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1  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-06-17 16:22:51
I had a white screen for jogl but the lwgl was just fine on windows xp, sis650. If my desktop was set to 1400x1280 (or something big like this) then I run into an out of video memory error reported by the sis video driver (which is a crap btw) but in lesser resolutions it work fine.

great job, i believe you should notify SUN about it.

Can you test the gears demo from https://jogl-demos.dev.java.net ?  This way we can  figure out if it is a Jake2 bug or if  jogl has some problem with your graphics hardware.

Thanks for the compliment. Some people at SUN already know about Jake2 but feel free to tell the others about it.  Wink

Holger
2  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-12 09:46:50
I believe you. :-) But this is really strange. Can you switch to  a smaller resolution window mode via the menu?

Maybe the GF2 does not support hardware accelerated contexts of that size.
3  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-12 09:39:05
to improve contrast and brightness:

gl_modulate 2
vid_gamma 0.5
vid_restart
4  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-12 09:36:03
Quote
NOTE:

LWJGL renderer went to full-desktop window automatically. My desktop is 1400x1050.

JOGL renderer used tiny window (640x480? I remember quake2 the original defaulted to a small window also).

Difference in rendering speed might just be inadequate texture /card memory management for a 1400x1050 screen with only 16Mb on card...


Jake2 defaults to 640x480 window mode on all configurations. If not you might have fullscreen mode enabled in $HOME/.jake2/config.cfg. You should be able to switch back to window mode in the video menu.

For FPS measurement go to the console and enter:

timedemo 1
map q2demo1.dm2

Holger
5  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-12 09:21:51
Quote
Your different renderer JNLPs are apparently not sharing resources?


Yes they do. There is only one jake2.jar on the server. The jnlp's differ only library references, command line options and properties.
6  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-12 06:24:33
I uploaded a new unobfuscated version. The menu entries are generated dynamically now.

@blahblahblahh: Can you try to reproduce the exception and post the stack trace again?

Holger
7  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-11 07:36:33
Sound should work now with the LWJGL webstart version.

Holger
8  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-08 10:10:56
Quote



Wow. 1280x1024 full screen, Suse 9.2, NVidia FX 5900XT, 3.2Ghz, 90-130 FPS, not a single hickup or visible slowdown  during 10 minutes. Unfortunatelly no sound.



Sound should work fine. And I would expect a higher framerate on your machine. I will do some tests with a similar setup next week.

Holger
9  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2005-01-07 11:39:50
David Sanders contributed a LWJGL renderer for Jake2. You can try out the webstart version here:

http://www.bytonic.de/downloads/jake2_lwjgl.jnlp

We hope that mouse motion works for Mac users with this version as LWJGL doesn't use the AWT input handling.

Holger
10  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-08 17:54:43
Quote
I have a problem with the loading of assets:
-the console is spammed with "can't find pic: xxxx"
-the loading is really slow
-each time a new level is being loaded the game freeze for about 10 seconds
-missing textures of wall, weapons,monsters,menu,...
-The files are there but the game doesn't load them all the time. Sometime a texture is loaded an other time it's not loaded; really random.

look: http://membres.lycos.fr/nolagrulez/images/jake/jake2_bug.jpg

http://membres.lycos.fr/nolagrulez/images/jake/jake2_bug2.jpg

(I don(t have those problems if i run quake natively with the exe)
Excepted that problems it runs fine and smoothly.

my configuration:
windows 98, 256mB ram, geforce3, 1.4Ghz p4


We use memory mapped io for texture loading. The missing textures are caused by Win98 limitations for memory mapped files.  As a quick fix you can switch the driver in the video menu from "fastjogl" to "jogl". The old driver still uses classic file io.

But generally I suggest not to use Win98. Besides other problems it has a very bad timer resolution. In future versions you can expect other code parts moving to memory mapped io. Maybe Jake2 does not work at all on Win9x systems in the near future. Sorry, we can't support Win9x.

Holger
11  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-04 05:18:34
Quote


Audio is fixed on the Mac.

It runs well but with one major problem in the controls.  The "mouse look" is horrible.  It tracks far too slow, only a couple movements per second.


I have not idea whats the problem with mouse look on the Mac. :-( On Linux and Windows it works very smooth. We need a Mac to track this issue.

