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jedioutcastlinux's Issues

X Error of failed request: BadRRCrtc (invalid Crtc parameter)

Get the following when trying to launch the game on 32-bit Ubuntu 12.04 LTS.

----- Client Initialization -----

----- Initializing Renderer ----

----- R_Init -----
Initializing OpenGL subsystem
...loading libGL.so.1: Initializing OpenGL display
...setting mode 3: 640 480
X Error of failed request: BadRRCrtc (invalid Crtc parameter)
Major opcode of failed request: 152 (RANDR)
Minor opcode of failed request: 20 (RRGetCrtcInfo)
Crtc id in failed request: 0x0
Serial number of failed request: 15
Current serial number in output stream: 15

Eye Strain (Glare)

In the first chapters, I had some eye strain after playing the game for medium periods, like many other Oculus games.
Just after I got the Light saber, the eye strain became much stronger, and just after some sort sessions.

So I suspect that's related to glare.
The fun fact is that I like the glare in this game, it only happens with objects that emit light themselves, not like in other games, that a white wall can have glare. But it gives me headache ...

Could you ad an option to filter the lights ? Some kind of reducing the brightness, but only for the most bright pixels, a kind of curve translation.

http://www.allaboutvision.com/cvs/irritated.htm

Compile error

Trying to build the game on Fedora 26, I get the following:

$ cmake ../code
-- The C compiler identification is GNU 7.1.1
-- The CXX compiler identification is GNU 7.1.1
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
Used Settings: Ovr0.5=0 Ovr0.8=0 Ovr1=1 OvrStatic=0 OpenHMD=0
system name: Linux
Detected platform: Win32=0 MacOS=0 Linux=1
EXTERNAL_LIB_PATH=/home/micmon/code/gaming/JediAcademyLinux.git/code/../3rdparty
Build Type: RELEASE
-- Configuring done
-- Generating done
-- Build files have been written to: /home/micmon/code/gaming/JediAcademyLinux.git/build

...

[ 34%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_misc.cpp.o
[ 34%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_misc_model.cpp.o
[ 34%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_missile.cpp.o
[ 34%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_mover.cpp.o
[ 35%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_nav.cpp.o
[ 35%] Building CXX object CMakeFiles/jagamehmdx86.dir/game/g_navigator.cpp.o
In file included from /home/micmon/code/gaming/JediAcademyLinux.git/code/game/../Ragl/graph_vs.h:106:0,
from /home/micmon/code/gaming/JediAcademyLinux.git/code/game/g_navigator.cpp:45:
/home/micmon/code/gaming/JediAcademyLinux.git/code/game/../Ragl/../Ratl/map_vs.h: In member function ‘ratl::set_base<T, IS_MULTI>::const_iterator ratl::set_base<T, IS_MULTI>::begin() const’:
/home/micmon/code/gaming/JediAcademyLinux.git/code/game/../Ragl/../Ratl/map_vs.h:1103:16: error: invalid use of ‘class ratl::set_base<T, IS_MULTI>::const_iterator’
return this->const_iterator(this, this->front());
^~~~~~~~~~~~~~
/home/micmon/code/gaming/JediAcademyLinux.git/code/game/../Ragl/../Ratl/map_vs.h: In member function ‘ratl::set_base<T, IS_MULTI>::const_iterator ratl::set_base<T, IS_MULTI>::rbegin() const’:
/home/micmon/code/gaming/JediAcademyLinux.git/code/game/../Ragl/../Ratl/map_vs.h:1111:16: error: invalid use of ‘class ratl::set_base<T, IS_MULTI>::const_iterator’
return this->const_iterator(this, this->back());
^~~~~~~~~~~~~~
make[2]: *** [CMakeFiles/jagamehmdx86.dir/build.make:2991: CMakeFiles/jagamehmdx86.dir/game/g_navigator.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:68: CMakeFiles/jagamehmdx86.dir/all] Error 2
make: *** [Makefile:84: all] Error 2

No background music

No background music is played in the main menu or during gameplay. A temporary workaround is adjusting the sound quality or toggling EAX in the options menu, but when I reload a saved game or restart the application, the music goes silent again.

I can reproduce this using both the binary in code/Release and the one I just created by compiling the latest source under Manjaro x86-64.

BadRROutput

JK2: v1.03 linux-i386 Apr 14 2013
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/drako/games/jedioutcast/base/assets2.pk3 (289 files)
/home/drako/games/jedioutcast/base/assets1.pk3 (8011 files)
/home/drako/games/jedioutcast/base/assets5.pk3 (4 files)
/home/drako/games/jedioutcast/base/assets0.pk3 (6674 files)
/home/drako/games/jedioutcast/base


14978 files in pk3 files
execing default.cfg
execing jk2config.cfg
couldn't exec autoexec.cfg
----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- ----- R_Init -----
Initializing OpenGL subsystem
...loading libGL.so.1: Initializing OpenGL display
...setting mode -1: 1366 768
X Error of failed request: BadRROutput (invalid Output parameter)
Major opcode of failed request: 139 (RANDR)
Minor opcode of failed request: 9 (RRGetOutputInfo)
Serial number of failed request: 13
Current serial number in output stream: 13

x86_64 build support

Hello:

Thank you so much for this wonderful work! I am so thankful that somebody took an opportunity to get this into a repository and begin working with it. Many kind thanks to the developers and contributors for this project.

