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Everything posted by Syko
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Need some help with bug-fixing Spior's downloader bot
Syko replied to Syko's topic in General Tech Support
Oh shit, didn't realize people responded. Free time has fallen significantly recently so work on this will be a lot slower. -
Need some help with bug-fixing Spior's downloader bot
Syko replied to Syko's topic in General Tech Support
I have ran it in the Visual Studio 2010 debugger and the access violation error is the only thing the debugger window displays. Immediately after the error it points me with a yellow arrow to a line in the strncpy.asm file, which can't be the problem because it's code written by Microsoft. Perhaps the error occurs where the strncpy function is used in the bot code? -
Hey guys, Let me just start off by saying that I'm a far from experienced coder. One of the ways I'm trying to learn practical C++ is by looking at @@spior's JK3files download bot and trying to understand the code. The more I look at it and experiment with stuff the more I think I understand how it works. If I figure it out fully I plan to try to fix the bugs that the downloader bot has been plagued with for so long now. Here's the source, if anyone's forgotten where it is: https://bitbucket.org/spior/jk3files/src Anyway, the first issue I'm trying to tackle is an instant crash I get when trying to download all of the Jedi Outcast mods from JK3files (using the bot's "JK2" parameter). The bot that I'm running I compiled directly from the source and I'm running it through the Visual Studio debugger. This is the error the debugger gives me: I also happened to notice that @@eezstreet mentions this particular bug in his "Debugging like a pro" tutorial at the end. Apparently this bug occurs because the code using a reference to a null pointer. Sure enough, in main.cpp I found a pointer set to NULL: file_t *files= NULL;And then it's referenced later in jk3_func.cpp: void J3F_GetData( const char *page, char urls[][MAX_URL_LEN], int *num_url, file_t *files, int *num_file, int *num_page, int *curr, int *num_files, long *num_dl, double *num_GB )I think I understand the error but I'm not sure what I would have to do to fix it. Would I have to change the pointer to something other than a null? I've tried experimenting with some stuff but usually it just results in compiler errors.
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That fixed it, thanks!
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Hello everyone, back from JKHub exile for a bit. I'm having some trouble with the OpenJK Linux build. I can run the game fine in windowed mode, but when I switch to full-screen the game screws up for lack of better words. It doesn't really crash as I wrote in the title. Rather, it loads up the game menu and I see it for only about 1-2 seconds until it reloads the menu. It keeps reloading the menu over and over again until I force OpenJK to close. I don't even have enough time to enter in the windowed command into OpenJK's console, so in order to run the game again I have to launch it with the windowed parameter. The same thing also happens when running in windowed mode but giving it a reasonably high resolution (something over 1280 x 1024). Is this something you guys can fix with the source code or is there something I need to do on my end to fix it?
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Steam isn't working for some reason. Whenever I add you it returns an error. EDIT: Nevermind it works now.
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I'm going into JKHub exile for a few more months so I won't be on here for a while. In case anyone wants to contact me add me on Steam.
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I do. I just need someone's email and I can send it to them.
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I got kind of pissed off after that last crash and deleted OpenJK. I don't think I'm going to use it again until it's stable, or until rend2 is available for JK2 HD.
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Webcam chat with Kyle.
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There's something off about the cloth making up his shirt. It looks stretched at certain places, making it look more like chain mail than a woven material
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@@Xycaleth That did it, I can see the texture now at least. My normal map must be awful though because I don't see any improvement. @@redsaurus no it's a .shader, does it have to be a .mtr to work? EDIT: ...and now, when I try to load the same map using the exact same procedure as before, OpenJK crashes.
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So I actually was able to compile the rend2 branch of OpenJK, and got it to run. So I proceeded to make a normal map of one of JA's textures. Here's my shader. textures/rift/floor1 { qer_editorimage textures/rift/floor1.jpg { map textures/rift/floor1.jpg rgbGen vertexLit } { stage normalparallaxmap map textures/rift/floor1/floor1_normal.jpg } }.Problem is, the game doesn't recognize some of the shader commands. What am I doing wrong? Is the game somehow not utilizing rend2?
