
Synchro
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The reason I have suspicions it's related to the driver is that the same models were being used on Windows were being used here and that causes crashes. MESA (The open source driver for AMD and Intel) tends to be more pedantic and would rather fall over as compared to failing silently like many Windows drivers do. Wine does tend to workaround a lot of those issues as assumptions for Windows environments aren't the same everywhere (on Linux or macOS), this could be how memory is being addressed or otherwise. For example this is how the game looked before some specific workarounds were added to MESA a few years back: Recently the weird anti-aliasing issues that could cause textures to fail to be loaded/rendered correctly was worked around in Wine recently (by wrapping the weird extension that KOTOR uses for antialiasing, which unfortunately shares the same name as the legitimate extension in OpenGL 2.0..) If KOTOR is being super hyper-optimized and calling OpenGL while assuming models are correct without checking for validity in some way, the drivers on Windows might silently failover and render things but on Linux the drivers here don't have any workarounds for issues like this. Game fixes from years back still in the codebase for proprietary Windows drivers tend to protect against nonstandard usage of OpenGL (or DirectX). The core issue definitely has it's roots in KMax and MDLEdit/MDLOps though, so that at least narrows down where to look. Unfortunately there's no debugging symbols embedded in the KOTOR binary so debugging it correctly means reverse engineering the binary 🙁 If there is a pdb file floating around that would help with this immensely. I'll take a look at this and report my findings here, I am fairly certain it is related to the room with the kolto tanks in it and not the main lobby area of the clinic. If you do end up exporting anything specific feel free to ping me here/on github/on discord if you'd like me to test, I don't mind spending some time on ensuring everything is working. Do you know what the model filenames are? (or if there's a place I can check to find that out?) Thanks for the help 😄 EDIT: Tried this now, seems like m02ac_02h is the bad room. Using the models (and wok file) for m02ac_02g that is included with 1.4 seems to be fine.
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Thanks! This seems to have fixed the crashing issue I was running into. I wish I knew more about these tools.. graphics drivers on Linux are a bit different when it comes to enforcing OpenGL standards. These issues with models tend to be down to how the game is streaming them in as the memory management is slightly different, drivers may also expect certain things to be clamped down. It also is probably related to how old KOTOR is as well (There aren't many drivers that have a full still working OpenGL 1.4 implementation for example) 😛 The last time I tried out a KOTOR run I got hung up on another scene of the game as well Which tools were you using previously to export all the models? I might be able to track down what mods might be having problems based on that (sniffing around descriptions for the tools being used) Ideally I hope to go through the entire game and run into these bad models if I can so we can fix them would be nice to have things working on a Steam Deck if someone followed the Mod Build for example
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Synchro started following Diversified Wounded Republic Soldiers on Taris
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Hey! First of all I love what this mod adds to the game. Unfortunately I seem to be running into a game crash on Linux when I have version 1.4 installed. If I transplant m02ac_02g.mdl/mdx and m02ac_02h.mdl/mdx/wok from version 1.3 the game seems to run fine. (I do loose the new "crispy models" in the tanks) There was a similar issue with Kexikus' HQ Skybox mod which was solved by importing and reexporting the affected models using KBlender. I'm not fully sure what that could fix, but if you could do that I can test and see if that works to fix the crash I'm running into
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Hey! These cutscenes are awesome. I also ran into a similar issue with the 3440x1440 60fps cutscenes when getting the game going on Linux. With some cutscenes everything is fine (the alt legal.bik works) but some of them have issues, 01a is a good example. I poked into VLC to see what was up and noticed that the vertical resolution is slightly off. I vaguely remember there being issues back in the day when the hexedited value for a larger cutscene resolution didn't match what was being played and the behaviour I saw is similar to that See the video and buffer resolution in the 60fps movie file: Comparing this to the same movie in 30fps version: The reason that the alt legal movie works is that it has the correct resolution: So unfortunately it looks like the 60fps videos need to be trimmed by a tad 😅
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Here's a patch for anyone using a 32x9 display at 5120x1440! I did adjust the locations a bit so that they more closely match the 4:3 map, so it is not a 1:1 if you scaled up the 1440p patch. Thanks for pointing me to the Visual GUI editor, that tool is pretty awesome! galaxymap.gui
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Excellent, I did try manually changing values which worked, but it wasn't a 1:1 match, I'll give this a shot Thanks!
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Heyo, would it be possible to get a widescreen patch for 32:9 aspect ratios? I am running the game in 5120x1440 and would love to be able to have this patched to work correctly. How would I go about patching this myself? (modding the 5120x2880 galaxymap.gui with k-gff for example) As I've used this mod in my modded builds of the game in the past, thanks for making this