I have been a fan of this particular game since its release over 10 years ago, and I have been a GNU/Linux user for longer so I think this is a win/win and my hat is off to those people who are working on this. Thank you.

I did have some questions and I am needing some help. I was able to get this to run perfectly on x86 but I am having a difficult time getting it to compile against x86_64. I have pasted the error messages I am seeing thus far.

[ 6%] Building CXX object CMakeFiles/jk2gamex86.dir/code/cgame/cg_camera.cpp.o
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp: In function ‘void CGCam_Track(const char_, float, float)’:
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp:523:26: error: cast from ‘char__’ to ‘int’ loses precision [-fpermissive]
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp:565:43: error: cast from ‘char__’ to ‘int’ loses precision [-fpermissive]
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp: In function ‘void CGCam_FollowUpdate()’:
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp:651:39: error: cast from ‘char__’ to ‘int’ loses precision [-fpermissive]
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp: In function ‘void CGCam_TrackEntUpdate()’:
/tmp/jk2/JediOutcastLinux/code/cgame/cg_camera.cpp:822:32: error: cast from ‘char__’ to ‘int’ loses precision [-fpermissive]
gmake[2]: *_* [CMakeFiles/jk2gamex86.dir/code/cgame/cg_camera.cpp.o] Error 1
gmake[1]: *** [CMakeFiles/jk2gamex86.dir/all] Error 2
gmake: *** [all] Error 2

Googling around, I see lots of posts for this kind of problem, and many different recommendations on what should be used instead of it, for 64bit systems. Some have suggested replacing the integer call with a call to "intptr_t" instead. There are lots of discussions about it, some heated - because I am not a code person, I don't know how to correctly implement this, nor do I know or understand what this call would do, so I think it's better for me to ask for help here and get people's ideas about it from here before I start tinkering.

Another poster on this project mentioned that they installed multilib (I suppose that this must be a arch linux or gentoo linux system for that user); this system I am working with here is an openSUSE GNU/Linux system that I am using and multilib was not available to me, but I did try to install 32bit compatible packages and I was able to get close, but I wasn't able to get a 32bit compatible binary/driver for my openGL driver/binary (that's compiled for x86_64 against this kernel). I am using the proprietary NVidia driver.

So I am hoping that the developers and maintainers for this project could examine these lines and perhaps decide if there is a way for the code to detect system architecture and be able to compensate for these cast / integers calls so they are compatible/successful on 64bit systems. I would be willing to test any patches and report my findings.

Please let me know your thoughts and if there is anything I could try then that would be great.

Thank you so much again for your work on this project.

No sound

Console output:

JK2: v1.03.01 linux-i386 Dec 29 2017
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/metalhead33/.jk2/base
./base/sdl_asset.pk3 (3 files)
./base/assets5.pk3 (4 files)
./base/assets2.pk3 (289 files)
./base/assets1.pk3 (8011 files)
./base/assets0.pk3 (6674 files)
./base


14981 files in pk3 files
execing default.cfg
execing jk2config.cfg
execing autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----

----- R_Init -----
Initializing OpenGL subsystem
...loading libGL.so.1: ...initializing QGL
succeeded
Initializing OpenGL display
...setting mode -1:
1360 768
Create Window 1360x768 at 536805376x536805376
set relative mouse.Using 8/8/8 Color bits, 24 depth, 0 stencil display.
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
...Using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
Opened Joystick 0
Number of Axes: 2
Number of Buttons: 10
Number of Balls: 0
Name: GreenAsia Inc. USB Joystick

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 960/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 387.34
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1360 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
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: disabled
Initializing Shaders
----- finished R_Init -----

------- sound initialization -------
OpenAL vendor string: OpenAL Community
OpenAL renderer string: OpenAL Soft
OpenAL version string: 1.1 ALSOFT 1.18.2
----- Sound Info -----
sound system is muted
-1 stereo
0 samples
0 samplebits
0 submission_chunk
0 speed
0x0 dma buffer
No background file.


--- ambient sound initialization ---
Sound memory manager started
UI menu load time = 273 milli seconds
----- Client Initialization Complete -----
--- Common Initialization Complete ---
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...shutting down QGL
...unloading OpenGL DLL

➜ GameData ./jk2sp
JK2: v1.03.01 linux-i386 Dec 29 2017
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/metalhead33/.jk2/base
./base/sdl_asset.pk3 (3 files)
./base/assets5.pk3 (4 files)
./base/assets2.pk3 (289 files)
./base/assets1.pk3 (8011 files)
./base/assets0.pk3 (6674 files)
./base


14981 files in pk3 files
execing default.cfg
execing jk2config.cfg
execing autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----

----- R_Init -----
Initializing OpenGL subsystem
...loading libGL.so.1: ...initializing QGL
succeeded
Initializing OpenGL display
...setting mode -1:
1360 768
Create Window 1360x768 at 536805376x536805376
set relative mouse.Using 8/8/8 Color bits, 24 depth, 0 stencil display.
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
...Using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
Opened Joystick 0
Number of Axes: 2
Number of Buttons: 10
Number of Balls: 0
Name: GreenAsia Inc. USB Joystick

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 960/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 387.34
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1360 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
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: disabled
Initializing Shaders
----- finished R_Init -----

------- sound initialization -------
OpenAL vendor string: OpenAL Community
OpenAL renderer string: OpenAL Soft
OpenAL version string: 1.1 ALSOFT 1.18.2
----- Sound Info -----
sound system is muted
-1 stereo
0 samples
0 samplebits
0 submission_chunk
0 speed
0x0 dma buffer
No background file.