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The textures I made could be modified to remove the fake shading and shadows if that's what you mean. I have the PSDs which makes each texture fully modifiable.
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Why would they be thrown out when rend2 is available? I would think higher resolutions would make rend2 look better.
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So now that this is officially part of JK2: HD I updated the first post, and I'm putting up the latest 'build' of my texture work so far. https://dl.dropboxusercontent.com/u/76548653/JK2_HighRes.pk3 So far there's only two levels that I know of that make good use of the textures. kejim_post - The door texture, control panel texture, some imperial screens, and one of the light panels are improved. doom_comm -The floor texture, and some imperial screens are done.
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A lot of these maps are probably already archived on my JK3Files mirror. http://www.box.com/jkarchive
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Many moons ago I worked on a Manaan level and I made some textures for it. Feel free to use mine if you want. My texturing skill was significantly worse then though since I was just getting started learning how to make textures in photoshop. Anyway, here they are. https://app.box.com/s/l55kosdm91hpdkr3qutx Included is an underwater skybox, above water skybox, hangar forcefield, several animated signs/scrolling message things in addition to some metal textures. See if there's anything in there worth using. I actually made a fairly nice door texture but I can't find it anywhere on my computer. Shader is included.
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OK, I copied jk2gamex86.dll to the OpenJK folder and now upon loading a map I get a white screen. After I click a few times the window closes, saying OpenJK has stopped working.
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Good news! It works now, thanks for the tip eez. I thought I had SP1 already installed. Guess I should have checked. EDIT: So I loaded up a map. Or tried. It says "Couldn't load game." (debug)OpenJK: v1.0.1.1 win_msvc-x86-debug Mar 9 2014 Initialising zone memory ..... ----- FS_Startup ----- Current search path: C:\Users\Rick_Rubin\Documents\My Games\OpenJK\base C:\Program Files (x86)\OpenJK\base\assets5.pk3 (4 files) C:\Program Files (x86)\OpenJK\base\assets2.pk3 (289 files) C:\Program Files (x86)\OpenJK\base\assets1.pk3 (8011 files) C:\Program Files (x86)\OpenJK\base\assets0.pk3 (6674 files) C:\Program Files (x86)\OpenJK\base ---------------------- 14978 files in pk3 files execing default.cfg execing openjk_sp.cfg couldn't exec autoexec_sp.cfg Running Jedi Outcast Mode ------- Input Initialization ------- Skipping check for DirectInput Joystick is not active. ------------------------------------ ----- Client Initialization ----- ----- Initializing Renderer ---- Trying to load "rdsp-vanilla_x86.dll" from "C:\Program Files (x86)\OpenJK"... ------------------------------- ----- Client Initialization Complete ----- --- Common Initialization Complete --- Initializing OpenGL subsystem ...initializing QGL succeeded ...setting mode -1: 1920 1080 FS ...using desktop display depth of 32 ...calling CDS: ok ...registered window class ...created window@0,0 (1920x1080) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...65 PFDs found ...hardware acceleration found ...PIXELFORMAT 2 selected ...creating GL context: succeeded ...making context current: succeeded Initializing OpenGL extensions ...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 WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...using GL_EXT_point_parameters ...GL_NV_point_sprite not found ...GL_NV_register_combiners not found GL_VENDOR: ATI Technologies Inc. GL_RENDERER: AMD Radeon HD 5700 Series GL_VERSION: 4.3.12618 Compatibility Profile Context 13.251.0.0 GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced 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_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object 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_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader 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_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_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced 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_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1080 fullscreen hz:60 GAMMA: hardware w/ 0 overbright bits rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 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 ------- Initializing DirectSound UI menu load time = 540 milli seconds ]devmap kejim_post ------ Server Initialization ------ (debug)OpenJK: v1.0.1.1 win_msvc-x86-debug Mar 9 2014 Server: kejim_post Loading shader text ..... ..... 1191 shader definitions loaded LoadLibrary("jk2gamex86.dll") failed ...reason: 'The specified module could not be found. ' ----- CL_Shutdown ----- Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...destroying window ...resetting display ...shutting down QGL ...unloading OpenGL DLL ----------------------- Shutting down cmShaderTable ..... Couldn't load game
