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Jedi Knight 2

Author Replies
MrLeek Friday 4 November 2011 at 13:58

Been trying to get this great game to work - install worked just fine, but it throws me back to the desktop regardless of single or multi-game chosen from the initial menu (I end up at 640x 480 res).

One of the menus allows the user to test the system. I ran this with debugger running and my graphics is the problem (GTX 260 - so too much power!). Here's the bit that happens when it fails that test:

fixme:win:EnumDisplayDevicesW ((null),0,0x98dc20,0x00000000), stub!
fixme:d3d:swapchain_init Add OpenGL context recreation support to context_validate_onscreen_formats
fixme:d3d:wined3d_device_decref Device released with resources still bound, acceptable but unexpected.
fixme:d3d:wined3d_device_decref Leftover resource 0x143388 with type WINED3DRTYPE_SURFACE (0x1).
err:d3d:wined3d_device_decref Context array not freed!
fixme:win:EnumDisplayDevicesW ((null),0,0x98dc0c,0x00000000), stub!
err:ddraw:DllMain Failed to register ddraw window class, last error 0x582.

I'm struggling to copy-paste all of the debugger - still a newbie you see - so hopefully someone smarter than me will have the answer!

Edited by MrLeek

Quentin PÂRIS Saturday 5 November 2011 at 20:06
Quentin PÂRISAnonymous

Can you run glxinfo in a terminal and paste the result here?
MrLeek Sunday 6 November 2011 at 18:24

A lot of information - i've cut off the GLX visuals stuff:

name of display: :0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_NV_float_buffer,
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float,
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB,
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage,
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile,
GLX version: 1.4
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context,
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile,
GLX_ARB_create_context_robustness, GLX_ARB_multisample,
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB,
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 260/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 280.13
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
OpenGL extensions:
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float,
GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float,
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location,
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
GL_ARB_geometry_shader4, GL_ARB_get_program_binary,
GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,
GL_ARB_instanced_arrays, GL_ARB_map_buffer_range, GL_ARB_multisample,
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2,
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sampler_objects,
GL_ARB_seamless_cube_map, GL_ARB_separate_shader_objects,
GL_ARB_shader_bit_encoding, GL_ARB_shader_objects,
GL_ARB_shading_language_100, GL_ARB_shading_language_include,
GL_ARB_shadow, GL_ARB_sync, GL_ARB_texture_border_clamp,
GL_ARB_texture_buffer_object, GL_ARB_texture_compression,
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two,
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2,
GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object,
GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array,
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add,
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,
GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object,
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object,
GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_shader_objects,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D,
GL_EXT_texture_array, GL_EXT_texture_buffer_object,
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc,
GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc,
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888,
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB,
GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV,
GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array,
GL_EXT_vertex_array_bgra, GL_EXT_x11_sync_object,
GL_EXT_import_sync_object, GL_IBM_rasterpos_clip,
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_alpha_test,
GL_NV_blend_minmax, GL_NV_blend_square, GL_NV_complex_primitives,
GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image,
GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_explicit_multisample,
GL_NV_fbo_color_attachments, GL_NV_fence, GL_NV_float_buffer,
GL_NV_fog_distance, GL_NV_fragdepth, GL_NV_fragment_program,
GL_NV_fragment_program_option, GL_NV_fragment_program2,
GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4,
GL_NV_gpu_program4, GL_NV_half_float, GL_NV_light_max_exponent,
GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,
GL_NV_occlusion_query, GL_NV_packed_depth_stencil,
GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,
GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,
GL_NV_primitive_restart, GL_NV_register_combiners,
GL_NV_register_combiners2, GL_NV_shader_buffer_load,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp,
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader,
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback,
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
GL_NV_vertex_array_range2, GL_NV_vertex_buffer_unified_memory,
GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,
GL_NV_vertex_program2_option, GL_NV_vertex_program3,
GL_NVX_conditional_render, GL_NVX_gpu_memory_info, GL_OES_depth24,
GL_OES_depth32, GL_OES_depth_texture, GL_OES_element_index_uint,
GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer,
GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8,
GL_OES_standard_derivatives, GL_OES_texture_3D, GL_OES_texture_float,
GL_OES_texture_float_linear, GL_OES_texture_half_float,
GL_OES_texture_half_float_linear, GL_OES_texture_npot,
GL_OES_vertex_array_object, GL_OES_vertex_half_float,
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
GL_SGIX_shadow, GL_SUN_slice_accum

Quentin PÂRIS Sunday 6 November 2011 at 19:22
Quentin PÂRISAnonymous

I don't have the name of the renderer
MrLeek Sunday 6 November 2011 at 20:06

I don't have the name of the renderer

Quote from Tinou

I thought it was included:

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 260/PCI/SSE2
OpenGL version string: 3.3.0 NVIDIA 280.13
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler

here's a sample of the rest of it - don't know how useful it is though...

