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[SOLVED] Linux Mint 17, OpenJK and MB2

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I made an account because I need help installing the MB2 mod. I used wine and installed my steam copy of Jedi Academy. I copied over the gamedata files into a separate folder. I managed to install OpenJK and I can run both the SP/MP modes of it with OpenJK. Now I'm attempting to install MB2 with it. I downloaded the 3.3Gb torrent file, extracted the MB2 folder into the Gamedata folder. I then copied over the uii386.so, openjk.i386, cgamei386.so and jampgamei386.so. I made the Play_MBII.sh executable. When I attempt to run it, I get the error

Code:
tty console mode disabled
OpenJK-MP: v1.0.1.0 linux-i386 Jan 21 2017
----- FS_Startup -----
Current search path:
/home/XXXX/.local/share/openjk/MBII
./MBII/z_MB_BaseAssets.pk3 (14 files)
./MBII/zz_MBModels2.pk3 (4407 files)
./MBII/zz_MBModels.pk3 (1807 files)
./MBII/MB_Effects.pk3 (686 files)
./MBII/MBII_Mac.pk3 (3 files)
./MBII/MBII.pk3 (5 files)
./MBII/MBHilts.pk3 (796 files)
./MBII/MBAssets3.pk3 (2151 files)
./MBII/MBAssets2.pk3 (1740 files)
./MBII/MBAssets.pk3 (623 files)
./MBII/MB2_yavinassault.pk3 (88 files)
./MBII/mb2_um_assets3.pk3 (1059 files)
./MBII/mb2_um_assets2.pk3 (3497 files)
./MBII/mb2_um_assets.pk3 (1110 files)
./MBII/mb2_tradefed.pk3 (299 files)
./MBII/mb2_theed.pk3 (94 files)
./MBII/mb2_tatooine.pk3 (173 files)
./MBII/mb2_tantiveIV.pk3 (158 files)
./MBII/mb2_smuggler.pk3 (55 files)
./MBII/mb2_SDestroyer.pk3 (128 files)
./MBII/mb2_republiccruiser.pk3 (712 files)
./MBII/mb2_rc_hangarC.pk3 (337 files)
./MBII/mb2_mygeeto.pk3 (141 files)
./MBII/mb2_mustafar.pk3 (197 files)
./MBII/mb2_moseisley.pk3 (1 files)
./MBII/mb2_lunarbase.pk3 (57 files)
./MBII/mb2_korriban.pk3 (52 files)
./MBII/mb2_kamino.pk3 (364 files)
./MBII/mb2_jeditemple.pk3 (414 files)
./MBII/mb2_jabba.pk3 (126 files)
./MBII/mb2_enclave.pk3 (265 files)
./MBII/mb2_echobase.pk3 (91 files)
./MBII/mb2_duel_yavin4.pk3 (68 files)
./MBII/mb2_duel_votj.pk3 (47 files)
./MBII/mb2_duel_utapau.pk3 (63 files)
./MBII/mb2_duel_starforge.pk3 (115 files)
./MBII/mb2_duel_senate.pk3 (71 files)
./MBII/mb2_duel_sabh.pk3 (62 files)
./MBII/mb2_duel_revan.pk3 (129 files)
./MBII/mb2_duel_ravager.pk3 (81 files)
./MBII/mb2_duel_office.pk3 (115 files)
./MBII/mb2_duel_malachor.pk3 (101 files)
./MBII/mb2_duel_emperor.pk3 (146 files)
./MBII/mb2_dotf.pk3 (267 files)
./MBII/mb2_deathstar.pk3 (347 files)
./MBII/mb2_Coruscant_chase.pk3 (230 files)
./MBII/mb2_corellia.pk3 (254 files)
./MBII/MB2_Commtower.pk3 (255 files)
./MBII/mb2_cmp_assets3.pk3 (959 files)
./MBII/mb2_cmp_assets2.pk3 (2479 files)
./MBII/mb2_cmp_assets.pk3 (1842 files)
./MBII/mb2_cloudcity.pk3 (272 files)
./MBII/mb2_boc.pk3 (539 files)
./MBII/mb2_alderaan.pk3 (170 files)
./MBII/FAMBModels.pk3 (1316 files)
./MBII/03_MovieGameMappack.pk3 (6325 files)
./MBII/031_MovieGameMappack.pk3 (2107 files)
./MBII/02_MovieGameMappack.pk3 (2692 files)
./MBII/01_MovieGameMappack.pk3 (3200 files)
./MBII
/home/XXXX/.local/share/openjk/base
./base

