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  Jake2 Webstart version (Java Quake2)  (Read 11798 times)
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Offline hoz

Senior Newbie




Java games rock!


« Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline Bombadil

Senior Member





« Reply #1 - Posted 2004-11-03 04:07:58 »

Works fine here. Well done.
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #2 - Posted 2004-11-03 10:39:30 »

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)
     at nW.<clinit>(Unknown Source)
     at vy.f(Unknown Source)
     at qm.a(Unknown Source)
     at jake2.Jake2.main(Unknown Source)
     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
     at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
     at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
     at java.lang.reflect.Method.invoke(Method.java:324)
     at com.sun.javaws.Launcher.executeApplication(Launcher.java:848)
     at com.sun.javaws.Launcher.executeMainClass(Launcher.java:808)
     at com.sun.javaws.Launcher.continueLaunch(Launcher.java:682)
     at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:397)
     at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:199)
     at com.sun.javaws.Launcher.run(Launcher.java:167)
     at java.lang.Thread.run(Thread.java:552)

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Offline Malohkan

Senior Member




while (true) System.out.println("WOO!!!!");


« Reply #3 - Posted 2004-11-03 11:21:28 »

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.

Admin and Game Developer at
GameLizard.com
Play Rimscape!    |    Play Conquer!
Offline hoz

Senior Newbie




Java games rock!


« Reply #4 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline hoz

Senior Newbie




Java games rock!


« Reply #5 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #6 - Posted 2004-11-03 13:50:44 »

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

Holger


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

Offline whome

Junior Member




Carte Noir Java


« Reply #7 - Posted 2004-11-03 16:57:56 »

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...
Offline hoz

Senior Newbie




Java games rock!


« Reply #8 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline hoz

Senior Newbie




Java games rock!


« Reply #9 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #10 - Posted 2004-11-04 00:51:01 »

Quote

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

Holger


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.

Offline hoz

Senior Newbie




Java games rock!


« Reply #11 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline monkeyget

Senior Newbie





« Reply #12 - Posted 2004-11-04 08:10:34 »

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
Offline cwei

Senior Newbie




Let the robots do.


« Reply #13 - Posted 2004-11-04 17:58:00 »

Quote

-missing textures of wall, weapons,monsters,menu,...

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

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

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


Thanks for the test and the screen shots.
We have never tested Jake2 on Win98.
It is possible that there are problems with timing too.
(System.currentTimeMillis() has only a resolution of 60ms)
I will check this next week on the "good old" Win98.

BTW quick and dirty bugfix: change your OS ;-)

bye
Carsten
Offline hoz

Senior Newbie




Java games rock!


« Reply #14 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline hoz

Senior Newbie




Java games rock!


« Reply #15 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline selendic

Junior Member




Java games rock!


« Reply #16 - Posted 2005-01-07 13:02:25 »

Quote
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



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.
Offline hoz

Senior Newbie




Java games rock!


« Reply #17 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline hoz

Senior Newbie




Java games rock!


« Reply #18 - Posted 2005-01-11 07:36:33 »

Sound should work now with the LWJGL webstart version.

Holger

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline selendic

Junior Member




Java games rock!


« Reply #19 - Posted 2005-01-11 09:23:17 »

Quote
Sound should work now with the LWJGL webstart version.

Holger


Sound is working now, a little not intuitive (it says "sound: off" in options), but working. My FPS is still ranging from cca 95 to 135, I forgot to mention that I'm using newest NVidia drivers and Mustang(JDK6.0) build 17, unfortunatelly no other javaws version can work on Suse9.2 due to some stupid bug regarding newest glibc versions (2.3.3+). What framerates are expected with my config?
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #20 - Posted 2005-01-11 09:45:30 »

q console came up with textured BG.
All the GL_EXT stuff appeared (a screen full at 1400x1050)

then webstart popped up:
Quote

An error occurred while launching/running the application.

Title: Jake2
Vendor: Bytonic Software
Category: Unexpected Error

-99999


And are you obfuscating (WHY?):

Quote

java.lang.ArrayIndexOutOfBoundsException: -99999
     at xP.a(Unknown Source)
     at xP.a(Unknown Source)
     at xP.a(Unknown Source)
     at ga.a(Unknown Source)
     at vR.c(Unknown Source)
     at vR.a(Unknown Source)
     at qz.a(Unknown Source)
     at jake2.Jake2.main(Unknown Source)
     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
     at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
     at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
     at java.lang.reflect.Method.invoke(Method.java:324)
     at com.sun.javaws.Launcher.executeApplication(Launcher.java:837)
     at com.sun.javaws.Launcher.executeMainClass(Launcher.java:797)
     at com.sun.javaws.Launcher.continueLaunch(Launcher.java:675)
     at com.sun.javaws.Launcher.handleApplicationDesc(Launcher.java:390)
     at com.sun.javaws.Launcher.handleLaunchFile(Launcher.java:199)
     at com.sun.javaws.Launcher.run(Launcher.java:167)
     at java.lang.Thread.run(Thread.java:534)

malloc will be first against the wall when the revolution comes...
Offline hoz

Senior Newbie




Java games rock!


« Reply #21 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #22 - Posted 2005-01-12 08:35:38 »

Works now. One frame every 8 seconds (1Ghz P3, GF2/16Mb) - even on the menu.

Belatedly realised I was using the "LWJGL renderer" both times, since that was the link at the top of the page I hadn't bothered reading it carefully Sad.

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #23 - Posted 2005-01-12 08:37:08 »

Your different renderer JNLPs are apparently not sharing resources?

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #24 - Posted 2005-01-12 08:42:42 »

JOGL 1.1. version works fine, at a good high FPS (can't see very well right now - laptop on a VERY sunny day, Quake2 is too low contrast Sad - so if there's an FPS counter I couldn't see it)

but... every 2-6 seconds it would jerk for one frame, looks like one frame taking 300ms or so to render. It's clearly less than 1 second, and it's a very noticeable jerk, so not too small. Especially noticeable when lighting effects taking place, but I think it was happening indpendent of them

Then again, seeing as I could hardly see what was going on, it could just have been the lighting effects of the grenades etc that were triggering the frame drop.

Sound was working perfectly, which is quite an achievement on linux IME Grin

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #25 - Posted 2005-01-12 08:45:03 »

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...

malloc will be first against the wall when the revolution comes...
Offline hoz

Senior Newbie




Java games rock!


« Reply #26 - Posted 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.

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline hoz

Senior Newbie




Java games rock!


« Reply #27 - Posted 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

Jake2 -  Java Quake2 engine
http://www.bytonic.de
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #28 - Posted 2005-01-12 09:36:42 »

Hmm. In that case, either you updated it a 2nd time in the 5 minutes between me trying lwjgl and jogl, or java 1.4.2_05 webstart is buggered, because it re-downloaded jake2.jar when I went for the JOGL version.

Oh well.

malloc will be first against the wall when the revolution comes...
Offline hoz

Senior Newbie




Java games rock!


« Reply #29 - Posted 2005-01-12 09:39:05 »

to improve contrast and brightness:

gl_modulate 2
vid_gamma 0.5
vid_restart

Jake2 -  Java Quake2 engine
http://www.bytonic.de
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