quake2-r0.13.1 comments
Peter Bruley
pbruley at highstream.net
Sun Sep 1 18:33:19 EDT 2002
I just downloaded and installed the "icculus_org_quake2-clless.run"
It always bugged me that v3.20 never had:
-Wheel Mouse support under LINUX
-Game would always lock up everytime apply was picked under "ref_glx"
-Game would not run in Full-Screen Mode with XF86 v4.x
All these bugs are fixed with this release.
Very Nice.... Good work.
I thought I would try a Bench-test between the stock v3.20 and your
v3.21-r0.13.
WOW 160fps @ 600x800dpi
(My best with v3.20 was between 90-100fps at 600x800dpi)
Now I am REALLY Impressed. :)
I then tried to compile the "quake2-r0.13.1" source but ran into
dependancy problems on my Slackware v8.0 box. After getting SDL-1.2.4
and aalib-1.2 installed I managed to get quake2-r0.13.1 to compile. But
the game crashes on start up complaining about:
./quake2 +set vid_ref glx
Quake 2 -- Version 3.21+rCVS
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
using /home/Peter/.quake2/baseq2/ for writing
execing default.cfg
execing config.cfg
Console initialized.
------- sound initialization -------
sound sampling rate: 22050
------------------------------------
------- Loading ref_glx.so -------
LoadLibrary("./ref_glx.so")
Trying joystick dev /dev/js0
Error opening joystick dev /dev/js0
Trying joystick dev /dev/js1
Error opening joystick dev /dev/js1
Trying joystick dev /dev/js2
Error opening joystick dev /dev/js2
Trying joystick dev /dev/js3
Error opening joystick dev /dev/js3
Trying joystick dev /dev/jsflash
Error opening joystick dev /dev/jsflash
rfx_gl version: GL 0.01
Using libGL.so for OpenGL...Initializing OpenGL display
...setting fullscreen mode 4: 800 600
Using XFree86-VidModeExtension Version 2.1
Using hardware gamma
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce2 GTS/AGP/3DNOW!
GL_VERSION: 1.3.1 NVIDIA 28.80
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture
GL_ARB_texture_compression GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_S3_s3tc GL_EXT_abgr
GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shared_texture_palette
GL_EXT_stencil_wrap GL_EXT_texture_compression_s3tc
GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_cube_map
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array
GL_EXT_vertex_weighting GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square GL_NV_evaluators GL_NV_fence
GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil
GL_NV_register_combiners GL_NV_texgen_emboss GL_NV_texgen_reflection
GL_NV_texture_env_combine4 GL_NV_texture_rectangle
GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture
GL_SGIS_texture_lod
...allowing CDS
...enabling GL_EXT_compiled_vertex_array
...ignoring GL_EXT_point_parameters
...using GL_ARB_multitexture
...GL_SGIS_multitexture deprecated in favor of ARB_multitexture
recursive shutdown
Error: Missing Particle Picture: particles/beam.jpg
Does anyone have any clues what went wrong with my build? Why does the
pre-compiled binary work just fine but my binary fails? And what is
"particles/beam.jpg" ?
--
Peter
http://tkvoice.netfirms.com/
More information about the quake2
mailing list