----------------------
45902 files in pk3 files
Couldn't load mpdefault.cfg

At this point, I've tried everything I can think of, but I keep getting this error. Did I download the wrong file? Could somebody please help me figure this out, I need my MB2 fix. Thank you. I'll be off playing the single player for now.
 

Puppytine

Slayed dreamer
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Mpdefault.cfg is not an error, there should be more
And you need not a single file, but four files download and unzip in correct order, take "server install" from a download section
 

ent

Movie Battles II Team
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You are not loading assets0-3 files from "base" folder. That's where the original game is. Make sure you have them copied over.
 
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0
So after extracting the MB2 zip, just the first and copying over the asset files, I get

Code:
OpenJK-MP: v1.0.1.0 linux-i386 Jan 21 2017
----- FS_Startup -----
Current search path:
/home/xxxx/.local/share/openjk/MBII
./MBII/z_MB_BaseAssets.pk3 (14 files)
./MBII/zz_MBModels2.pk3 (4407 files)
./MBII/zz_MBModels.pk3 (1807 files)
./MBII/MB_Effects.pk3 (686 files)
./MBII/MBII_Mac.pk3 (3 files)
./MBII/MBII.pk3 (5 files)
./MBII/MBHilts.pk3 (796 files)
./MBII/MBAssets3.pk3 (2151 files)
./MBII/MBAssets2.pk3 (1740 files)
./MBII/MBAssets.pk3 (623 files)
./MBII/MB2_yavinassault.pk3 (88 files)
./MBII/mb2_um_assets3.pk3 (1059 files)
./MBII/mb2_um_assets2.pk3 (3497 files)
./MBII/mb2_um_assets.pk3 (1110 files)
./MBII/mb2_tradefed.pk3 (299 files)
./MBII/mb2_theed.pk3 (94 files)
./MBII/mb2_tatooine.pk3 (173 files)
./MBII/mb2_tantiveIV.pk3 (158 files)
./MBII/mb2_smuggler.pk3 (55 files)
./MBII/mb2_SDestroyer.pk3 (128 files)
./MBII/mb2_republiccruiser.pk3 (712 files)
./MBII/mb2_rc_hangarC.pk3 (337 files)
./MBII/mb2_mygeeto.pk3 (141 files)
./MBII/mb2_mustafar.pk3 (197 files)
./MBII/mb2_moseisley.pk3 (1 files)
./MBII/mb2_lunarbase.pk3 (57 files)
./MBII/mb2_korriban.pk3 (52 files)
./MBII/mb2_kamino.pk3 (364 files)
./MBII/mb2_jeditemple.pk3 (414 files)
./MBII/mb2_jabba.pk3 (126 files)
./MBII/mb2_enclave.pk3 (265 files)
./MBII/mb2_echobase.pk3 (91 files)
./MBII/mb2_duel_yavin4.pk3 (68 files)
./MBII/mb2_duel_votj.pk3 (47 files)
./MBII/mb2_duel_utapau.pk3 (63 files)
./MBII/mb2_duel_starforge.pk3 (115 files)
./MBII/mb2_duel_senate.pk3 (71 files)
./MBII/mb2_duel_sabh.pk3 (62 files)
./MBII/mb2_duel_revan.pk3 (129 files)
./MBII/mb2_duel_ravager.pk3 (81 files)
./MBII/mb2_duel_office.pk3 (115 files)
./MBII/mb2_duel_malachor.pk3 (101 files)
./MBII/mb2_duel_emperor.pk3 (146 files)
./MBII/mb2_dotf.pk3 (267 files)
./MBII/mb2_deathstar.pk3 (347 files)
./MBII/mb2_Coruscant_chase.pk3 (230 files)
./MBII/mb2_corellia.pk3 (254 files)
./MBII/MB2_Commtower.pk3 (255 files)
./MBII/mb2_cmp_assets3.pk3 (959 files)
./MBII/mb2_cmp_assets2.pk3 (2479 files)
./MBII/mb2_cmp_assets.pk3 (1842 files)
./MBII/mb2_cloudcity.pk3 (272 files)
./MBII/mb2_boc.pk3 (539 files)
./MBII/mb2_alderaan.pk3 (170 files)
./MBII/FAMBModels.pk3 (1316 files)
./MBII/03_MovieGameMappack.pk3 (6325 files)
./MBII/031_MovieGameMappack.pk3 (2107 files)
./MBII/02_MovieGameMappack.pk3 (2692 files)
./MBII/01_MovieGameMappack.pk3 (3200 files)
./MBII
/home/xxxx/.local/share/openjk/base
./base
   