--- ambient sound initialization ---
Sound memory manager started
UI menu load time = 255 milli seconds
----- Client Initialization Complete -----
--- Common Initialization Complete ---
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...shutting down QGL
...unloading OpenGL DLL

autoexec.cfg:

seta r_mode -1
seta r_customwidth "1360"
seta r_customheight "768"
seta cg_fov 90
seta s_UseOpenAL "1"
seta s_khz "48"
seta r_stereo "1"

Setting the audio to the default 22khz, s_UseOpenAL "0" or r_stereo "0" did not help either. Also, my Jack sound system is producing Xruns when the game is on.

I am on Gentoo Linux, Kernel version 4.14.8-r1. SDL2 2.0.7, Openal Soft 1.18.2, Alsa Lib 1.1.4.1, PulseAudio 11.1, Jack 1.9.10.

Linux Joystick support missing

There is some code for Linux joystick support in the multiplayer code folder.
Check this out and maybe port to single player.

Vive Support

Hello xLAva,

i loved JK2 my life long and for me it would be a dream to experence it
again in VR.

Actually i have made a simple setup with vorpx and its kinda playable, but im
not a programmer so i cant change things like camera movements in cutscenes.

is there any chance that this mod gets a vive support? I tried to start it with
ReVive but it doesnt work.

thanks for any response :)

failed to compile under linux-64bit

i cant compile this game under Archlinux 64bit.
it built and ran very good under Archlinux 32bit.

-- The C compiler identification is GNU 4.8.0
-- The CXX compiler identification is GNU 4.8.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Configuring done
-- Generating done
-- Build files have been written to: /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux
Scanning dependencies of target jk2gamex86
[ 0%] Building CXX object CMakeFiles/jk2gamex86.dir/code/cgame/FX_ATSTMain.cpp.o
In file included from /usr/include/c++/4.8.0/bits/stl_algo.h:59:0,
from /usr/include/c++/4.8.0/algorithm:62,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/../game/../icarus/Sequencer.h:18,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/../game/../icarus/icarus.h:28,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/../game/g_shared.h:7,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/cg_local.h:10,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/cg_headers.h:3,
from /home/wesley/packete/jedioutcastlinux-git/src/JediOutcastLinux/code/cgame/FX_ATSTMain.cpp:4:
/usr/include/c++/4.8.0/cstdlib:178:10: Fehler: expected unqualified-id before »__int128«
inline __int128
^
make[2]: *** [CMakeFiles/jk2gamex86.dir/code/cgame/FX_ATSTMain.cpp.o] Fehler 1
make[1]: *** [CMakeFiles/jk2gamex86.dir/all] Fehler 2
make: *** [all] Fehler 2

Compile error

My config: Ubuntu 16.04 LTS ( 64bits )
I checked all dependencies were installed and carefully followed instructions on BUILD.md but I always get this fail:

robin@c17-i4:~/My Games/JOL$ make
[ 55%] Built target jk2sp
[ 56%] Building CXX object CMakeFiles/jk2gamex86.dir/code/game/bg_pmove.cpp.o
/home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp: In function ‘int PM_TryRoll()’:
/home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp:2382:135: warning: narrowing conversion of ‘pm->pmove_t::gent->gentity_s::client->gclient_s::crouchheight’ from ‘int’ to ‘vec_t {aka float}’ inside { } [-Wnarrowing]
 ec3_t fwd, right, traceto, mins = {pm->mins[0],pm->mins[1],pm->mins[2]+STEPSIZE}, maxs = {pm->maxs[0],pm->maxs[1],pm->gent->client->crouchheigh
                                                                                                                                     ^
/home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp: In function ‘void PM_FootSlopeTrace(float*, float*)’:
/home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp:4314:59: error: ‘isnan’ was not declared in this scope
   if ( _isnan( pm->gent->client->renderInfo.footLPoint[i] )
                                                           ^
/home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp:4314:59: note: suggested alternative:
In file included from /usr/include/c++/5/random:38:0,
                 from /usr/include/c++/5/bits/stl_algo.h:66,
                 from /usr/include/c++/5/algorithm:62,
                 from /home/robin/My Games/JediOutcastLinux/code/game/../icarus/Sequencer.h:18,
                 from /home/robin/My Games/JediOutcastLinux/code/game/../icarus/icarus.h:28,
                 from /home/robin/My Games/JediOutcastLinux/code/game/g_shared.h:7,
                 from /home/robin/My Games/JediOutcastLinux/code/game/bg_pmove.cpp:12:
/usr/include/c++/5/cmath:641:5: note:   ‘std::isnan’
     isnan(_Tp __x)
     ^
CMakeFiles/jk2gamex86.dir/build.make:1934: recipe for target 'CMakeFiles/jk2gamex86.dir/code/game/bg_pmove.cpp.o' failed
make[2]: *** [CMakeFiles/jk2gamex86.dir/code/game/bg_pmove.cpp.o] Error 1
CMakeFiles/Makefile2:104: recipe for target 'CMakeFiles/jk2gamex86.dir/all' failed
make[1]: *** [CMakeFiles/jk2gamex86.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2

Any ideas?

