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Artemisuss

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Posts posted by Artemisuss

  1. if openjk developer not changed it, you can find into tr_shade.cpp of the vanilla renderers code

    void RB_EndSurface( void ) {
        shaderCommands_t *input;
    
        input = &tess;
    
        if (input->numIndexes == 0) {
            return;
        }
    
        if (input->indexes[SHADER_MAX_INDEXES-1] != 0) {
            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");
        }    
        if (input->xyz[SHADER_MAX_VERTEXES-1][0] != 0) {
            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_VERTEXES hit");
        }
    

    for deactivate set as commented out the strings of error, like in that way:

    /*

      if (input->indexes[sHADER_MAX_INDEXES-1] != 0) {

            Com_Error (ERR_DROP, "RB_EndSurface() - SHADER_MAX_INDEXES hit");

        }  */

     

     here is the source of the trouble: q_files.h

    #define    SHADER_MAX_VERTEXES    1000

    #define    SHADER_MAX_INDEXES    (6*SHADER_MAX_VERTEXES)

    as you can see, here is set the infamous limit of mesh complexity. a mesh cannot have more of 1000 vertexes, and this is valid on default JKA, for MD3 models and for GLM too.

    the shader indexes on my code is about 6000 as max value, but for what i know into the new versions of openjk, the limit should be doubled, at least for Multiplayer, not sure about single player.

    CAREFUL: comment out only the comment that cause the crash Com_Error. this code affect the game rendering. Edit that without know exactly what are you doing can have unpredictable effects on the game!

    i reccomand you to make a back up of all game executables and dll before override with the edited code.

     

     

     

     

     

    this not solve the issue cause HD models can cause annoying lags, but at least you shut down this boring error message.

    Thank you, kindness, love and prosperity.

  2. i know only 3 way for fix it.

    1 - remove the SHADER file of the mud trooper

    2 - use openjk , should have raise the limit of buffer of shader fuck crash

    3 - edit the source code of JKA for uncheck the line of command that cause the crash and fire the error. (i did that on my edited code)

    Do not tell me, but how can I make 3 option. I will be very grateful.

  3. Bo is (pretty sure) in the Nite Owls pack up above.

    The carbine was lost in my old PC and the new one I've made still needs work but it'll be done sooner or later.

    Hi, can you share the clones of the first phase? I apologize in advance for my English, the fact is that I do not understand English. I use google translation. =-) 

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