----------------------
45902 files in pk3 files
Couldn't load mpdefault.cfg

The vanilla multiplayer is playing fine, I just tried it out for an hour without any issue whatsoever if that is relevant.
 
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Code:
23744 files in pk3 files
execing mpdefault.cfg
execing openjk.cfg
execing autoexec.cfg
Unknown command "vid_restart^7"
Unknown command "cg_fov^7"
----- Initializing Renderer ----
Trying to load "rd-vanilla_i386.so" from "."...
QKEY found.
SDL using driver "x11"
Initializing display
Display aspect: 1.778
...setting mode -1: 2560 1440
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x720 1920x1080 2560x1440 1280x800 1440x900 1680x1050 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
   
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 378.13
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev 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_multisample_blit_scaled 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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_filter_minmax 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 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_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4
   
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 2560 x 1440 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: disabled
   
------- sound initialization -------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulseaudio".
SDL_AudioSpec:
  Format:  AUDIO_S16LSB
  Freq:  44100
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
  1 stereo
16384 samples
  16 samplebits
  1 submission_chunk
44100 speed
0xa5706d8 dma buffer
No background file.
----------------------
------------------------------------
   
--- ambient sound initialization ---
Sound memory manager started
Sys_LoadGameDll(/home/xxxx/.local/share/openjk/base/uii386.so) failed: "Failed loading /home/xxxx/.local/share/openjk/base/uii386.so: /home/xxxx/.local/share/openjk/base/uii386.so: cannot open shared object file: No such file or directory"
VM_Create: uii386.so succeeded
Extended player name field using cvar ui_Name to 32 characters
Extended sound quality field to contain very high setting.
Disabling eax field because current platform does not support EAX.
Hiding eax_icon object because current platform does not support EAX.
Extended player name field using cvar ui_findplayer to 32 characters
Extended create favorite address edit field length to hold an IPv6 address
--- Common Initialization Complete ---
Hostname: LMR
IP: 127.0.1.1
Opening IP socket: localhost:29070
tty]

That's what I get when I run openjk.i386.
 
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0
Alright I went into openjk.i386 and ran that command. This was the output.

Code:
tty console mode disabled
OpenJK-MP: v1.0.1.0 linux-i386 Jan 21 2017
----- FS_Startup -----
Current search path:
/home/xxxx/.local/share/openjk/base
/home/xxxx/My Games/Jedi Academy/GameData/base/assets3.pk3 (16 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets2.pk3 (62 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets1.pk3 (8320 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets0.pk3 (15346 files)
/home/xxxx/My Games/Jedi Academy/GameData/base