Linking errors

jk2 compilation fails with error

[ 46%] Built target jk2gamex86
Linking CXX executable jk2sp
CMakeFiles/jk2sp.dir/code/linux/linux_glimp.cpp.o: In function `GLW_SetMode(char const*, int, int)':
linux_glimp.cpp:(.text+0x15f4): undefined reference to `X11DRV_XF86VM_Init(_XDisplay*)'
linux_glimp.cpp:(.text+0x15f9): undefined reference to `WG_CheckHardwareGamma()'
CMakeFiles/jk2sp.dir/code/linux/linux_glimp.cpp.o: In function `GLimp_Shutdown()':
linux_glimp.cpp:(.text+0x251a): undefined reference to `WG_RestoreGamma()'
CMakeFiles/jk2sp.dir/code/renderer/tr_image.cpp.o: In function `R_SetColorMappings()':
tr_image.cpp:(.text+0x47c6): undefined reference to `GLimp_SetGamma(unsigned char*, unsigned char*, unsigned char*)'
collect2: выполнение ld завершилось с кодом возврата 1
make[2]: *** [jk2sp] Ошибка 1
make[1]: *** [CMakeFiles/jk2sp.dir/all] Ошибка 2
make: *** [all] Ошибка 2

Game crashes on startup

Works fine without VR but gives me the jk2sp.exe has stopped working error whenever I try to play with the rift. It opens the console and last thing it says before crashing is "Create window 2160x1200 at 536805376x536805376"

I manage to run it with compatibility mode on but then it disables VR. Have tried with both the steam and original CD copy of the game. Same thing with Jedi academy VR by the way. Running a 64 bit Win 7.

dlclose -> dlopen is not working problerly

dlclose -> dlopen is not working problerly.
A lot of variables are not reseted!
This might cause the level 4 bug.

On the second dlopen the variables are still there.
It looks like the dlclose is not unloading the library.

Crashes with "Error: Could not open string package 'KEYNAMES'"

I've moved everything as according to the readme, but the game crashes with the following error:
"Error: Could not open string package 'KEYNAMES'"

I'm running ArchLinux x64.

The full terminal output is:
[marcus@archlinux-desktop Release]$ ./jk2sp
JK2: v1.03 linux-i386 Apr 15 2013
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/marcus/GAMES/jedi2outcast/JediOutcastLinux/code/Release/base/assets1.pk3 (8011 files)
/home/marcus/GAMES/jedi2outcast/JediOutcastLinux/code/Release/base/assets0.pk3 (6674 files)
/home/marcus/GAMES/jedi2outcast/JediOutcastLinux/code/Release/base


14685 files in pk3 files
execing default.cfg
couldn't exec jk2config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- CL_Shutdown -----


Error: Could not open string package 'KEYNAMES'

Ubuntu Library Incompatabilities

On 64-bit Ubuntu 12.04 installation of libxxf86dga1:i386 causes the removal of

Removing brasero ...
Removing ubuntu-desktop ...
Removing gnome-media ...
Removing gnome-session ...
Removing nautilus-share ...
Removing nautilus-sendto ...
Removing nautilus ...
Removing gvfs-fuse ...
Removing gvfs-backends ...
Removing gvfs ...
Removing gvfs-daemons ...
Removing xorg ...
Removing x11-utils ...
Removing libxxf86dga1 ...

which requires the user to reinstall them after playing the game or not be able to log in after a reboot.

Work around:

sudo apt-get install libxxf86dga1:i386
./jasp
sudo apt-get install libxxf86dga1:amd64
sudo apt-get install ubuntu-desktop

cpack and TravisCI for packages

Maybe you could add .deb and .rpm files specified with cpack instructions for Ubuntu/Debian and Fedora and than add a .travis.yml which specifies matrices and dependencies and automatically builds the packages.

For example for Fedora you need the dependencies like:
mesa-libGL-devel.i686
etc.

Robot direction bug

When you take remote control of a robot (an R5-D4 for example), and you try to go forward, the robot often goes in other directions.

Often it goes left when I push forward, and right when I push backwars, but that can change, and I don't know on what it depends.

The game goes partial blackscreen and mouse lock on fullscreen

Hi,

As it stated in the title, when I try to launch the game on fullscreen mode, only left upper side of the screen is visible and the rest is black. Mouse is not usable, simply does not move. When I quit the game, the OS remains partial blackscreen as it happened in the game. Only way that I can return to normal screen is to reboot the system. I suspect some sort of Xorg issue but I am not sure... I have two graphics card in my laptop, only dedicated Nvidia card is in use. Here are some details.