Holger
12  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-03 17:31:23
Quote
Win2kPro/256MB/Matrox G400 card
I used the following link, video setting was 640x resolution.
http://www.bytonic.de/downloads/jake2_jogl11.jnlp

Runs ok and actually very smooth. Probably I have never seen so smooth "real fullsized" Java OpenGL game in my machine.

One question, what is Joglfast option. You have provided Joglfast and Jogl options in a settings dialog.

And would be really interested to read about the story of porting Quake2 to Java. What was the biggest challenges, problems, what did you learn, etc...


In our first version there was a major performace impact compared to the original because of the JNI overhead (see http://www.bytonic.de/html/benchmarks.html).  Our new OpenGL rendering code "fastjogl" uses vertex arrays to reduce the number of JNI calls. "jogl" is the 1:1 port of the original rendering code. We should use different identifications in the video menu as "jogl" and "fastjogl" suggest different  jogl libraries.  Smiley

Holger
13  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-03 17:20:33
Quote


Ok.. it runs now, but all audio is complete noise on the Mac... seems like an endian issue with the samples.


Thanks, that is good to know. We had a similar problem with the textures some time ago. :-)

I updated Jake2 to use native byte order sample format. Does it work now?

Holger
14  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-03 12:33:30
Quote
Not packaged properly for Mac it seems:

java.lang.NoClassDefFoundError: net/java/games/joal/OpenALException
     at java.lang.Class.forName0(Native Method)
     at java.lang.Class.forName(Class.java:141)


I uploaded a new version with joal for OS X included. Could you try again?

Holger
15  Games Center / Archived Projects / Re: Jake2 Webstart version (Java Quake2) on: 2004-11-03 11:37:04
Quote
I tried running it on Linux, Fedora Core 2.  I loaded it, it downloaded the demo, and it stopped 1k away.  I gave it 30 minutes to try and get that last 1k... and nothing happened.  I assume it was something wrong with the program.


Can try to download and unzip the Quake2 demo separately?  Choose "select baseq2 directory..." in the startup dialog.

Holger
16  Games Center / Archived Projects / Jake2 Webstart version (Java Quake2) on: 2004-11-02 15:57:12
We prepared a webstart version of Jake2 on our homepage.  Go ahead and try out playing Quake2 with just a mouseclick:

http://www.bytonic.de/html/jake2_webstart.html

There are three different links for the Jake2 because of problems on some hardware configurations. Try the links in that order until you find a working configuration. The webstart version runs without problems  on Linux and Windows 2000/XP. The would like to get feedback from OS X users how Jake2 works on the Mac. Better would be a sponsor for a Mac so the can improve the OS X compatibility ourselves. :-)

The webstart version allows the online installation of the Quake2 demo level data or the selection of a preinstalled baseq2 directory. Jake2 should work as multiplayer client against an original Quake2 server without extensions like nocheat.

Please send feedback to our Jake2 forum at sourceforge.

http://sourceforge.net/forum/?group_id=111156

Holger
17  Games Center / Archived Projects / Re: new version 0.9.3 of the Quake2 Java port Jake on: 2004-09-09 17:22:05
We asked id software if we are allowed to bundle the demo maps with jake2. The answer was a clear no.

A webstart version will be available shortly. It will allow you to select the baseq2 directory of the a preinstalled full or demo version or if it is not already on diskt the automatic download and installation of the demo files.

Holger
18  Games Center / Archived Projects / new version 0.9.3 of the Quake2 Java port Jake2 on: 2004-09-09 05:20:56
Jake2 is pure Java port of the Quake2 game engine.

With the new release savegames are working. So you can take a break on your mission. Besides savegames ther are a lot of other improvements like command line completion in console, better fullscreen vidmode selection, improved performance and many bugfixes.

so go ahead and test yourself.

http://www.bytonic.de
19  Java Game APIs & Engines / JOGL Development / Re: Unable to enumerate pixel formats... on: 2004-09-01 18:19:45
I did something like that in jogl-1.1b4 WindowsGLContext.java :

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if (availableWGLExtensions.indexOf("WGL_ARB_pixel_format") >= 0) {
    int[] iattributes = {GL.WGL_NUMBER_PIXEL_FORMATS_ARB};
    int[] iresults = {0};
    if (dummyGL.wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, iattributes, iresults))
            haveWGLChoosePixelFormatARB = true;
    if (availableWGLExtensions.indexOf("WGL_ARB_multisample") >= 0) {
            haveWGLARBMultisample = true;
    }
}