----------------------
23744 files in pk3 files
execing mpdefault.cfg
execing openjk.cfg
execing autoexec.cfg
Unknown command "vid_restart"
Unknown command "cg_fov"
----- Initializing Renderer ----
Trying to load "rd-vanilla_i386.so" from "/home/xxxx/My Games/Jedi
Academy/GameData"...
QKEY found.
SDL using driver "x11"
Initializing display
Display aspect: 1.778
...setting mode -1: 2560 1440
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x720 1920x1080 2560x1440 1280x800 1440x900 1680x1050
720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024'
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.5.0 NVIDIA 378.13
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer
GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture
GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object
GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth GL_ARB_compute_shader
GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted
GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output
GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture
GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced
GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility
GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility
GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv
GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging
GL_ARB_indirect_parameters GL_ARB_instanced_arrays
GL_ARB_internalformat_query GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range
GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite
GL_ARB_post_depth_coverage GL_ARB_program_interface_query
GL_ARB_provoking_vertex GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior GL_ARB_robustness
GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding
GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote
GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects
GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples
GL_ARB_shader_texture_lod GL_ARB_shading_language_100
GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack
GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow
GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync
GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range GL_ARB_texture_compression
GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float
GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels
GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage
GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view
GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev
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_multisample_blit_scaled 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_polygon_offset_clamp
GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs
GL_EXT_sparse_texture2 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_filter_minmax 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_sRGB_decode
GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query
GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object
GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge
GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error
GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region
GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture
GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent
GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square
GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5
GL_NV_conditional_render GL_NV_conservative_raster
GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles
GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float
GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image
GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility
GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color
GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2
GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough GL_NV_gpu_program4
GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5
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_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_sample_locations GL_NV_sample_mask_override_coverage
GL_NV_shader_atomic_counters GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering
GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 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_uniform_buffer_unified_memory GL_NV_vdpau_interop
GL_NV_vertex_array_range GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit 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_NV_viewport_array2
GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info
GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -1, 2560 x 1440 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
compressed lightmaps: disabled
texture compression method: GL_EXT_texture_compression_s3tc
anisotropic filtering: enabled  (16 of 16)
Dynamic Glow: disabled

------- sound initialization -------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulseaudio".
SDL_AudioSpec:
  Format:  AUDIO_S16LSB
  Freq:  44100
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
  1 stereo
16384 samples
  16 samplebits
  1 submission_chunk
44100 speed
0x971b3c0 dma buffer
No background file.
----------------------
------------------------------------

--- ambient sound initialization ---
Sound memory manager started
Sys_LoadGameDll(/home/xxxx/.local/share/openjk/base/uii386.so) failed:
"Failed loading /home/xxxx/.local/share/openjk/base/uii386.so:
/home/xxxx/.local/share/openjk/base/uii386.so: cannot open shared object
file: No such file or directory"
VM_Create: uii386.so succeeded
Extended player name field using cvar ui_Name to 32 characters
Extended sound quality field to contain very high setting.
Disabling eax field because current platform does not support EAX.
Hiding eax_icon object because current platform does not support EAX.
Extended player name field using cvar ui_findplayer to 32 characters
Extended create favorite address edit field length to hold an IPv6 address
--- Common Initialization Complete ---
Hostname: LMR
IP: 127.0.1.1
Opening IP socket: localhost:29070
]condump log.txt
Dumped console text to log.txt.
 

ent

Movie Battles II Team
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Code:
/home/xxxx/My Games/Jedi Academy/GameData/base/assets3.pk3 (16 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets2.pk3 (62 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets1.pk3 (8320 files)
/home/xxxx/My Games/Jedi Academy/GameData/base/assets0.pk3 (15346 files)
/home/xxxx/My Games/Jedi Academy/GameData/base
That's what's missing in the MBII loading log. I guess MBII forces to use local dir for executing?
Could you show startup parameters for vanilla and for MBII?
 

Puppytine

Slayed dreamer
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Just move "assets*.pk3" files from "/home/xxxx/My Games/Jedi Academy/GameData/base" to "/home/xxxx/.local/share/openjk/base" and start Movie Battles again.
 
