Closed Xeniac-at closed 11 years ago
+set com_jk2 1 on startup.
Thank you, very much! It works fine.
I'm really sorry, but i haven't found this information. Neither in the README, nor in the bugtracker, or with google. IMHO it would be a good idea to put it in the README.
btw. thanks for this great project!
I'm having this issue too, but when I attempt to run the command, I get a message that the variable is write protected. I've tried adding it as an argument, adding it to every cfg I can think of, etc.
It has to be added on the command-line (e.g. the "target" field of a shortcut, or .bat file)
That's the first thing I tried.
"S:\Jedi Outcast\GameData\openjk_sp.x86.exe" +set com_jk2 1
is what the shortcut links to
This was already fixed. Make sure you are up to date and not trying to set it from in game console. JK2 support is disabled by default now anyway though iirc (in the pre-built versions)
I just built the files last night, tried debug and release builds.
All the compiled files go in GameData, correct?
Anybody got an idea?
You could try putting the default value of com_jk2 to "1" instead of "0" in code/qcommon/common.cpp since you wish to use jk2.
Yeah, but I was hoping to use one binary for either game. I'll give it a go.
All that does is make jk2 the default.
But then I'll have the same issue trying to use that for JKA, right?
But the issue was with the jk2 related string code which was not functioning which is what trying the jk2 as default will fix.
I'm running the build right now, I'll give it a go, thanks!
The startup vars and cvar init code is slightly broken / incorrect in SP still compared to MP. Mind you I am at work right now and I also don't have jk2 so I can't don't anything at this time.
It looks like it's still broken...
Dunno then. As I said I don't have jk2 so not really familiar with the situation.
@thelolotov If you update to bb0894c is definitely a commit you'll want to update to even if it doesn't actually help the text problem.
Thanks, I'll give it a go!
Still not working, but thanks!
Is the game not set to english?
Set to English, just like my friend who's having the same problem. Using clean Steam files as resources.
@thelolotov what about now since xycaleth's attempted fix? Make sure to find build that includes it. The builds link in irc is nightly only now.
Issue still persists. There's just no text anywhere.
@thelolotov Try launching SP with this in the launch arguments:
"S:\Jedi Outcast\GameData\openjk_sp.x86.exe" +set com_jk2 1 +set logfile 2 +set developer 2
And then look for the qconsole.log
file in either S:\Jedi Outcast\GameData\base\
or My Documents\My Games\OpenJK\base\
, and post the contents of the file here please :)
It's fairly long, as such, here's a pastebin of it:
tl;dr it can't find a bunch of resources.
Might have possible fix later, but I have to be to work shortly.
Edit: actually try now with 1c5fd64
Anything changed?
Nope. Here's a new log:
As of: fb29f64
You should now see "Running Jedi Outcast Mode" in the console. If you see "Running Jedi Academy Mode" then there's an issue. If you don't see either at all then its probably something on your end. developer and logfile not required to see the print. probably best to leave it so you/we can see the output easier.
I'll try it tomorrow and report back, thanks!
And you've changed your cmake options to have BuildJK2Support be ON ?
It is needed, not just setting BuildJK2SPGame to ON.
Hey. I've got curios and played around. To see if this also happens with the "offical" buildbot builds. openjk-2013-07-09-fc5d54be-windows.zip from 09.07.2013 16:14 is the last build where the menufont is visible.
i hope this will help to narrow down the issue.
As mentioned already:
JK2 support is disabled by default now anyway though iirc (in the pre-built versions)
JK2 support is disabled by default. You need to compile the source code yourself, and explicitly enable JK2 support.
Okay, what's the point of having it disabled by default which has to be changed, and in addition, having a variable to enable it? I'm not mad, I'm just confused. I thought we were trying to combine the two engines.
Edit: And this should really be added to the readme...
It's mainly because JK2 support is still very early days at the moment and there's all sorts of problems with it. The other reason is that we are currently thinking of making JK2 separate from the JKA exe to make it easier for people to load and it's less of a coding headache as well.
Okay, so how do I enable JK2 support? What cmake file needs to be messed with?
No need to edit any files :) If you're running cmake using the GUI, then you should be able to tick the 'BuildJK2Support' box in the list of options. If you're running cmake on command line, then add -DBuildJK2Support=ON
to the run arguments.
So, "cmake .. -DBuildJK2Support=ON"
?
You might need to add the .. after the option. So something like this:
cmake -DBuildJK2Support=ON ..
But other than that, it looks good.
Alright, I'll build and report back, thanks!
Okay, that change, AND changing com_jk2 to 1, worked.
Thanks for all the help, guys.
Yeah sorry. Forgot to mention you still needed com_jk2 set to 1 but it looks like you figured it out. Glad we finally got there!
+set com_jk2 1 on startup.
can you be a little more spesific like do I just open the game and run the command on the command line or do something else???
There is no more com_jk2 since a long time.
There is a separate executable for it which isn't included in the provided openjk builds. If I can get the link to it someone can show you where to find the prebuilt OpenJO.
How to reproduce:
Hardware: Intel Core 7, with ATI Radeon 5500 under Windows 7 64bit.
Becourse i've seen the mapped keys, but nothing else in the menu, i thougt that it meight hat to do with my localized version. (Im German). So i set the Steam Language to English and waited until Jedi Outcast was updated. The original started in with an english menu, but openjk won't display any text.