Release Jedi Knight 3: Jedi Academy


As the new used game from Amazon Markerplace just arived Today at Home
I did install it and now it works great on my First Batch Edition
Somethimes, it dit some crashes but now, i aktivatet my 80o mb Swapfile so it should now work..
Im on the Training Area..
I dont know its now better whit the Batterie i just gave it a try to see if it works..
 
I would love some Heretic 2 but that is not really possible without the source from Raven.


Was one of my favorites at the time and had a linux version back then.
 
Played today for an Hour, the Batterie meter has dropped from 95 to 85 Percent,
10 % a Hour for such a game should be more than ok,
You can drive our Car whit 8 liter per 100 km, but if you add a heavy trailer on it, it need s maybee 20 liter per 100 km..
Its also on the Pandora: if you only doo Office Work its last longer than on N64 Emulator or the Jedi Knight Games..
 
New build, like JK2, with the ability to disable OpenAL for better performance and better sound, and refined layout with direct access to force power.

Build 02

-----------

  • Added ability to disable use of OpenAL (unselect EAX). It was forced on before. Better performances, and some buggin sounds solved.
  • New refined default layout, with direct Force access, thanks to Askarus (no need to delete, you will have a question to upgrade or not)
 
I just tried to install Jedi Acdemy, but it does not work. I installed the steam version on my computer & copied all the files from steam to Appdata/jediacademy.

I can launch the game & start a new game, but it does exit just before it gets to the game itself.

Any ideas on how to make it work ?
 
I just tried to install Jedi Acdemy, but it does not work. I installed the steam version on my computer & copied all the files from steam to Appdata/jediacademy.

I can launch the game & start a new game, but it does exit just before it gets to the game itself.

Any ideas on how to make it work ?
You need just the "base" folder, not all the exe and dll.

Just "base" inside appdata/jediacademy
 
New build on the repo.

With many fixes & optimizations to the GLES renderer. You can now choose Volumetric Shadows (they are nice), and you see Effects that wheren't shown before, like the rain in the early Yavin tutorial.

 

Build 03
-----------


  • Many GLES optimisation, especialy in volumetric shadow and "quicksprite" (used on many surface). Better framerates
  • Many fixes to GLES renderer (mainly weather effect and shadow).
  • Fixed Mouse Y axis acceleration, that should be slower and not faster than X axis
  • Some fixes/refinement in the launch script
 
Last edited by a moderator:
Thanks PtitSeb, this is great to play in the Pandora. There is a very minor issue. When launching the game without the proper data the message that appears points to copy the data files to appdata/jedioutcast.
 
Thanks PtitSeb, this is great to play in the Pandora. There is a very minor issue. When launching the game without the proper data the message that appears points to copy the data files to appdata/jedioutcast.
Oh :( I have forgotten this one. I'll update the file so for next update, it will be good.
 
New build, in sync with JK2.

So analog left nub is working here too.

Build 04
-----------


  • Added Joystick support, in true analogic mode (including a rolling-evade that works)
  • Configure Left Nub as Joystick
  • New default config file (optionnal) to automaticaly use the nub joystick.
  • Toggle Crouch (smart version, that doesn't interfere with evade action)
  • Added 2 config file to change behavour of nubs (see left_nub and right_nub in the home folder of appdata)
  • Use Right shoulder for Left clic and Left Shoulder for Right clic
 
Hi, I'm trying to Jedi Academy on Maemo5/N900. I checked code from github, this seems to be latest commit: 9e5cb3f8dc00213152acbc7edb7cbd3c254a7b08

Compiling with this:


cmake .. -DCROUCH:boolean=ON -DPANDORA:boolean=ON
make
I needed to disable NEON, unless I get multiple errors:


JediAcademyLinux/code/game/neon_math.h:126:31: error: invalid operands of types 'const float' and 'float32x2_t {aka __vector(2) __builtin_neon_sf}' to binary 'operator*'

Any ideas?

Disabling NEON will help


CMakeLists.txt
 if(PANDORA)
-       add_definitions(-DPANDORA -DHAVE_GLES -DARM -DNEON -DAUTOAIM)
+       add_definitions(-DPANDORA -DHAVE_GLES -DARM -DAUTOAIM)
 endif()
---

Next issue. Compiling without DJOYSTICK will fail:


JediAcademyLinux/code/linux/linux_glimp.cpp:2311:13: error: 'IN_JoyMove' was not declared in this scope
Because IN_JoyMove in code/linux/linux_local.h is inside ifdef JOYSTICK

Fix:


 void IN_Frame (void)
 {
+#ifdef JOYSTICK
        IN_JoyMove();
+#endif
 
-----

Next issue: (maybe maemo specific)


JediAcademyLinux/code/linux/xvidmode.cpp:49:40: fatal error: X11/extensions/xf86vmproto.h: No such file or directory compilation terminated.
My SDK doesn't have it, so I just commented it out.

