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3dfx Hardware & Software => General Discussions => Topic started by: duocast on 06 December 2003, 11:50:09

Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 06 December 2003, 11:50:09
Well here's a new killer game that was just recently released by LucasArts, sadly it needs OpenGL 1.4 to run properly...I ran RealTech VR's OpenGL Viewer and it reads I have 20% compatibility with OpenGL 1.4...my system is a Voodoo 5 5500 64MB PCI using the Amigamerlin 3.0 XP drivers (who with a Voodoo 5 isn't nowadays :D).

But I think this game can be made to work...right now it boots into a black screen...the only way to get back to the desktop I've found is to hit my "Switch Users" button on my keyboard to bring up the Windows XP Pro switch users screen (of course) but with the game still running in a corner of the screen and the in game mouse for the games menu showing when i hover over this black screen in the corner of my desktop....but i can move my mouse pointer out of the black screen and back over my desktop and see the windows default white pointer!

What does this mean well I have no clue [?][?] but I'm fairly confident that with the creative genius thinking that goes on in these forums...I'm shure we could figure out how to get this game to work...

I know the new Mesa Stuff DBorca is working on is coming along nicely and maybe this will bring some ([?]) compatibility into the OpenGL area for voodoo owners (you can download a build of DBorca's SDK from his website)(dunno link sorry [V]).

Anyway any ideas, suggestions, helpful insight :) would be much appreciated (qrazi and oskhar I know you guys might see this :D and seem to know the best fixes for games)
Title: --How to get Star Wars: KotOR to work--
Post by: amp_man on 07 December 2003, 00:02:34
Look here (http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=358&whichpage=2) for compatability info with Mesa/OpenGL 1.4. As you can see, compatability is only 26%, which may or may not help it operate.
Title: --How to get Star Wars: KotOR to work--
Post by: Nightbird on 07 December 2003, 00:44:23
For the moment, you can try these possibilities
http://www.3dfxzone.it/enboard/topic.asp?TOPIC_ID=421

since JediAcademy is also an OpenGl 1.4 game...
Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 07 December 2003, 06:47:26
Thanks I will try the Jedi Academy advice...and report back if it works, also yes i noticed how it's at 26% but thats only 6% more...so i don't think it would afford a significant increase in compatibility.

But one thing i did notice is that in the first screenshot he only had 14% compatibility? while I have 20% and the same setup!

Oh well wierd but cool i guess...
Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 07 December 2003, 07:06:11
Well I think that LucasArts may have used a different game engine than the Q3 engine they used in Outcast and Academy.

But anyway I did some "tests" with the different OpenGL's and the WickedGL version I suppose had the best results, although don't let me get you thinking they were good either.

The WickedGL one caused the game to do exactly what had happend before BUT instead of a plain black screen it shows some really screwed up single colored triangles of some sort...i should get a screenshot cuz' i can't really discribe um, one thing is for shure, it's not working.

Also tried the GlideXP trick and it caused the following Application Error - "The application failed to initialize properly (0xc0000142). Click on OK to terminate the application." if anyone knows what that means?

Well thats this update i suppose for this "work-in-progress" on getting this game to run.
Title: --How to get Star Wars: KotOR to work--
Post by: lecram25 on 07 December 2003, 07:41:25
QuoteOriginally posted by duocast

Well I think that LucasArts may have used a different game engine than the Q3 engine they used in Outcast and Academy.

But anyway I did some "tests" with the different OpenGL's and the WickedGL version I suppose had the best results, although don't let me get you thinking they were good either.

The WickedGL one caused the game to do exactly what had happend before BUT instead of a plain black screen it shows some really screwed up single colored triangles of some sort...i should get a screenshot cuz' i can't really discribe um, one thing is for shure, it's not working.

Also tried the GlideXP trick and it caused the following Application Error - "The application failed to initialize properly (0xc0000142). Click on OK to terminate the application." if anyone knows what that means?

Well thats this update i suppose for this "work-in-progress" on getting this game to run.

It's a moddified version of the Q3A engine...
Title: --How to get Star Wars: KotOR to work--
Post by: Amigamerlin on 07 December 2003, 08:35:58
is a demo available for download?
If yes please post the link where I can find it !!

Bye to all
Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 07 December 2003, 09:48:07
Well I am unaware of a Demo being available at this time, but I will keep trying to find one.

I'm shure LucasArts will be releasing one soon as they did with Jedi Academy and Jedi Outcast.

In the meantime, If you want Dr.Watson error reports or screenshots or for me to send you a specific .dll file or whatnot -- can do!
Title: --How to get Star Wars: KotOR to work--
Post by: XxfallnangelxX on 08 December 2003, 20:23:56
Actually the game engine was done by BioWare this time around.....completely different engine

see this link http://www.bioware.com/games/knights_old_republic/[8D][8D][8D][8D]

and as far as i can tell there is no demo available[:(!]
Title: --How to get Star Wars: KotOR to work--
Post by: bsarc on 09 December 2003, 01:01:58
Its based on almost the same engine as Neverwinter nights and if NWN works with mesa 5.1 so will this one keep faith in daniels ability.
Title: --How to get Star Wars: KotOR to work--
Post by: amp_man on 09 December 2003, 04:37:10
hmm, if it uses the same engine as Neverwinter Nights, this (http://www.voodoofiles.net/voodooboard/3dfxhelppage/#nwn) could be helpful. Also, as for the compatability test with different versions of OpenGL, I have no idea...sounds like it's only searching for 5 out of the 6 items that dborca's test searched for (1 out of 5=20%, 1 out of 6=17%).
Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 10 December 2003, 09:32:39
Ok thx Amp_Man I'll try the default WindowsXP drivers and see if it will run.

Will post results soon [:p]
Title: --How to get Star Wars: KotOR to work--
Post by: duocast on 10 December 2003, 10:00:27
Well bad news...using the default driver assigned by WindowsXP doesnt work here is a clip from the Dr.Watson report:

pplication exception occurred:
       App: C:\LucasArts\SWKotOR\swkotor.exe (pid=3580)
       When: 12/10/2003 @ 01:47:56.031
       Exception number: c0000005 (access violation)

There was WAY more in the report but don't know how important it was so I just copied/pasted what seemed related...could be useless information I dunno [:p].

next idea? or comments?
Title: --How to get Star Wars: KotOR to work--
Post by: bloodworm on 10 December 2003, 23:13:04
to get never winter nights to work on my PC (same black screen thingy you have going) you must run the desktop resolution a notch or two HIGHER than the game will be running in.  the 3dfx ICD does something wrong in the 1.1 part that gives up a black screen when both the game and the desltop have the same res.  I am running the 3dhq beta 10 drivers in both 98SE AND XP for this.  I have also tried colourless's OGL helper files, and they seem to help ever so little.  The MESA files (coming soon) should fix this.....  I get about 2-15 FPS depending on what is going on in the game.