System: Linux Mint 17.3 Mate x64

`$ sudo lshw -c video
*-display
açıklama: VGA compatible controller
ürün: Sky Lake Integrated Graphics
üretici: Intel Corporation
physical id: 2
bus info: pci@0000:00:02.0
sürüm: 07
genişlik: 64 bits
saat: 33MHz
kapasiteler: pciexpress msi pm vga_controller bus_master cap_list rom
yapılandırma: driver=i915_bpo latency=0
kaynaklar: irq:279 bellek:d2000000-d2ffffff bellek:b0000000-bfffffff ioport:e000(boyut=64)

*-display
açıklama: 3D controller
ürün: GM108M [GeForce 940M]
üretici: NVIDIA Corporation
physical id: 0
bus info: pci@0000:01:00.0
sürüm: a2
genişlik: 64 bits
saat: 33MHz
kapasiteler: pm msi pciexpress bus_master cap_list
yapılandırma: driver=nvidia latency=0
kaynaklar: irq:284 bellek:d3000000-d3ffffff bellek:c0000000-cfffffff bellek:d0000000-d1ffffff ioport:d000(boyut=128)`

`$ /usr/lib/nux/unity_support_test --print
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 940M/PCIe/SSE2
OpenGL version string: 4.5.0 NVIDIA 364.19

Not software rendered: yes
Not blacklisted: yes
GLX fbconfig: yes
GLX texture from pixmap: yes
GL npot or rect textures: yes
GL vertex program: yes
GL fragment program: yes
GL vertex buffer object: yes
GL framebuffer object: yes
GL version is 1.4+: yes

Unity 3D supported: yes`

Please inform me if further information is required. Thank you.

Regards.

Not starting on 13.04

on 13.04, even copying the base folder from the original game it won't start. This is the output:
JK2: v1.03 linux-i386 Apr 15 2013
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/xxx/Downloads/JediOutcastLinux-JediOutcastLinux/code/Release/base


0 files in pk3 files
Error: Invalid product identification

error compilation on Ubuntu

Hello,

If I try to compile JOL, compilation failed :
$ git clone https://github.com/xLAva/JediOutcastLinux.git
$ cd JediOutcastLinux
$ mkdir Build
$ cd Build
$ cmake ..
-- The C compiler identification is GNU 7.2.0
-- The CXX compiler identification is GNU 7.2.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
system name: Linux
Detected platform: Win32=0 MacOS=0 Linux=1
Build Type: RELEASE
-- Configuring done
-- Generating done
-- Build files have been written to: /home/legluondunet/Bureau/JediOutcastLinux/JediOutcastLinux
$ make
Scanning dependencies of target jk2gamex86
[ 0%] Building CXX object CMakeFiles/jk2gamex86.dir/code/qcommon/tri_coll_test.cpp.o
In file included from /usr/include/c++/7/math.h:36:0,
from /home/legluondunet/Bureau/JediOutcastLinux/JediOutcastLinux/code/qcommon/../game/../game/q_shared.h:35,
from /home/legluondunet/Bureau/JediOutcastLinux/JediOutcastLinux/code/qcommon/../game/common_headers.h:6,
from /home/legluondunet/Bureau/JediOutcastLinux/JediOutcastLinux/code/qcommon/tri_coll_test.cpp:16:
/usr/include/c++/7/cmath:41:10: fatal error: bits/c++config.h: Aucun fichier ou dossier de ce type
#include <bits/c++config.h>
^~~~~~~~~~~~~~~~~~
compilation terminated.
CMakeFiles/jk2gamex86.dir/build.make:62 : la recette pour la cible « CMakeFiles/jk2gamex86.dir/code/qcommon/tri_coll_test.cpp.o » a échouée
make[2]: *** [CMakeFiles/jk2gamex86.dir/code/qcommon/tri_coll_test.cpp.o] Erreur 1
CMakeFiles/Makefile2:67 : la recette pour la cible « CMakeFiles/jk2gamex86.dir/all » a échouée
make[1]: *** [CMakeFiles/jk2gamex86.dir/all] Erreur 2
Makefile:83 : la recette pour la cible « all » a échouée
make: *** [all] Erreur 2

Thank you for your help.

JOL git 8 october 2017
Config:
Ubuntu 17.10 Artful Aardvark 64 bits - NVIDIA GeForce GTX 770 - official Ubuntu Nvidia drivers 384.90 - 1920x1080 - Processor Intel i5-3570 3,4 Ghz - 8 Go RAM

Ubuntu 14.04 LTS support

Hey guys!

I followed the instructions in the following link to install PlayOnLinux and to get the game working:
http://www.gamersonlinux.com/forum/threads/jedi-knight-ii-jedi-outcast-guide.617/

However, when executing the ..../Release/jk2sp the following error occurs:

$ ./jk2sp
./jk2sp: error while loading shared libraries: libopenal.so.1: cannot open shared object file: No such file or directory

I soft linked the libopal.so.1 in /user/lib/x86_64-linux-gnu/libopenal.so.1 and then an error hit regarding the type of ELF file. I think it might be a 64bit issue since my system is a 64bit Ubuntu 14.04 LTS.

Has anyone got it to work on 64bit 14.04? If not, I just might look into porting it if given some direction. I have experience with cmake, gcc/g++ etc. I just need some info regarding the build configuration/flags etc and whatever else might be needed.

