JACoders / OpenJK

Community effort to maintain and improve Jedi Academy (SP & MP) + Jedi Outcast (SP only) released by Raven Software
GNU General Public License v2.0
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Intro cut scenes get frozen in some levels in jedi outcast #553

Open aronkihui opened 10 years ago

aronkihui commented 10 years ago

In the swamp level and Yavin Canyon (the next level) the animation get frozen when I restarted the mision. 1th time this doesn't happen but when I restart some of theses two levels the animation get frozen, but the sound still working and the rain still falling in the swamp leve. Is like the cut scene get frozen. In Yavin Cayon the 1th time Kyle have equipped the imperial assault rifle in the intro, if I restart the level, this time he have equipped the light saber :s and the intro get frozen. Running on OS X.

ensiform commented 10 years ago

Not sure if I have seen this. Description is a little bit hard toc understand.

aronkihui commented 10 years ago

ok Im going to show you a short record, but I must to get to Yavin Cayon first XD o maybe someone can give me the save data... Im going to search it somewhere for a while.

ensiform commented 10 years ago

Why not use map command ?

aronkihui commented 10 years ago

oooo right what is this?

aronkihui commented 10 years ago

Sorry I meant "which" is this XD but don't worry I found it and I uploaded the record. Up the sound volume. https://www.youtube.com/watch?v=Z8tfFya-ZEs&feature=youtu.be

ensiform commented 10 years ago

I get the opposite, but it never freezes. When loading yavin_canyon i see the bryar pistol one first. Then subsequent loads are with E11. But it still gets to the game every time.

ensiform commented 10 years ago

Yavin_swamp works fine every time for me.

aronkihui commented 10 years ago

Yavin_swamp level works fine to me now after I compiled the last updated source code and it fixed the reload level problem. The Yavin_Canyon problems persist. Remember that Im using OS X, maybe in windows and GNU/Linux isn't any trouble like this. What version of Jedi Outcast are you running and how can I know what version I have?

ensiform commented 10 years ago

The latest on my hard drive.

aronkihui commented 10 years ago

How can I know the version installed in my case?

ensiform commented 10 years ago

Considering you have to compile yourself, you should be checking where you got the source from. (git sha hash) It doesn't display ingame other than the compile date at the very first line of console or version cvar. Both of which aren't accurate unless you do a clean compile all the time.

As for, the actual version of the real game... You need to have the newest (1.04)

aronkihui commented 10 years ago

I execute in console mode the game, them I load for first time the Yavin_Canyon and the console shows: captura de pantalla 2014-06-22 a la s 16 53 14 When I restarted the level, this time I get this log: captura de pantalla 2014-06-22 a la s 16 55 08 It seems that all is well but the intro scene still get frizzed. Before the "done" line all is ok... in both logs.

ensiform commented 10 years ago

The condump is best way to get the log of console. It'll be saved in the my games openjo directory somewhere. Probably under base.

aronkihui commented 10 years ago

I was searching in my base folder and library folder but I can't find this file. I figure that I can get this file only in an engine crash, but, in this case the game doesn't crash :(. Only get frizzed as I mentioned but still working -_-.

ensiform commented 10 years ago

You have to execute the command first.

aronkihui commented 10 years ago

for causality is it condump? where do I execute it?

ensiform commented 10 years ago

In the console...

aronkihui commented 10 years ago

I dumped the file has you mentioned just after the frizz. It's similar to the OSX console log that I uploaded before. Here is the dumped file:

OpenJK: v1.0.1.1 macosx-x86 Jun  4 2014
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/Users/arongutierrez/Library/Application Support/OpenJO/base
/Applications/Juegos/Jedi Knight II - Jedi Outcast/Jedi Knight
II.app/Contents/MacOS/base
/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/assets3.pk3 (2181
files)
/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/assets2.pk3 (289
files)
/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/assets1.pk3 (8011
files)
/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/assets0.pk3 (6674
files)
/Applications/Juegos/Jedi Knight II - Jedi Outcast/base

----------------------
17155 files in pk3 files
execing default.cfg
execing openjo_sp.cfg
couldn't exec autoexec_sp.cfg
Running Jedi Outcast Mode
----- Client Initialization -----
----- Initializing Renderer ----
Trying to load "rdjosp-vanilla_x86.dylib" from "/Applications/Juegos/Jedi
Knight II - Jedi Outcast/Jedi Knight II.app/Contents/MacOS"...
Trying to load "rdjosp-vanilla_x86.dylib" from "/Applications/Juegos/Jedi
Knight II - Jedi Outcast"...
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -1: 1280 800
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '800x500 1024x640 1152x720 1280x800 720x480 640x480 800x600
1024x768'
GL_RENDERER: Intel HD Graphics 4000 OpenGL Engine
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 GL_ARB_multitexture
...GL_EXT_compiled_vertex_array not found
...GL_NV_register_combiners not found