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No idea, so I am asking you to show how you start each of the games.
How I start regular MP is I just run the openjk.i386 after making it executable.

Just move "assets*.pk3" files from "/home/xxxx/My Games/Jedi Academy/GameData/base" to "/home/xxxx/.local/share/openjk/base" and start Movie Battles again.
I copied those over and I got this error

Code:
69646 files in pk3 files
execing mpdefault.cfg
execing openjk.cfg
couldn't exec autoexec.cfg
----- Initializing Renderer ----
Trying to load "rd-vanilla_i386.so" from "."...
Sys_LoadDll(./rd-vanilla_i386.so) failed: "Failed loading ./rd-vanilla_i386.so: ./rd-vanilla_i386.so: cannot open shared object file: No such file or directory"
Trying to load "rd-vanilla_i386.so" from "."...
Sys_LoadDll(./rd-vanilla_i386.so) failed: "Failed loading ./rd-vanilla_i386.so: ./rd-vanilla_i386.so: cannot open shared object file: No such file or directory"
Failed to load renderer

Edit: Just now, I copied over my autoexec.cfg to the /share/openjk/base folder and that fixed the missing autoexec.cfg. Now the issue just remains for the renders as posted in the prior error message

Edit 2: I copied over the rd-vanilla_i386_so into the openjk/base folder and still getting the same

Code:
Trying to load "rd-vanilla_i386.so" from "."...
Sys_LoadDll(./rd-vanilla_i386.so) failed: "Failed loading ./rd-vanilla_i386.so: ./rd-vanilla_i386.so: cannot open shared object file: No such file or directory"
Trying to load "rd-vanilla_i386.so" from "."...
Sys_LoadDll(./rd-vanilla_i386.so) failed: "Failed loading ./rd-vanilla_i386.so: ./rd-vanilla_i386.so: cannot open shared object file: No such file or directory"
Failed to load renderer

Not sure what else it's wanting me to copy over. I really appreciate all the help so far. Hoping I can fix it soon for my day off.
 
Last edited:

Puppytine

Slayed dreamer
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Try copying "rd-vanilla_i386.so" to folder that contains path "/MBII/01_MovieGameMappack.pk3", i. e. you'll have MBII dir and "rd-vanilla_i386.so" in same folder, not sure what absolute path is.
 
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Try copying "rd-vanilla_i386.so" to folder that contains path "/MBII/01_MovieGameMappack.pk3", i. e. you'll have MBII dir and "rd-vanilla_i386.so" in same folder, not sure what absolute path is.
Alright, I finally had some time off work to do this. I copied over the file and it ended up in Gamedata/MoviebattlesII_FULL_V1.4 and it managed to actually start up. Everything appears to be working except for the server browser. Nothing comes up when I switch to internet games and refresh the list.

I'm assuming it has to deal with the older version of the game? I downloaded the updates/upgrades via .zip from the server download. Will I need to extract those and if so, where?
 

Puppytine

Slayed dreamer
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Nothing comes up when I switch to internet games and refresh the list.
That's probably because your version is outdated.

Go here: Movie Battles II Server List
  1. Pick IP of some server
  2. Start MBII, open a console by pressing Shift + ~ (aka Shift + `)
  3. Type:
    Code:
    /connect IP.AND:PORT
    Press Enter.
You either will see some error message with version number of installation (more likely) or connect to a server (less likely).
I downloaded the updates/upgrades via .zip from the server download. Will I need to extract those and if so, where?
Indeed you have to extract files from .zip, without that they're just a dead weight.
A guess you did extract at least one archive, how did you decide that it's not necessary to extract other?

Extract everything to MBII folder, OVERWRITING EXISTING FILES AND KEEPING CORRECT ORDER, from old to new, i. e.:
  1. Unpack MovieBattlesII_FULL_V1.4.zip
  2. Then unpack MovieBattlesII_UPGRADE_V1.4_V1.4.1.zip
  3. Then unpack MovieBattlesII_UPGRADE_V1.4.1_V1.4.2.zip
  4. ... and so on.
 
Last edited:
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