Cheers,

Vassilis.

Recenter View

Is there a way to manually map a button to reset VR view? I play standing and the gun will drift away from me as I'm turning around.

You mention in another post that a button should be mapped by default, but it doesn't work for me on an Xbox One controller (I tried every button). I have the same issue in Jedi Academy, even after installing the extra "assets4.pk3" file. The controls work fine otherwise.

Segment crash on Fedora 18 compiled with both gcc 4.6 and 4.8

[knutjbj@super-knut build]$ gdb ./jk2gamex86.so
GNU gdb (GDB) Fedora (7.6-34.fc19)
Copyright (C) 2013 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later http://gnu.org/licenses/gpl.html
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law. Type "show copying"
and "show warranty" for details.
This GDB was configured as "x86_64-redhat-linux-gnu".
For bug reporting instructions, please see:
http://www.gnu.org/software/gdb/bugs/...
Reading symbols from /home/knutjbj/source/jedi/JediOutcastLinux/build/jk2gamex86.so...done.
(gdb) run
Starting program: /home/knutjbj/source/jedi/JediOutcastLinux/build/jk2gamex86.so

Program received signal SIGSEGV, Segmentation fault.
0x565951b6 in PM_FallToDeath() ()

Night googles and others

When you select googles for nigth vision (or others), you see 1m in front of you like a square plate of metal, with a hole filled with cristal, and some HUD on it.

That thing should be close to your eyes, limiting your vision, like this:

https://youtu.be/dtwIWmYHX7I?t=792

Segfault

OpenSUSE Tumbleweed. Code compiled without any real problems once I had the correct RPM's installed. Couldn't run the executable.

jsevans@jserver:~/temp/jedi> ./jk2sp 
JK2: v1.03.01 linux-i386 Dec 16 2017
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/jsevans/.jk2/base/assets5.pk3 (4 files)
/home/jsevans/.jk2/base/assets2.pk3 (289 files)
/home/jsevans/.jk2/base/assets1.pk3 (8011 files)
/home/jsevans/.jk2/base/assets0.pk3 (6674 files)
/home/jsevans/.jk2/base
./base

----------------------
14978 files in pk3 files
execing default.cfg
execing jk2config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- R_Init -----
Initializing OpenGL subsystem
process 19948: arguments to dbus_message_new_method_call() were incorrect, assertion "path != NULL" failed in file dbus-message.c line 1367.
This is normally a bug in some application using the D-Bus library.
  D-Bus not built with -rdynamic so unable to print a backtrace
Aborted (core dumped)

core.jk2sp.19948.tar.gz

Sound and Object Position - not correct

The volume of moving objects is not turned down if the move away from the camera.
This is specially annoying if some droids are bleeping away in full volume during cut scenes.

AT-ST Camera

When you control the AT-ST in the 22nd chepter, the camera is in 3rd person, and the AT-ST doesn't let you see were you are aiming most of the time.

I don't know if 1st person camera would work here, but in case of using 3rd person, it has to ve moved to the right or something, since the AT-ST is so big it hides the targets.

game crash immediately

~/media/games/jedioutcast$ ./jk2sp
~/media/games/jedioutcast$ ./jk2sp
JK2: v1.03 linux-i386 Aug 4 2013
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/mdomann/.jk2/base
./base/assets1.pk3 (8011 files)
./base/assets0.pk3 (6674 files)
./base


14685 files in pk3 files
execing default.cfg
execing jk2config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----

----- CL_Shutdown -----

Error: Could not open string package 'KEYNAMES'

Debian Sid
dpkg -l|grep libopenal
ii libopenal-data 1:1.14-4 all Software implementation of the OpenAL API (data files)
ii libopenal-dev:amd64 1:1.14-4 amd64 Software implementation of the OpenAL API (development files)
ii libopenal1:amd64 1:1.14-4 amd64 Software implementation of the OpenAL API (shared library)
ii libopenal1:i386 1:1.14-4 i386 Software implementation of the OpenAL API (shared library)

Any suggestions?
thanks for porting the games. Micha

auto fires when loading save game

When loading from a saved game, sometimes a shot is fired immediately. Usually it's just a single shot, but recently I had a case where the rifle was stuck in alternate fire; I had to try a few times to load that game without it auto firing.

Games Fails to Compile on Mint 18.1 x64

I'm trying to build from scratch, having made a few minor alterations to how Force Powers function and behave, but it fails when I try to make it, first because of missing files:

Terminal Output from the first run:

-- The C compiler identification is GNU 5.4.0
-- The CXX compiler identification is GNU 5.4.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done
-- Generating done
-- Build files have been written to: /home/seann/jk2-src/jk2sp
seann@black-beast:~/src/jk2sp $ make
Scanning dependencies of target New_Outcast
[  0%] Building CXX object CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o
/home/seann/jk2-src/JediOutcastLinux/code/0_compiled_first/0_SH_Leak.cpp:6:21: fatal error: windows.h: No such file or directory
 #include <windows.h>
                     ^
compilation terminated.
CMakeFiles/New_Outcast.dir/build.make:62: recipe for target 'CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o' failed
make[2]: *** [CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o] Error 1
CMakeFiles/Makefile2:67: recipe for target 'CMakeFiles/New_Outcast.dir/all' failed
make[1]: *** [CMakeFiles/New_Outcast.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2

