q console came up with textured BG.
All the GL_EXT stuff appeared (a screen full at 1400x1050)
then webstart popped up:
And are you obfuscating (WHY?):
q console came up with textured BG.
All the GL_EXT stuff appeared (a screen full at 1400x1050)
then webstart popped up:
And are you obfuscating (WHY?):
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
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 :(.
Your different renderer JNLPs are apparently not sharing resources?
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 - 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 ;D
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…
[quote]Your different renderer JNLPs are apparently not sharing resources?
[/quote]
Yes they do. There is only one jake2.jar on the server. The jnlp’s differ only library references, command line options and properties.
[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…
[/quote]
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
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.
to improve contrast and brightness:
gl_modulate 2
vid_gamma 0.5
vid_restart
Shrug. I’ve not been in any menu except “game” and “quit”. Config has:
set vid_fullscreen “0”
But you can come to my house and watch the LWJGL renderer go straight to 1400x1050 if you don’t believe me :).
Oh yeah, forgot about that. Been a long time since I’ve played Q2 :).
Anyway, FPS is very very very low @ 1400.
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.
Hi jake2 fans
I have updated the webstart version on 28.04.2005
http://www.bytonic.de/html/jake2_webstart.html
what is new:
make screenshots (TARGA images) on the fly with
the file location will be printed on the screen.
I’ve found the bug in lwjgl sound implementation.
It was crashing some times on Win32.
Now it works fine.
bugfixes in multiplayer code parts (client/server)
Jake2 is ready to compare the jogl11 and the lwjgl bindings.
Go to console with ‘~’
timedemo 1
map q2demo1.dm2
and try it again. The Java VM needs some runs to load all classes and optimize the byte code (JIT/HotSpot).
benchmark parameters to compare it with our values:
[]800x600 resolution (to reduce the influence of slower gfx hardware)
[]sound offhttp://www.bytonic.de/html/benchmarks.html
On my computer the game reaches 275 fps
[]Athlon XP 2400+
[]Nvidia Geforce 4 MX
[]Win2k
[]lwjgl, fullscreen
[*]q2demo1.dm2 or demo1.dm2
I am interested in benchmark values on several platforms.
If you use the jogl11 version look at the VIDEO menu that the fastjogl renderer is active.
BTW: If you want a fps counter during the normal demo loop, type
fps 1
and turn it off with
fps 0
Thanks and have fun
Carsten
P.S.: It becomes more and more a game than a techdemo
I’m getting
~ 260 in lwjgl
~ 220 in jogl 1.1
~ 215 in jogl 1.1 + ati fix <-- using nVidia, but tried for fun
I was a bit puzzled by the lower speed - so I tried LWJGL in 1600x1200 and i got ~ 250 ponder
Specs:
P4 2.4@2.7
nVidia 6600GT, 71.84
XP SP2
btw, what was the sound bug? - I never got anything to investigate regarding this
Hi Brian,
[quote]btw, what was the sound bug? - I never got anything to investigate regarding this
[/quote]
It wasn’t a lwjgl bug in general.
I’ve posted some words to the lwjgl board.
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=LWJGL;action=display;num=1110922607;start=15
I think the API (or sound driver) should handle this buffer mismangament.
But I’m happy to say, that this VM crash was necessary to detect my hidden mistake
bye
Carsten
[quote]I’m getting
~ 260 in lwjgl
~ 220 in jogl 1.1
~ 215 in jogl 1.1 + ati fix <-- using nVidia, but tried for fun
I was a bit puzzled by the lower speed - so I tried LWJGL in 1600x1200 and i got ~ 250 ponder
[/quote]
With a nVidia 6800 I’m getting
~ 264 lwjgl
~ 240 jogl11
I can say that the lwjgl binding for jake2 is about 10% faster than the jogl one. (with the older Geforce 4 MX too)
BTW: The current nVidia cards can handle higher resolutions nearly without a performance loss, but with OpenGL1.1 code (Quake2) they aren’t faster than the older 3D card generation.
Thanks for testing
bye
Carsten
it seems it doesn’t like speed stepping of my laptop to much.
the gun you start out with started to loke like a full machine gu, to bad the monsters where also moving a tat fast.
I’m happy to say, the new version is done.
Thank you for your time. The feedback, help and comments were very useful and encouraged us to keep on programing and debugging.
Now it’s time to drink a cold beer or two … and have a barbecue with my friends.
bye
Carsten
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.