base\jospgamex86.dll: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\jospgamex86.dll) failed: "Failed loading C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\base\jospgamex86.dll: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Users\lucyd\Documents\My Games\OpenJO\OpenJK\jospgamex86.dll) failed: "Failed loading C:\Users\lucyd\Documents\My Games\OpenJO\OpenJK\jospgamex86.dll: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\OpenJK\jospgamex86.dll) failed: "Failed loading C:\Program Files (x86)\GalaxyClient\Games\Star Wars Jedi Knight II - Jedi Outcast\GameData\OpenJK\jospgamex86.dl: The specified module could not be found.

    "
    Sys_LoadSPGameDll(C:\Users\lucyd\Documents\My Games\OpenJO\jospgamex86.dll) failed: "Failed loading C:\Users\lucyd\Documents\My Games\OpenJO\jospgamex86.dll: The specified module could not be found.

    "
    ^1data is NULL
    ----- CL_Shutdown -----
    Closing SDL audio device...
    SDL audio device shut down.
    -----------------------
    FS_FreeFile( NULL )

     

  11. Hi! I sent you a PM, now that I've gotten around to this.

    Overall, the mission feels solid now. The secrets weren't too difficult to find if you looked hard for them, but certainly could be missed by the casual player, so I think you've struck a good balance here.

    In terms of difficulty, the earlier portions of the mission are definitely way too easy. There's too many pickups, and in particular there's a lot of shield generators which I think make the game too easy in the lower difficulties specifically (those difficulties have more shield from the generators). I never felt particularly strapped for ammo, but that could be that I was running with full ammo from the start. Also I'm having second thoughts about placing the rocket launcher in the map, as it could make the big fight towards the end a little bit trivial.

     

    I did find some new bugs also. It looked like there was a shield generator floating above the ground in the big control area with the shadowtrooper armor. There was some z-fighting on the ceiling in the dark room at the bottom of the elevator shaft before the pit area. (You can only see it if you use the light amplification goggles, /give item_la_goggles) There's also minor texture alignment issues on the elevator leading up to the pit, on the walls. (I normally don't notice a lot of texture alignment issues, but this one was literally right in your face). There's a grate at the beginning of the maintenance maze that can be broken, but you can't actually walk through the grate (maybe this was a secret area?). It does give me an idea for a secret area that requires you flipping some minor/inconsequential switch that later opens up a section of the map, though.

     

    Overall, I think we're about ready to wrap this up. I'm pretty pumped.

     

    How's this going?

  12. https://jkhub.org/topic/8910-the-canceled-maul-game-characters/

     

    Anything from this thread, personally I adore Nexus Wan and Darth Nix. 

     

    But I think we suffer from a lack of helmeted characters that aren't clones, soldiers or previously established characters. 

    My little brother hates Jaden Korr, but he likes Academy's SP and he finds it easier to identify with helmeted characters so maybe;

     

    thomas-a-szakolczay-bountyhunter-sketchs

    A from here.

     

    Or C from here; 

    darth_maul_2.jpg

    Or even a combination of both.

    Noodle and the_raven like this
  13. I'll have a look into it tomorrow, and make some fixes.Sorry for not getting back straight away been swept up with work.

     

     

     

    I'm actually going to make a poll for what to do next, since I would like to have a go at making something new.

    Thanks so much!

     

    Personally I'd love to see anything in the realm of Jedi/Sith from KOTOR I & II by you, or the girl with the half fringe from the cancelled "Maul" title would be incredible.

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