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Posts posted by ensiform
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https://downloadcenter.intel.com/download/18223/Intel-Graphics-Media-Accelerator-Driver-for-Windows-7-exe-?product=81508 This appears to be the newest available. Which looks to be slightly newer than what you've got?
I'm assuming you're running 32 bit Windows 7, correct?
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Yeah you don't have any drivers. You'll notice it only is loading Microsoft basic OpenGL which isn't really a hardware accelerated version at all. And I'm pretty sure software renderer isn't allowed either.
I would suggest looking into Intel's newest Graphics Media Accelerator driver which may have a real OpenGL driver even if only for 1.4 that's still better than the basic MS one.
dark_apprentice likes this -
The game always has a console mate. The in-game version exists plus you can launch the game with +set logfile 2 on the startup parameters to get the entire log in a file. If you have the in-game console open you can always type condump console.txt and it will appear in the home directory in your documents under my games.
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I need the openjk log too.
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Did you remove the DLL before launching openjk. A log file would be helpful with the huge lag. Though not surprised given the age of your laptop and lack of real graphics chip.
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Extracting some foreign copy of the OpenGL DLL isn't the wisest thing. The Intel chipset likely doesn't supply real OpenGL drivers maybe?
Have you tried with no OpenGL32.dll but using openjk?
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Areaportals should only be used by opaque doors where you cannot see through them. And they should be a single face only. The others can be a nodraw nonsolid.
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Well then I'm not sure what you're doing wrong as it works fine here.
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The Jo mission that you can fling the storms out the ship uses the vacuum trigger space thing mentioned in the OP.
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Or perhaps you aren't actually using the latest builds somehow?
April 10th of what year btw? As it was fixed on Jan 24, 2015 (and potentially sometime thereafter made it to official build day).
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I have one map called "helmsdeep" that has this problem with OpenJK. The map is most likely on this site somewhere, and there is also a version for JK2, though the one I'm using is for JKA... Obviously. So far this is the only map that I have this problem with, other than one map that I tried that was in the "SW Jedi Knight KotOR 2 Duels Multiplayer Map Pack". I'm pretty sure the map was "DxunSithTombsDuelMultiplayer". There may have been other maps in this mod that wouldn't have worked either but I never tried them in OpenJK after that one.
Must be a strange coincidence then.
You've obviously been stuck using way old builds. Like we said, it was fixed quite a while ago and I just tested helmsdeep, loads fine. As does DxunSithTombsDuelMultiplayer
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Max patch planes has existed since at least late 2013 if not 2014.
If it still happens on "some maps" then you need to report the maps to us so the precision further if necessary.
Smoo likes this -
A simple thing like the saber victims for dismemberment doesn't require floating point numbers.
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So basically you never played the original campaign for jka then :-P
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Well currently I have both VS2010 and VS2013 and in CMake they both are on the list of other generators, while CMake obviously recognizes VS2013 it won't recognize VS2010, as if I hadn't installed it at all. And I know for sure OpenJK has been compiled with VS2010 before as I have seen it mentioned on the builds page that they are built from VS2010. Now of course if that's not at all true then I will always go for the other alternative and try to install and use VS2015.
I have seen on other topics that the MAX PATCH PLANES errors don't happen in OpenJK when compiled with VS2010, but I definitely know for sure it happens when compiled with VS2013.
P.S. I don't even understand the errors that CMake throws up when I try to configure the project so I have no way of actually fixing them.
2010 has been unsupported by OpenJK for I think at least 6 months now and the batch file for it was removed from the repository not to long ago to ensure people aren't trying to use it. 2010 still had the error, so this was a misconceived notion from whomever told you this.
For what it's worth the "error" didn't happen in original JAMP because the game is so old and compiled with ancient and possibly crappy floating point precision back then. It was fixed by altering the floating point epsilon numbers to a more accurate value for newer compilers. The code itself hadn't been changed from the original JAMP even prior to the fix was made.
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Bsp isn't really a bad system for maps, there's probably more efficient variants but unless you're making star wars galaxy, tile based maps aren't really going to be that great of an option either.
eezstreet likes this -
That's unfortunate.. But as far as I know Movie Battles II mod uses OpenJK and they use RGB lightsabers as well. Do you know if they use some custom version of OpenJK, modified directly under the mod?
Even if they do, they don't have most of the updates in their UI code that you require. OpenJK is two separate things. An engine replacement and a base mod replacement with fixes like the UI mod improvements.
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You just pointed us to the quake champions video which is powered by the saber engine in conjunction with some idtech added but not a lot.
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The saber engine :-P
Sadly idtech is poor for strafing these days. Plus the amount of time saber interactive would have had to learn tech 6 would be way too much in hours and $.
Smoo likes this -
There's no liquid you can use for that purpose. It is hardcoded to the contents flag of the shader+brush.
Space is a specific brush entity so you can just make it empty space with a skybox presumably for removing the choke death.
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Well I find it still happens with | in OJK too so im not sure why. This doesn't happen in the console unless the insert flag has been flipped.
Turns out there's another code thing that chops the string regardless of the insert/overstrike state. Blame rww from Raven
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I'm telling you it is unchanged from insert mode.
Was set, no longer set:
I literally just tested in jamp and it defaults to what you say you don't want to happen with overwrite mode with the _ and adding any letters in jamp removes the rest of the text in JAMP. It does not do this in OpenJK, because it uses insert mode to allow you to add text wherever in the string always instead of turning on overwrite mode upon entering any field.
This is what happens in jedi academy and every other mod you describe as working fine:
So I'm not sure why you think this should be intended behavior when you said its not what you want it to do... Because in this case the insert "button" (insert/overstrike mode) is not active at all.
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Shouldn't be. Are you using colors? The character position offset could be skewed if you have colors in both vanilla and OpenJK.
Unusual OpenGL error after OS reinstall?
in Jedi Knight Tech Support
Posted
I don't know how you'd do that considering its a laptop![:D](//jkhub.org/applications/core/interface/js/spacer.png)