[quake2] Icculus Q2 (Gentoo build), mods won't work
nick at linicks.net
Thu Sep 2 13:34:16 EDT 2004
On Thursday 02 September 2004 00:00, Lee Webb wrote:
> Hi All,
> Many thanks for all the replies.
> Built the source without using portage (no gentoo build) and the mods
> worked correctly, so the there must be something wrong with the way
> portage does the build, I'll look more into this today instead of
> The only problem I now get is some SIGSEGV when running in anything over
> 640x480 full screen with nvidia's liGL.so. Only happens when trying to
> get the console or view the menus. When running 640x480 windowed
> everything is fine.
> Tracked it down to some calls to ld-linux.so.2, seems like either q2 or
> the nvidia driver is doing something stupid
> Will attach the stack trace when I get home
There is this from nVidia README file that comes with the driver:
"Q: There are problems running Quake2.
A: Quake2 requires some minor setup to get it going. First, in the Quake2
directory, the install creates a symlink called libGL.so that points
at libMesaGL.so. This symlink should be removed or renamed. Then,
to run Quake2 in OpenGL mode, you would type: 'quake2 +set vid_ref glx
+set gl_driver libGL.so'. Quake2 does not seem to support any kind of
full-screen mode, but you can run your X server at whatever resolution
Quake2 runs at to emulate full-screen mode."
Which is what I followed - then read the README from icculus quake2 builds to
see how to adapt that line further - all works great for me!
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
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