So, I removed the offending line and tried again, this time with a new fail:

Scanning dependencies of target New_Outcast
[  0%] Building CXX object CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o
/home/seann/jk2-src/JediOutcastLinux/code/0_compiled_first/0_SH_Leak.cpp:8:35: fatal error: ..\smartheap\smrtheap.h: No such file or directory
 #include "..\smartheap\smrtheap.h"
                                   ^
compilation terminated.
CMakeFiles/New_Outcast.dir/build.make:62: recipe for target 'CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o' failed
make[2]: *** [CMakeFiles/New_Outcast.dir/code/0_compiled_first/0_SH_Leak.cpp.o] Error 1
CMakeFiles/Makefile2:67: recipe for target 'CMakeFiles/New_Outcast.dir/all' failed
make[1]: *** [CMakeFiles/New_Outcast.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2

Upon looking closer, I see that the entire smartheap directory is missing, as well as windows.h and they don't appear to be present in your source tree either. CODE-mp/smartheap exists, however, so I copied that over and after fixing the filenames from ALL CAPS, I deleted the build folder contents and ran it again, and this is what I got:

-- The C compiler identification is GNU 5.4.0
-- The CXX compiler identification is GNU 5.4.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
system name: Linux
Detected platform: Win32=0 MacOS=0 Linux=1
Build Type: Debug
-- Configuring done
-- Generating done
-- Build files have been written to: /home/seann/jk2-src/jk2sp
seann@black-beast:~/jk2-src/jk2sp $ make
Scanning dependencies of target jk2sp
[  1%] Building CXX object CMakeFiles/jk2sp.dir/code/game/genericparser2.cpp.o
[  1%] Building CXX object CMakeFiles/jk2sp.dir/code/game/q_math.cpp.o
[  1%] Building CXX object CMakeFiles/jk2sp.dir/code/game/q_shared.cpp.o
[  2%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_cgame.cpp.o
[  2%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_cin.cpp.o
[  2%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_console.cpp.o
[  3%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_input.cpp.o
[  3%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_keys.cpp.o
[  3%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_main.cpp.o
[  4%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_mp3.cpp.o
[  4%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_parse.cpp.o
[  5%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_scrn.cpp.o
[  5%] Building CXX object CMakeFiles/jk2sp.dir/code/client/cl_ui.cpp.o
[  5%] Building CXX object CMakeFiles/jk2sp.dir/code/client/snd_ambient.cpp.o
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetTimeBetweenWaves(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:252:78: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
  sscanf( parseBuffer+parsePos, "%s %d %d", &tempBuffer, &startTime, &endTime );
                                                                              ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetSubWaves(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:286:65: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
  sscanf( parseBuffer+parsePos, "%s %s", &tempBuffer, &dirBuffer ); 
                                                                 ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:286:65: warning: format ‘%s’ expects argument of type ‘char*’, but argument 4 has type ‘char (*)[512]’ [-Wformat=]
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:295:51: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[256]’ [-Wformat=]
   sscanf( parseBuffer+parsePos, "%s", &waveBuffer );
                                                   ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetLoopedWave(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:346:66: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
  sscanf( parseBuffer+parsePos, "%s %s", &tempBuffer, &waveBuffer );
                                                                  ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:346:66: warning: format ‘%s’ expects argument of type ‘char*’, but argument 4 has type ‘char (*)[256]’ [-Wformat=]
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetVolumeRange(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:375:68: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
  sscanf( parseBuffer+parsePos, "%s %d %d", &tempBuffer, &min, &max );
                                                                    ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetRadius(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:405:66: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
  sscanf( parseBuffer+parsePos, "%s %d", &tempBuffer, &set.radius );
                                                                  ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetGeneralSet(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:423:72: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
   int iFieldsScanned = sscanf( parseBuffer+parsePos, "%s", &tempBuffer );
                                                                        ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetLocalSet(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:482:72: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
   int iFieldsScanned = sscanf( parseBuffer+parsePos, "%s", &tempBuffer );
                                                                        ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_GetBModelSet(ambientSet_t&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:545:72: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
   int iFieldsScanned = sscanf( parseBuffer+parsePos, "%s", &tempBuffer );
                                                                        ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘int AS_ParseSet(int, CSetGroup&)’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:614:52: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
    sscanf( parseBuffer+parsePos, "%s", &tempBuffer );
                                                    ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp: In function ‘void AS_ParseHeader()’:
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:655:51: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
   sscanf( parseBuffer+parsePos, "%s", &tempBuffer );
                                                   ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:662:68: warning: format ‘%s’ expects argument of type ‘char*’, but argument 3 has type ‘char (*)[1024]’ [-Wformat=]
    sscanf( parseBuffer+parsePos, "%s %s", &tempBuffer, &typeBuffer );
                                                                    ^
/home/seann/jk2-src/JediOutcastLinux/code/client/snd_ambient.cpp:662:68: warning: format ‘%s’ expects argument of type ‘char*’, but argument 4 has type ‘char (*)[128]’ [-Wformat=]
[  6%] Building CXX object CMakeFiles/jk2sp.dir/code/client/snd_dma.cpp.o
[  6%] Building CXX object CMakeFiles/jk2sp.dir/code/client/snd_mem.cpp.o
[  6%] Building CXX object CMakeFiles/jk2sp.dir/code/client/snd_mix.cpp.o
[  7%] Building CXX object CMakeFiles/jk2sp.dir/code/client/snd_music.cpp.o
[  7%] Building CXX object CMakeFiles/jk2sp.dir/code/client/vmachine.cpp.o
[  7%] Building CXX object CMakeFiles/jk2sp.dir/code/encryption/buffer.cpp.o
[  8%] Building CXX object CMakeFiles/jk2sp.dir/code/encryption/cpp_interface.cpp.o
[  8%] Building CXX object CMakeFiles/jk2sp.dir/code/encryption/sockets.cpp.o
[  8%] Building CXX object CMakeFiles/jk2sp.dir/code/ghoul2/G2_API.cpp.o
In file included from /home/seann/jk2-src/JediOutcastLinux/code/ghoul2/G2_API.cpp:27:0:
/home/seann/jk2-src/JediOutcastLinux/code/ghoul2/../qcommon/miniheap.h: In constructor ‘CMiniHeap::CMiniHeap(int)’:
/home/seann/jk2-src/JediOutcastLinux/code/ghoul2/../qcommon/miniheap.h:25:9: error: ‘nullptr’ was not declared in this scope
  :mHeap(nullptr)
         ^
CMakeFiles/jk2sp.dir/build.make:590: recipe for target 'CMakeFiles/jk2sp.dir/code/ghoul2/G2_API.cpp.o' failed
make[2]: *** [CMakeFiles/jk2sp.dir/code/ghoul2/G2_API.cpp.o] Error 1
CMakeFiles/Makefile2:67: recipe for target 'CMakeFiles/jk2sp.dir/all' failed
make[1]: *** [CMakeFiles/jk2sp.dir/all] Error 2
Makefile:83: recipe for target 'all' failed
make: *** [all] Error 2
seann@black-beast:~/jk2-src/jk2sp $