84 GLX Visuals
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat
0x021 24 tc 0 32 0 r y . 8 8 8 0 . s 4 24 8 16 16 16 16 0 0 None
0x022 24 dc 0 32 0 r y . 8 8 8 0 . s 4 24 8 16 16 16 16 0 0 None
0x024 24 tc 0 32 0 r y . 8 8 8 8 . s 4 24 8 16 16 16 16 0 0 None
0x025 24 tc 0 32 0 r . . 8 8 8 0 . s 4 24 8 16 16 16 16 0 0 None
0x026 24 tc 0 32 0 r . . 8 8 8 8 . s 4 24 8 16 16 16 16 0 0 None

Sorry - I'm not sure what you're looking for...

Edited by MrLeek

Quentin PÂRIS Friday 11 November 2011 at 19:19
Quentin PÂRISAnonymous

Sorry for the delay,

Try to run your game in Windows mode
MrLeek Wednesday 16 November 2011 at 17:22

Sorry for my delay :)

Tried using a -w flag and setting WINE to run a desktop and both methods still filed, throwing me out almost instantly. I fancy that the -w made things go a little further when running through the Q3 console commands but it still drops out back to 640x480

A Wine windows mode saves the desktop, but still kicks me out (I see a brief glimpse of the Q3 console but it's too quick to work out what's going on)

There's also an "analyse your computer" option in the start menu which suggests that the display adapter is the problem. Doesn't tell me what that is so it's hardly helpful! And trying to screenshot the menu as it runs is a pain! :)
MrLeek Friday 25 November 2011 at 15:05

Still struggling with this - anyone got any ideas to try?
Quentin PÂRIS Friday 25 November 2011 at 21:02
Quentin PÂRISAnonymous

It's very strange, JK2 is really fully supported, and I haven't seen any problem with it yet... Can you try to reinstall it by scratch, just to see?
MrLeek Friday 2 December 2011 at 20:44

Sorry - been tied down with other stuff. Just tried to reinstall and the same problem happens. I tried the "auto install" this time instead of "custom install" but no change. It really looks like everything installs just fine....except it bombs out when you try to run it.

Not sure if the patches would make much of a difference, but going to try those...assuming I can find them! The PoL wizard to install 1.01 and/or 1.04 just sits in a loop and doesn't install them.
MrLeek Friday 2 December 2011 at 21:14

Grrr - login time out ate my post!

__GL_ExtensionStringVersion=17700 wine jk2sp.exe

works in bash and gets me to the main menu screen. can't start a new game yet since it needs a no cd patch but that should (hopefully) be ok to solve.I'm assuming that the same should apply for running it via the "start menu" but I've not tried that yet to confirm it.

Also, how do you make that change to the PoL start icon? Fix it so that it runs this way all the time and I'm off to relive my youth! :)
MrLeek Saturday 3 December 2011 at 14:39

Ok I've fixed the no-cd problem - remapping the cdrom via winecfg solved that problem and now it runs just fine. slight issues with the graphics (seems like there's a glitch when it comes to adjusting gamma settings - example from bash:

err:xvidmode:ComputeGammaFromRamp ramp not uniform (max=0.371750, min=0.002834, avg=0.092428), rejected

I also get an error message in game when you adjust the gamma settings there (so this and the above error message are clearly linked):

Com_sprintf:overflow of 128 in 128

Sorry - trying to put something back into the community!:) If someone could explain how to adjust the "shortcut" (for want of a word) to include the GL string mention above I'd be grateful.
Quentin PÂRIS Saturday 3 December 2011 at 15:29
Quentin PÂRISAnonymous

(Sorry for the delay)

To modify your shortcut, it's very easy

Open PlayOnLinux console (Tools menu) and type :

POL_Shortcut_InsertBeforeWine "Shortcut name" "export __GL_ExtensionStringVersion=17700"

For example, if the shortcut is called "Jedi Knight II", type:

POL_Shortcut_InsertBeforeWine "Jedi Knight II" "export __GL_ExtensionStringVersion=17700"
MrLeek Saturday 3 December 2011 at 19:22

Perfect - thank you! Thought I had a silly issue with saving games but that seems to have disappeared. All working just fine (and it's still a great game!)

My programming skills are rusty (to say the least), but line 37 in the install script is clearly creating the shortcut for this. Can these scripts detect video hardware? If not then the quick-and-dirty would be a quick menu question "got an advanced Nvidia card?" - if yes then "POL_Shortcut_Insert.....etc". But that's a messy way to do it...
Quentin PÂRIS Saturday 3 December 2011 at 19:55
Quentin PÂRISAnonymous

Really, it's the first time I see such a problem, and it might cause problem for other people
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