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Re: The MiniGL thread
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2008/4/10 13:57
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@kas1e

I uploaded that. I think lha may be corrupt can you download it and try?

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Re: The MiniGL thread
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@kas1e
For me it alwasys crashs with a white screen when I want to enter a level. Always. No matter which mgl version.
So I suppose it's somehow corrupt (although lha doesnt complain).

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Re: The MiniGL thread
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testing the lha here now...

lha good here. Now grabbing it back from you to see if it corrupted on upload.

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Re: The MiniGL thread
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@Daniel
When i trying to pack for you openjl in lha, and then test it on the win32 to unpack, it cry about checksums errors. So either NGFS which come with os41fe on x5k are suck, or lha itself.

Will try now 7z, and will check on win32 if all is ok before uploading

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Re: The MiniGL thread
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@kas1e @Daniel
The lha i made on os4.1fe works locally.
Downloaded it from Daniels' ftp. All ok with it. You likely need to delete the.openjk folder and run with defaults.


Edited by ddni on 2019/3/21 14:12:24
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Re: The MiniGL thread
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@Daniel
Did you run "openjk_sp" ? (that one which i run when play in game)

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Re: The MiniGL thread
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@kas1e
yes, of course I ran openjk_sp.

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Re: The MiniGL thread
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@Daniel
Ok, so i pack my version via 7z, will test if it all unpacks fine on win32, then will check it if all unpacks fine on os4 and usable, and then will upload it on ftp. Will take hour or two.

7zip (to unpack/pack on os4) there:
http://os4depot.net/index.php?functio ... utility/archive/p7zip.lha

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Re: The MiniGL thread
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@Daniel
So packed via 7za (unpack via that binary from os4depot, just like "7za x openjk.7z") , tested localy : unpacked from archive and run from new place - works. Tested via unpacking on win32 via winrar: unpacks well, no checksumm errors.

Trying firstly to upload on your ftp, but it says it will take 5 hours, so instead i upload it on my hosting (will take only 15 mins) and will give you link on facebook.

Size of archive : 1.207.660.948

There is also i keep my "save", which is at the point where you already can use force (as right at begining of game you can't). So once you run game, just do choice load , choice my one, and when all loads press f1 to use force => crash.

Also, if it still will be crashy on your setup, maybe just delete whole ".openjk" directory with all settings, etc to use default ones.

EDIT: uploaded, check the facebook plz for link


Edited by kas1e on 2019/3/21 13:35:53
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Re: The MiniGL thread
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@kas1e
5 hours to my ftp??? Usually the uploader is the limiting factor with my high-speed web access ;) Weird, but anyway, thanks a lot, downloading now...

EDIT: checksum error before entering level. I suspect it's my file-system. Stupid FFS from the stoneage. Will format and retry.


Edited by Daytona675x on 2019/3/21 14:35:32
Edited by Daytona675x on 2019/3/21 14:37:09
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Re: The MiniGL thread
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@Daniel
That for sure can be ffs. Old jxfs, or sfs, or ngfs all will be fine

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Re: The MiniGL thread
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@kas1e
all to NGFS, guess what: freeze before level enter

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Re: The MiniGL thread
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@Daniel
Maybe too low memory (like 1gb in whole) and settings are too high, so it just lockup as fill whole system memory ? Maybe before loading level try to set all to minimum, low textures, low details , 640x480 and stuff ?

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Re: The MiniGL thread
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@kas1e
It's an X5000 with 2GB and an SI; nothing but the game running. Should be plenty of resources. I will try on the sam460 now.

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Re: The MiniGL thread
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@Daniel
Strange ! I am also on x5000 with 2gb and SI , and for sure Jedi works on all settings except when textures set to "Very High" mode.

I am on warp3dnova 1.63, radeonHD 3.6, graphics.library 54.245.

ps. maybe you have set some minigl environment which isn't set by default ?

ps2. or, maybe by some luck its minigl-reloaded in use ?:)

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Re: The MiniGL thread
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@kas1e
@Daniel

I know this may sound like too much, but would it be possible to add the MiniGL.library version to the outpout of OpenGL when used?

I don't really know where it comes from, but since "The MiniGL team" is mentioned it may be from MiniGL itself?

I get this output when starting MiniGL/OpenGL stuff
WARNINGCould not parse GLSL version 'Huh?'!
INFOOpenGL VendorThe MiniGL Team
INFO
OpenGL RendererMiniGL/Warp3D AMD Radeon HD Southern Islands
INFO
OpenGL Version1.3
INFO
OpenGL Red bits0
INFO
OpenGL Green bits0
INFO
OpenGL Blue bits0
INFO
OpenGL Alpha bits0
INFO
OpenGL Z buffer depth bits0
INFO
OpenGL Double Buffer0
INFO
OpenGL Stencil buffer bits8

and *if* it could be done, would it be possible to enhance the line
Quote:
INFO: OpenGL Vendor: The MiniGL Team

with it's version, like so
Quote:
INFO: OpenGL Vendor: The MiniGL Team (Library v2.23)

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Re: The MiniGL thread
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2017/5/18 10:12
From Audruicq, France
Posts: 26
hi,
On my system:
1. x1000, Saphire Tri-X R9 280X
2. 506
3. yes
4. b

For point 3, I said yes because but as you can see in the videos it also works corrupted sometimes.

First video until a DSI:
https://www.youtube.com/watch?v=x4FCQdfVRTA

Second video after ignoring the DSI until a system lock:
https://www.youtube.com/watch?v=SJGf64oW6jg

Regards,
Petrol.

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Re: The MiniGL thread
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@Raziel
Quote:
I know this may sound like too much, but would it be possible to add the MiniGL.library version to the outpout of OpenGL when used?

Done, I just added this:
glGet(GL_VENDOR) now returns "The MiniGL Team (minigl.library X.YY)", so it now contains the MiniGL lib's version number.

@Petrol
Thanks! Yes, I obviously picked one of the worst intermediate version to start our search
Maybe I'll find some time today to continue.

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Re: The MiniGL thread
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@Capehill, Daniel

About that "- "suspicious code in mgl_CreateContext" " : for sake of tests, i just replace in the part on which Capehill point out in BZ , i.e. that line:

height= IP96->p96GetBitMapAttr(pBackBuffer, P96BMA_WIDTH);

on that one:

height= IP96->p96GetBitMapAttr(pFrontBuffer, P96BMA_HEIGHT);

So WIDTH on HEIGHT and backbuffer to frontbuffer same as for width , and then tested with just Cube, Q3 & Jedi : all works the same as before, just like nothing changes.

I then put printf there, to be sure that code reach that "if/else" , and yeah, code reach it. But then, i check where then after that this "height" is used, and its only for Scissoring and ViewPort , which can probably works even if it was "a bit wrong" (if it was indeed wrong).


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Re: The MiniGL thread
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@Daytona675x

You are gold!!!

i know i shouldn't...but what the heck, here's a smooch!

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