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I do have VS2010, yes. There is text in the output box. This is the output: The C compiler identification is MSVC 16.0.30319.1 The CXX compiler identification is MSVC 16.0.30319.1 Check for working C compiler using: Visual Studio 10 Check for working C compiler using: Visual Studio 10 -- broken CMake Error at C:/Program Files (x86)/CMake 2.8/share/cmake-2.8/Modules/CMakeTestCCompiler.cmake:61 (message): The C compiler "C:/Program Files (x86)/Microsoft Visual Studio 10.0/VC/bin/cl.exe" is not able to compile a simple test program. It fails with the following output: Change Dir: C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp Run Build Command:C:\Windows\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe cmTryCompileExec1765506494.vcxproj /p:Configuration=Debug /p:VisualStudioVersion=10.0 Microsoft (R) Build Engine version 4.0.30319.18408 [Microsoft .NET Framework, version 4.0.30319.18444] Copyright (C) Microsoft Corporation. All rights reserved. Build started 3/9/2014 12:03:54 AM. Project "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" on node 1 (default targets). PrepareForBuild: Creating directory "cmTryCompileExec1765506494.dir\Debug\". Creating directory "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\Debug\". InitializeBuildStatus: Creating "cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.unsuccessfulbuild" because "AlwaysCreate" was specified. ClCompile: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\CL.exe /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D "CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"cmTryCompileExec1765506494.dir\Debug\\" /Fd"cmTryCompileExec1765506494.dir\Debug\vc100.pdb" /Gd /TC /analyze- /errorReport:queue testCCompiler.c Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 16.00.30319.01 for 80x86 Copyright (C) Microsoft Corporation. All rights reserved. cl /c /Zi /W3 /WX- /Od /Ob0 /Oy- /D WIN32 /D _WINDOWS /D _DEBUG /D "CMAKE_INTDIR=\"Debug\"" /D _MBCS /Gm- /RTC1 /MDd /GS /fp:precise /Zc:wchar_t /Zc:forScope /Fo"cmTryCompileExec1765506494.dir\Debug\\" /Fd"cmTryCompileExec1765506494.dir\Debug\vc100.pdb" /Gd /TC /analyze- /errorReport:queue testCCompiler.c testCCompiler.c ManifestResourceCompile: C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\bin\rc.exe /nologo /fo"cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.embed.manifest.res" cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494_manifest.rc Link: C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\bin\link.exe /ERRORREPORT:QUEUE /OUT:"C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\Debug\cmTryCompileExec1765506494.exe" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib /MANIFEST /ManifestFile:"cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.intermediate.manifest" /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp/Debug/cmTryCompileExec1765506494.pdb" /SUBSYSTEM:CONSOLE /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeTmp/Debug/cmTryCompileExec1765506494.lib" /MACHINE:X86 cmTryCompileExec1765506494.dir\Debug\cmTryCompileExec1765506494.exe.embed.manifest.res cmTryCompileExec1765506494.dir\Debug\testCCompiler.obj /machine:X86 /debug LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt [C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj] Done Building Project "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" (default targets) -- FAILED. Build FAILED. "C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj" (default target) (1) -> (Link target) -> LINK : fatal error LNK1123: failure during conversion to COFF: file invalid or corrupt [C:\Users\Rick_Rubin\My Code\OpenJK\build\CMakeFiles\CMakeTmp\cmTryCompileExec1765506494.vcxproj] 0 Warning(s) 1 Error(s) Time Elapsed 00:00:00.34 CMake will not be able to correctly generate this project. Call Stack (most recent call first): CMakeLists.txt:7 (project) Configuring incomplete, errors occurred! See also "C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeOutput.log". See also "C:/Users/Rick_Rubin/My Code/OpenJK/build/CMakeFiles/CMakeError.log".
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The same error occurs when clicking both buttons.
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And another thing, can this thread be moved to the JK2: HD forum? With eez' permission, I'm now making this a part of the JK2: HD project.