I don't need the patch anymore for jogl-1.1b5. But I need to set ATI_WORKAROUND=false for the ATI RagePro128. Maybe only the Radeons need the workaround. With the ATI_WORKAROUND=true or autodetection I get the following exception:

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An unexpected exception has been detected in native code outside the VM.
Unexpected Signal : EXCEPTION_ACCESS_VIOLATION (0xc0000005) occurred at PC=0x69131B77
Function=DrvSwapBuffers+0xAC3D7
Library=C:\WINDOWS\System32\atioglaa.dll

Current Java thread:
      at net.java.games.jogl.impl.windows.WGL.wglCreateContext(Native Method)
      at net.java.games.jogl.impl.windows.WindowsGLContext.choosePixelFormatAndCreateContext(WindowsGLContext.java:495)
      at net.java.games.jogl.impl.windows.WindowsOnscreenGLContext.create(WindowsOnscreenGLContext.java:211)
      at net.java.games.jogl.impl.windows.WindowsGLContext.makeCurrent(WindowsGLContext.java:135)


Holger
20  Java Game APIs & Engines / JOGL Development / Re: Unable to enumerate pixel formats... on: 2004-08-30 04:03:57
I had the same problem with my old ATI RagePro128. It looks like a bug in the OpenGL driver. The driver claims to support pixel format extension (WGL_ARB_pixel_format) but causes a JVM crash when a method is called.

As a workaround I added a small test when WGLChoosePixelFormatARB  is set.

hoz
21  Java Game APIs & Engines / JOGL Development / Re: Dsun.java2d.noddraw=true on: 2004-07-25 16:50:29
We had similar problems with the fullscreen mode in Jake2 (http://www.bytonic.de/html/jake2.html). With noddraw=true the order of  setLocation(), setSize()... seems to be very important. The following code works for us.

Holger

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window.setUndecorated(true);
window.setResizable(false);
     
device.setFullScreenWindow(window);
device.setDisplayMode(displayMode);
                 
window.setLocation(0, 0);
window.setSize(displayMode.getWidth(),displayMode.getHeight());
canvas.setSize(displayMode.getWidth(),displayMode.getHeight());
22  Java Game APIs & Engines / Java Sound & OpenAL / Re: Sound lag on Linux on: 2004-07-09 09:34:58
We had the same experience when we implemented a sound enginge for our Java Quake2 port (http://www.bytonic.de/html/jake2.html). With the java sound api sound is lagging behind the action. :-(

So we switched to joal. We had some problems with dll incompatibilities on windows. But now Jake2 sounds great.

Holger
23  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-11 12:53:56
Quote

I think web start is easy to do. A little setup in an ant script and youre done.
I always prefer WebStart, you don't have these many dead jar files in different versions on your PC and youre always up to date :-).


We already thought about Webstart. The only problem are the Q2 level files. We are not allowed to redistribute them or bundle them with Jake2. Not even the demo levels.

Anybody knows some Q2 levels which are competele under a free license (not depend on id software textures, sounds, models)?

Holger
24  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-11 12:50:44
Quote
Network!! Quake is a multiplayer game!

WebStart and sound second.


We have partially working network games and sound in our cvs. Just be patient for a while.

Holger
25  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-07 04:12:16
Quote
Very nice  Cool

The cebit slides shows that the framerate is about half that of the original c version. I was surprised the java version was so far behind. Have you done any tests that show what is holding it back?

I've had a quick look at the q2 c source, but I can not find much rendering code. What did you use when you ported the code in jake2\render\jogl?



The original rendering code is in quake2-3.21/ref_gl in q2source-3.21.zip.

We have not done much profiling/optimazation yet. Firts we want to have a feature complete Java Quake2. But don't expect to get close to the framerates of the original. They use some performance hacks that You can't do in Java.
i.e. They sort dynamically allocated structures after the absolute memory address to get better cache hit rates.
Another point is the lack of stack variables in Java. Alllocating/freeing a structure or an array on the stack is just an increment/decrement of the stack pointer in C. In Java You always need new().

Holger
26  Games Center / Archived Projects / Re: Jake2 a player for Quake2 pak files on: 2004-05-06 15:59:30
Quote
Awesome!  Looks and plays great.  Great job!

-Chris

P.S.  Now, how about a Q3 port? Smiley


Thanks. Expect more to come.  If the sources were available we would have started straight with Q3.

Holger
http://www.bytonic.de
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