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 
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 -------
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_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 
...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" ?


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