What am I missing? The Full cmake log is at https://paste.ee/p/6LiI3 if that helps at all.

Can't remove console

As in most Q3 engine-powered games, you can bring up console, by pressing '~' on keyboard. However, upon pressing it again, it doesn't disappear, as it usually does in other Q3-engined games. I've found only one way to remove it, by pressing 'Esc' to bring up game menu, and then returning to game, by pressing 'Esc' again.

Certainly, its not a critical issue :) But I find it slightly annoying.

P.S. If I have time, I'll look into it myself as well.

tty breaks the game

If you go to an external tty(control + alt + function keys 1 -5), when you return to the game the keyboard will sees to work.

99 Savegames :(

You're only allowed to have 99 saves at a time. I didn't know this until I couldn't save anymore. After deleting all of my saves to make room for new saves, the game glitches out.

Shadows

Hi, thanks for the linux port

I can see in the photos plus.google that the characters have shadows but I don't see in my game

I have select:

  • Detailed Sahders: on
  • Dinamic lights: on
  • Shadow: volumetric

other information:

GL_VENDOR: Intel Open Source Technology Center
GL_RENDERER: Mesa DRI Mobile Intel® GM45 Express Chipset x86/MMX/SSE2
GL_VERSION: 2.1 Mesa 9.1.1
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 8

I use arch linux 64bits, and I used the latest version of git https://aur.archlinux.org/packages/jedioutcastlinux-git/

Player Height

Congratulations for there amazing VR Remasters !!!!!
I wish the game had Steam Workshop, so everybody could easily access it, even people that are afraid of copying files.

If I play seated, the weapons are too high ? I guess yo get the height from the Oculus API ...
Is There a way to change the config for playing seated ? Any hint of where should I look ?

game crashes on "bespin_platform" boss fight

Hi ive been playing through the game without much trouble so far, great job in getting it to run this well!.

On the level (according to save file) "bespin_platform" i started getting hit with game crashes. it happened twice during the level but seems to be reproducible during the "boss fight" against desann's apprentice because i cant get through it without it crashing.

I can probably get past this by manually switching maps but i wanted to report it in case this problem isnt a local occurrence on my own system.

I compiled and ran it with the (as of today) latest available source. commit c454e39

Active cheats: god mode

MAX_ROFFS count exceeded

Com_TouchMemory: 87703183 bytes, 0 msec
^6FS_ReadFile: models/players/gonk/model_default.skin NOT PRECACHED!
^6FS_ReadFile: models/players/imperial/model_commander.skin NOT PRECACHED!
^1MAX_ROFFS count exceeded. Skipping load of .ROF 'artus_detention/bridge_track3'
^1MAX_ROFFS count exceeded. Skipping load of .ROF 'artus_detention/bridge_track2'
^1MAX_ROFFS count exceeded. Skipping load of .ROF 'artus_detention/bridge_track1'

Brightness slider does nothing

Has anyone else noticed that the brightness slider actually does nothing on this build?

I had to turn up the "gamma" setting manually in the config files to 1.6 to make things actually visible.

Edit > Okay so my request then is the hardware gamma support for Linux :)

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