-----

After getting it compiled, it wont run, some issues relating surface:


Initializing OpenGL subsystem
...loading libGLES_CM.so: Starting QGL(GLES)...
using default screen 0
setting up EGL window
error creating window surface: 0x300B
----- CL_Shutdown -----
Shutting down OpenGL subsystem
-----------------------
Error: GLimp_Init() - Invalid GL Driver
I'm not sure if there are any gles1 demo code for maemo without SDL.
 
About the Commit, yes, it's the last one.

About NEON. I have used many techniques to add neon code (I'm learning). I have sometimes used Intrinsec, and some writting that need  a pretty modern gcc version (I used 4.7.2 at least at the beginning, and was lately using 4.8.1).

About JOYSTICK, you are right, I forgot a #ifdef here :(

And at last, the error you have in the EGL context creation is because, when "PANDORA" is defined, I create a "FrameBuffer Context". You should alter the GLimp source file to create a X11 context. I have to dig a bit in the code and will give you the lines to alter (because I guess you want to keep most of the other PANDORA defined).

Good luck with the porting, and please report how it run when finished :)
 
Hum, about the code to alter, it's not a defined, but it's still easy.

All is in code/linux/linux_glimp.cpp

Comment line 502 and uncomment line 503

Comment lines 540-541 and uncomment lines 542-545 and it should work.
 
I got it compiled with NEON using gcc-4.8.1. (I don't use it normally, because my gcc-4.7.2 is crosscompiler and my gcc-4.8.1 is arm to arm. Speed difference is 5min VS 80min)

All is in code/linux/linux_glimp.cpp

Comment line 502 and uncomment line 503

Comment lines 540-541 and uncomment lines 542-545 and it should work.
This changed error message to 0x3005 = Bad Config

It needs this additional modification (I didn't yet tested what is actually critical):


        const EGLint attribs[] = {
-               EGL_RED_SIZE, 5,
-               EGL_GREEN_SIZE, 6,
-               EGL_BLUE_SIZE, 5,
-               EGL_ALPHA_SIZE, 0,
-               EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
-               EGL_SURFACE_TYPE, EGL_WINDOW_BIT|EGL_PBUFFER_BIT,
-               EGL_DEPTH_SIZE, 16,
-               EGL_NONE, 0,
+               EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+               EGL_BUFFER_SIZE,    0,
+               EGL_DEPTH_SIZE,     16,
+               EGL_SAMPLE_BUFFERS, 1,
+               EGL_SAMPLES,        4,
+               EGL_NONE
        };


Now it starts, without sounds. Splash screen and menus works.

*Mouse is way too hard to use, so I didn't even bothered to start game. I mean: When I press left side of the screen, mouse cursor is moving left, and so on. Clicking center of the screen is mouse click. Is this normal behaviour and can it be changed?

*I tried change controls via settings and seems keyboard focus is lost (which is critical and another reason to not yet start game).

Here is full start log:


JA: v1.0.1.0 linux-arm Sep  5 2013
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/user/.jk3-ja/base
./base/assets0.pk3 (5451 files)
./base

----------------------
5451 files in pk3 files
execing default.cfg
execing jaconfig.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Initializing OpenGL subsystem
...loading libGLES_CM.so: Starting QGL(GLES)...
using default screen 0
setting up EGL window
Window size: 800x480
Initializing OpenGL extensions
...ignoring texture compression
...using GL_EXT_texture_env_add
...Using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture (4 texture units)
...using GL_EXT_point_parameters
...ignoring GL_NV_register_combiners

GL_VENDOR: Imagination Technologies
GL_RENDERER: PowerVR SGX 530
GL_VERSION: OpenGL ES-CM 1.1
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(16-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 800 x 480 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU: generic
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 2
texture bits: 16
lightmap texture bits: 0
multitexture: enabled
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: disabled
compressed lightmaps: disabled
texture compression method: None
anisotropic filtering: disabled  (0.000000 of 0.000000)
Dynamic Glow: disabled

------- sound initialization -------
/dev/dsp: No such file or directory
Could not open /dev/dsp
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'
^3WARNING: Can't locate precache sound Line #60 of File 'ui/main.menu'

Indeed, in maemo there are no /dev/dsp.
 
If there is no /dev/dsp, well, use openAL if you have it? Not sure on how to help here. There is a cvar variable for that (and by default, it start without OpenAL on the Pandora).

About the mouse. Mouse is Grabbed in this game. But there is cvar to not grab it, you can probably try that.

About your config, I see your multisampling, maybe that will be a lot to handle by the SGX chip, it should work even without the twe EGL_SAMPLES lines.

The lost of keyboard focus is strange. Probably something fishy in the same place where the EGL context is created, in the X11 Windows, but that's strange.
 
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