GL_VENDOR: Intel Inc.
GL_RENDERER: Intel HD Graphics 4000 OpenGL Engine
GL_VERSION: 2.1 INTEL-8.26.34
GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects
GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow
GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
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_mirrored_repeat
GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label
GL_EXT_debug_marker GL_EXT_draw_buffers2 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_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture_array GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
GL_EXT_texture_lod_bias GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode
GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra
GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array
GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range
GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes
GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint
GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range
GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422 GL_ATI_separate_stencil GL_ATI_texture_env_combine3
GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip
GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp
GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection
GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 1280 x 800 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 0
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (8 of 16)
Dynamic Glow: disabled
Forcing glFinish

------- sound initialization -------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "coreaudio".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     44100
  Samples:  1024
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
UI menu load time = 185 milli seconds
Loading game "auto_yavin_canyon"...
------ Server Initialization ------
OpenJK: v1.0.1.1 macosx-x86 Jun  4 2014
Server: yavin_canyon
Sys_GetGameAPI(/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/jospgamex86.dylib): succeeded ...
------- Game Initialization -------
gamename: base
gamedate: Jun  4 2014
Parsing ext_data/NPCs.cfg
------ ICARUS Initialization ------
ICARUS version : 1.33
-----------------------------------
0 teams with 0 entities
-----------------------------------
-----------------------------------
Done.
UI menu load time = 9 milli seconds
Parsing menu file: ui/hud.menu
UI menu load time = 0 milli seconds
...loaded 20081 faces, 20 meshes, 62 trisurfs, 0 flares
WARNING: Couldn't find image for shader icons/w_icon_turret
WARNING: Couldn't find image for shader icons/w_icon_turret_na
WARNING: reused image gfx/hud/w_icon_atst with mixed glWrapClampMode parm
WARNING: reused image gfx/hud/w_icon_atstside with mixed glWrapClampMode parm
Loading game "auto_yavin_canyon"...
==== ShutdownGame ====
... ICARUS_Shutdown
... Reference Tags Cleared
... Navigation Data Cleared
... Ghoul2 Models Shutdown
------ Unloading Game ------
------ Server Initialization ------
OpenJK: v1.0.1.1 macosx-x86 Jun  4 2014
Server: yavin_canyon
Sys_GetGameAPI(/Applications/Juegos/Jedi Knight II - Jedi Outcast/base/jospgamex86.dylib): succeeded ...
------- Game Initialization -------
gamename: base
gamedate: Jun  4 2014
Parsing ext_data/NPCs.cfg
------ ICARUS Initialization ------
ICARUS version : 1.33
-----------------------------------
0 teams with 0 entities
-----------------------------------
-----------------------------------
Done.
UI menu load time = 9 milli seconds
Parsing menu file: ui/hud.menu
UI menu load time = 0 milli seconds
...loaded 20081 faces, 20 meshes, 62 trisurfs, 0 flares
WARNING: Couldn't find image for shader icons/w_icon_turret
WARNING: Couldn't find image for shader icons/w_icon_turret_na
WARNING: reused image gfx/hud/w_icon_atst with mixed glWrapClampMode parm
WARNING: reused image gfx/hud/w_icon_atstside with mixed glWrapClampMode parm
]condump log.txt
Dumped console text to log.txt.
ensiform commented 10 years ago

There's really nothing in the log that shows any sort of issues here.

redsaurus commented 10 years ago

This seems to be due to ClientBegin being called before the NPCs are ready for scripts to be run on them. Preventing the client from properly "connecting" for a few frames would stop the bug from occurring, but there might be a nicer way to fix this.

DT85 commented 1 year ago

Sorry to necro, but figured I'd put this here. I just finished another playthrough of openJK2 on Win10 and sometimes when I skip a cinematic, the next cinematic would freeze (eg. skip the level 1 intro vids and get to the cockpit cinematic, the script doesn't finish playing). Happens on any level most but not all the time. If I let the cinematics play, then it's fine. Nothing in the console, no warnings or crashes.