New Installer Jedi Academy
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@gderber Just tried again and still no symbolic link. Im not sure why it isnt working.
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@quicksilver does the install log show anything?
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@gderber Im assuming this is the relevant part of the log
ln: failed to create symbolic link '/home/pi/RetroPie/roms/ports/jediacademy/uiarm.so': Function not implemented /home/pi
I should note that my
/home/pi/RetroPie/roms/ports/jediacademy
is on an external flash drive. I wonder if thats what is causing the issue. However I have not run into issues with symbolic links before so Im not sure what would be different about this one. -
@quicksilver FAT32 doesn't support symbolic links - if that is the current USB stick filesystem format.
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@mitu I believe it's ExFAT. Doing a little googling shows that symbolic links can go to an ExFAT partition but not from. This is probably why I haven't had any issues before because all of the symlinks have been located on the sdcard until now. Should I be using a different format? I chose ExFAT so that I could still access the data on my windows computer.
@gderber should we just copy the .so files instead? Or am I just an edge-case scenario? Also, I believe it requires some (all?) of the .so files to be in the base folder for multiplayer to work, not just uiarm.so. I can get the MP launcher to work if uiarm.so is located in the base folder but it will fail to join any game. When I place all the .so files into the base folder I can then join online games.
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@quicksilver I've looked at some other installers to try and determine what they do, see if there is a precedent in the RetroPie ecosystem. I didn't see anything.
Because running roms from a USB stick is officially supported I am thinking about either copying or moving.
Copying creates in my mind the fewest opportunities for problems. I'd also like to identify exactly which ones are needed to copy and copy only those (rather than a mass copy everything). Which leads into moving, it's cleaner (only have the files required and without duplication). It required checking each and every file to determine which folder it needs to be in, but that's a one time process.
@mitu Do you have any guidance on this? What to do when a port looks for it's library inside the rom data folder? I'd eventually like to get these approved and added to the main repo, and whatever I can do on the front end to make that process easier I'd like to do.
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@gderber said in New Installer Jedi Academy:
@mitu Do you have any guidance on this? What to do when a port looks for it's library inside the rom data folder?
Normally, if that would really be necessary, the files should be copied from
$md_inst
to that location during the configuration phase.
Having said that, I don't think that should be necessary for this game. Look at how the game binaries are distributed in Debian (openjk-academy, openjk-common) and see if you could arrange a similar structure for them in the/opt/retropie/ports/openjk_ja
folder. -
@mitu Thank you. The Debian package was very helpful. I'm copying everything they do to the data folder ("base") for this game.
@quicksilver All changes have been uploaded, let me know if the .so files install for you. Thank you for your help with this.
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@gderber said in New Installer Jedi Academy:
All changes have been uploaded, let me know if the .so files install for you.
I will update it now and report back.
Thank you for your help with this.
Definitely! Im glad I am able to help in some way. I have been able to get a lot new ports running on my pi 4, I just dont have the bash scripting knowledge to set up installers for them (Im trying to teach myself as much as possible before I bug someone with a million questions). So if you have the energy for it, Im sure there are a bunch more we can collaborate on (and I get to learn as I go too).
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So the three .so files
uiarm.so
,jagamearm.so
,jampgamearm.so
now do appear in the/roms/ports/jediacademy/
directory. Multiplayer will boot successfully however you cannot join any games. Trying to do so results in "Error: VM_CreateLegacy on cgame failed". So I also manually addedcgamearm.so
and I can now get into multiplayer matches. Looks like you will need to add that one to the script as well. -
@quicksilver Oh, I misspelled that one in my script! It should be fixed (I can't test it right now). I'll know for sure tomorrow.
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@gderber just wanted to say thanks for posting this. Managed to get this running first time with a couple of slight issues.
Not sure if you found this...but I could only get this running with a weird window. At the bottom left of my screen. If I select different resolutions I can increase the window size, but only to maybe 2/3rds of the screen and always the bottom left. Full screen option in game doesn't seem to change anything.
Controller setup... Getting the right config for a PS3 controller seems tricky. Did you use a controller or another method?
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@Jste84 Thank you.
For the window/resolution issue, I haven't found a good solution to this yet, but you need to go into $home/.local/share/openjk folder (doing this from memory might be a little off). Open the .cfg files, one is for single player, one is for multiplayer.
You need to modify 3 lines:
seta r_customheight "1080" <-- your resolution height
seta r_customwidth "1920" <---- your resolution width
seta r_mode "-1" <--------------------- necessary for custom resolution, this prevents the game from overwriting the changes to the two lines above.This last is optional and you may want to tweak it, the game was originally set for 4:3 aspect ratio, if you're have a 16:9, you may want to adjust this.
seta cg_fov "96.4" <---------- can be changed to any value
Some recommendations around the internet seem to be around 110 for widescreen.I use a keyboard and mouse most of the time. If I use a game controller, it's a steam controller.
One thing I am thinking about trying for controller configuration is antimicroX
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@Jste84 you can also select a resolution in game and then match it with a resolution option in the runcommand menu to get a fullscreen game area.
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@quicksilver Ok, the script installs all for libraries. The misspelling has been corrected.
I did notice that nothing happened when I tried loading servers. That could be a few things. I haven't run it down yet.
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@gderber out of town for a few days but will double check everything on my end when I get back. With the spelling mistake fixed I assume everything will be good. Multiplayer was working for me properly, though I still occasionally found a server I couldn't access but perhaps they were running a different version or custom maps or something.
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Everything is working properly on my end. Assuming it is working for you too, Id say the OpenJK scripts are good to go. Nice work!
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@quicksilver That's great news! I'm glad it's working for you! I think I may want to make an adjustment or two before posting a pull request. I'd really like a better solution for the resolution configuration. I've been looking at the quake3 scripts for that.
A nice to have addition, I've found the original game demos in an exe installer. I'd like to see if maybe the game will run with only the demo data, and if so find a way to either extract the data files or find the data files in a zip file/make a zip file for the data.
Finally I'd like to build the xLAva ports. I'd like to have a better understanding of what can and can't be shared between the two.
I'd be happy to help out with your scripting.
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I got it to work with the script... Just have to setup xboxdrv as it appears to not pickup the joysticks on the RPi4.
I've been unable to find out how to setup JK2 Jedi Outcast with this setup. Is that possible?
Russell
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