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Thread: Jedi Knight issues

  1. #441
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    Interesting, thanks. This is so much better than the old weird mipmap stuff where textures pop in an out at various levels of blurriness. And the upscaled textures are rad, too.

  2. #442
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    I have a question about rendering in JK vs MotS. I just finished JK using the Jon`C graphics mod and the upscaled textures. It was a ton of fun and the only issue I ran into was that the end credits scroll was garbled so I couldn't read it.

    I then loaded up Mysteries of the Sith. As before I'm doing this on an ubuntu 18.04 box using wine. The installer worked perfectly and so far I am running the game without any patches. I noticed right away that the textures are significantly less blurry than in JK and they don't have that weird mipmap popping that JK has. Was there some change in the way textures were handled in mots vs jk? I don't remember this from way back in the day, but of course back then I think I played mots on a voodoo 2 maybe (first few runs through JK were in software renderer because it didn't support my s3 virge graphics card). Anyway, just curious because the textures just look a lot better in stock mots vs stock jk.

  3. #443
    And now, it's time to make MotS go from 1998...

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    ... to 1999!

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    (Well, not entirely since there still are countless of MotS-specific 3DOs and whatnot that haven't been JKE-ified yet. Boh!)

    1) Successfully install MotS with JkGfxMod 0.4.0
    2) Install the JKNUP and the MOTSNUP
    3) Install EMSITH
    4) Hot pockets!
    Last edited by Nikumubeki; 03-27-2020 at 12:52 PM.

  4. #444
    Mysteries of the Sith: Jedi Knight DISCO EDITION

    It's so totally WIZARD!
    Taton Qek, The master of masterfully inspired levels that never get released.

  5. #445
    While I don't agree with the "ohh that MotS and its colored lighting!" sentiment (rarely hear that regarding Unreal 1), this one's a good'n:

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  6. #446
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    I'm playing through mots now; this might be the 2nd time ever. I played through once when it first came out but after that I don't think I picked it up again (single player campaign anyway). I installed the jkgfxmod and jknup and motsnup. I probably won't get the emsith thing; the models/sabers/effects don't really bother me that much. Honestly although the upscaled textures in mots are fine, they aren't as big of a difference as in jk (for reasons I mentioned above). I still don't have an explanation; maybe they just increased the mipmap distance significantly for mots.

  7. #447
    ..would like a shrubbery.
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    I got the edition of JK that came with MotS so had both at the same time. I actually completed MotS before JK because I found the first level of MotS more interesting than JK. You had a lightsaber nearly immediately and killing stormtroopers is just more fun.... I was 12 at the time.

    @Jon`C how hard would it be to convert jkgfxmod to use vulkan or d3d instead of OpenGL? I think that's where my FPS issue comes from, 4k opengl just doesn't work well on AMD hardware. Using dgvoodoo (which wraps ddraw to d3d) gives me constant 60fps even at 4k.

    If it's more work than swapping out a couple of API calls don't bother implementing it on my account, but if it's fairly trivial I'd love to see it as an option.
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  8. #448
    Admiral of Awesome
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    No, itís too much work. All of the API stuff is fairly well isolated, so if someone else submitted a patch I would review and merge it. But itís not in the cards for me.

    Maybe see if thereís a third party OpenGL 3.3 implementation you can use.

  9. #449
    ..would like a shrubbery.
    Posts
    4,789
    Thanks for the quick response. Testing it more I'm not actually sure it's even OpenGL's fault (or rather AMD's OpenGL support's fault). I just tried a couple of OpenGL games, and while opengl performance is rather abysmal in artificial benchmarks, testing older OpenGL games like Unreal Tournament 99, they work fine at 4k (200fps+) so I think the issue is JK itself. I've no idea how dgvoodoo manages to get a good framerate as that does nothing special for JK as it's a generic wrapper.
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  10. #450
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    Have you tried playing with the options in jkgm.json? I turned off fsaa and ... eh something else mentioned above in this thread and it had a significant impact on my framerate.

  11. #451
    ..would like a shrubbery.
    Posts
    4,789
    Yeah, I tried setting everything to false. It's fine up until 1440p where it goes to ~30fps and sticks there. Seems to be a Linux/AMD/Wine issue. Must be due to the age of JK as I can play much more modern games at 4k just fine.
    TheJkWhoSaysNiTheJkWhoSaysNiTheJkWhoSaysNiTheJkWho
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  12. #452
    Admiral of Awesome
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    Oh. If itís scaling that poorly with resolution (with SSAO disabled) it is probably something like a framebuffer format that your card hates. I donít have an AMD card so I canít easily fix it. If youíre a dev I can point you where to start, but anything I did there would probably make things worse.

    There are some other JkGfxMod scalability problems. JK does everything in dynamic buffers (uploading every software transformed vertex and triangle every frame) while even UT99 isnít old enough to do that. Thatís the main bottleneck. In some testing with JKE models buffer updates actually saturated my 1080ís memory bandwidth. After that, thereís some performance being left on the table in the interest of sticking to OpenGL 3.3 (which some users canít move beyond). dgVoodoo uses D3D12, multiple threads, and is probably being a bit naughty around synchronizing buffer access.
    Last edited by Jon`C; 03-27-2020 at 07:19 PM.

  13. #453
    Jon, I know you'd need a bunch of info you don't have from the engine for properly implementing envmaps/reflections/shadows and the such, and I remember you mentioning how the injector acts as if the camera position is always fixed in place. But just out of curiosity, what would envmaps look like if they were implemented as is?
    I've been trying to make some experiments with things that resemble reflections which look kinda nice I guess but due to the forementioned scalability problems it absolutely murders the framerate if there are too many "reflections" visible at once, so I'm kinda looking for an alternative

    [edit]
    Oh wait, I think I solved it. TIL HasLOS(); is a pretty damn expensive cog verb

  14. #454
    Admiral of Awesome
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    Quote Originally Posted by SMLiberator View Post
    But just out of curiosity, what would envmaps look like if they were implemented as is?
    Yours already look better.

  15. #455
    Heh, turns out the framerate problem really hadn't anything to do with JkGfxMod

    Fair enough then, I'm satisfied
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    Here's what it looked like before JkGfxMod for reference
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  16. #456

  17. #457

  18. #458
    Likes Kittens. Eats Fluffies
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    12,216
    Yeah that Mantice RPG remake is coming along nicelyyy

  19. #459
    Glad you like it. I've released a multiplayer version of that map and am considering making a single-player version. I already have the basics in place, but I'm not set on the direction I should take it, or whether it should be Star Wars or not. The basic idea is that you're a fugitive rebel in a city that's been put on lockdown by an occupying force, and your goal is to eliminate their command without being captured. If it's Star Wars, you're a Jedi fighting the Empire, you'd go through some officers and stormtroopers, then maybe an AT-ST and an inquisitor as the final boss. If it's not, you'd be like a communist/anarchist guerilla in fascist Italy. I'm not sure where to go from that, but the visuals I have for the level certainly look a lot more like 30's or 40's Italy than a Star Wars location.

    Or maybe I could make it the other way around and you'd have to find/capture something (or someone?) before a timer runs out. Maybe I could even randomize the objectives and setting, just as I have randomized the level itself? The possibilities are many! Also, I believe I have made it quite easy to add new visuals for buildings, streets and the such in case anyone wants to make their own random level generator :^)

    [edit: Okay, it will now have stormtroopers and the such if played in SP. Also added in some JKGR shenanigans like daytime cycle, fog and rain.]
    Last edited by SMLiberator; 05-04-2020 at 06:24 PM.

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