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ensiform

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Posts posted by ensiform

  1. Shortcut, game same thing.

     

    Yes, it makes you select the binary executable to choose from in the Browse...

     

    Are you playing SP or MP?  If MP, there's no reason to select that becuase the server's mod you play on or basejka mod will still be used in that case.

     

    Changing mods through the menu is not recommended and it wasn't in regular jka either just a heads up.

    No-Puhi likes this
  2. Add non-steam shortcut to the openjk_sp.x86.exe bin for SP and another to openjk.x86.exe for MP.

     

    It won't be able to run through the "Star Wars: Jedi Knight Jedi Academy" actual game in steam but it uses the same assets.  Note it uses openjk.cfg for MP and openjk_sp.cfg for SP rather than the jaconfig and jampconfig!

  3. What I do know is that jamp and jasp both have issues when you have GL extensions string list being too big.  This can cause a crash on startup and its not fixable except in the driver, which nvidia and amd both have workarounds for.  Not sure if intel does.  This crash is corrected in OpenJK but the GPU being used is out of our control and has to do with your system if that is still happening.  Would need to see the output of the jamp console or jasp console when you are able to get to the menu I guess to compare.  And above you said "I see, but ClanFJA told (in French) it could make the game running without problem even with heavy maps. In the console, it writes that it is Microsoft and not Intel or Nvidia which is used as graphics loader (at least, with OpenJK, because we can't even see the console in "classic" JKA SP and MP, or too fast)"  when it is a Microsoft driver there WILL be issues for OpenGL games, and the ones you have listed are not OpenGL games except Outcast which is odd.

  4. Its a fault of the laptop and switchable graphics.

     

    OpenJK doesn't display support the windows startup console no.  But its still logged if there was a normal error.  The problem here is not with OpenJK unfortunately but your laptop running on crappy integrated graphics!

  5. It runs fine for me.  But I'm not using a laptop.

     

    Did you do the "Clean installation" option in the installer of your graphics drivers?  And you didn't tell the output of the other program I asked about.

     

    Why can't you reboot?  Should be pretty quick with fast boot enabled.

  6. It would need to be jamp.exe +set r_allowSoftwareGL 1

     

    Clan FJA, OpenJK does not need admin rights even in program files.  And they are write protected but Windows has a compatibility layer which silently allows writes to happen via the "VirtualStore" folder but this is also avoided in OpenJK unless you're using +set fs_game ".".  And you'd need the correct redist versions for whatever VS version is used on the buildbot these days Either 2013 or 2015 (the x86 version)

    Futuza likes this
  7. So you are positive there is no OpenGL32.dll in your GameData folder?

     

    http://fr.download.nvidia.com/Windows/361.43/361.43-notebook-win10-64bit-international-whql.exe  This appears to be the same driver you have but its directly from nvidia.

     

    You could try to verify that this tool shows the correct vendor and version information too: http://www.realtech-vr.com/glview/download.php

     

    Once it loads click on see details next to the version number and then it will show the same information you would have seen in the console which is the vendor.  If you see Microsoft there, it has nothing to do with the game and it will be harder to track down this issue.

  8. I don't get that syntax?  A subfile of a file?

     

    Keep in mind both cgame and jampgame both restrict and only have the one humanoid anims compatible for clients.  And animations are used in the bg_pmove code as well.

  9. The nomip call is only required for registering images or shaders which do not already have the flag on it of course.  If the shader already has that option set, it will still be nomip etc.

  10. MP is only going to support humanoid for players.  Both server and client use it.  Also, the mod code and engine code and renderer expects it to be humanoid.  And, the animation file used is attached to the model directly in the header of the file.

     

    And in the mod code it refuses to allow any other animation files if they are not humanoid.

  11. What if you're registering shaders ahead of time, or for player models.

     

    The only issue you would have adding new traps is that they would not function when running without ojk engine since not hooked up to any syscall.

     

    But I still see little use adding the server browser features to CGame.  The purpose of cgame is control over currently connected server.  The UI is handled separately regardless if the CGame shares the rendering portions of the ui, its still not the same !  Even the HUD drawing isn't really using the UI code, it just asks the menu files for the location of specific objects and renders by hand.

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