[quake2] Troubles with loki installer version of 0.16
Brendan Burns
brendanburns at comcast.net
Mon Jan 24 19:02:42 EST 2005
That dump on the console looks fine. but I'll look into the sound
stuff...
--brendan
On Jan 24, 2005, at 2:22 AM, Gian Paolo Mureddu wrote:
> Ok, this may be a problem on my end... It crashes at the sound
> initialization, as you can see above, so changing the executable to
> quake2 plain does run, BUT the sound is HORRIBLE too much static, plus
> I get this dump on the console:
>
> [gianni at Blackhawk quake2]$ ./quake2
> Quake 2 -- Version 3.21+r0.16
> Added packfile ./baseq2/pak0.pak (3307 files)
> Added packfile ./baseq2/pak1.pak (279 files)
> Added packfile ./baseq2/pak2.pak (2 files)
> Added packfile ./baseq2/pak10.pak (806 files)
> Added packfile ./baseq2/pak11.pak (47 files)
> Added packfile ./baseq2/pak12.pak (79 files)
> Added packfile ./baseq2/pak13.pak (16 files)
> Added packfile ./baseq2/pak14.pak (46 files)
> Added packfile ./baseq2/pak16.pak (30 files)
> Added packfile ./baseq2/pak17.pak (22 files)
> Added packfile ./baseq2/pak19.pak (13 files)
> Added packfile ./baseq2/maxpak.pak (40 files)
> using /home/gianni/.quake2/baseq2/ for writing
> execing default.cfg
> execing config.cfg
> Console initialized.
>
> ------- sound initialization -------
> sound sampling rate: 44100
> ------------------------------------
> ------- Loading ref_glx.so -------
> LoadLibrary("./ref_glx.so")
> No joysticks found
> rfx_gl version: GL 0.01
> Using libGL.so for OpenGL...Initializing OpenGL display
> ...setting fullscreen mode 6: 1024 768
> Using XFree86-VidModeExtension Version 2.2
> I: got 8 bits of red
> I: got 8 bits of blue
> I: got 8 bits of green
> I: got 24 bits of depth
> I: got 0 bits of alpha
> I: got 8 bits of stencil
> Using hardware gamma
> GL_VENDOR: NVIDIA Corporation
> GL_RENDERER: GeForce FX 5900/AGP/SSE/3DNOW!
> GL_VERSION: 1.5.2 NVIDIA 66.29
> GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
> GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging
> GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
> GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
> GL_ARB_shader_objects GL_ARB_shading_language_100
> GL_ARB_texture_border_clamp 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_texture_mirrored_repeat GL_ARB_texture_rectangle
> GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
> GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
> GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
> GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax
> GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
> GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord
> GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture
> GL_EXT_pixel_buffer_object GL_EXT_point_parameters
> GL_EXT_rescale_normal GL_EXT_secondary_color
> GL_EXT_separate_specular_color GL_EXT_shadow_funcs
> GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
> GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc
> GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp
> GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
> GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod
> GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array
> GL_HP_occlusion_test GL_IBM_rasterpos_clip
> GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
> GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
> GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
> GL_NV_fragment_program_option GL_NV_half_float
> GL_NV_light_max_exponent GL_NV_multisample_filter_hint
> GL_NV_occlusion_query GL_NV_packed_depth_stencil
> GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart
> GL_NV_register_combiners GL_NV_register_combiners2
> GL_NV_texgen_reflection GL_NV_texture_compression_vtc
> GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
> GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
> GL_NV_texture_shader3 GL_NV_vertex_array_range
> GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
> GL_NV_vertex_program2 GL_NV_vertex_program2_option
> GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
> GL_SGIX_shadow GL_SUN_slice_accum
> ...allowing CDS
> ...enabling GL_EXT_compiled_vertex_array
> ...using GL_EXT_point_parameters
> ...using GL_ARB_multitexture
> ...GL_SGIS_multitexture not found
> ------------------------------------
> CDAudio_Init: open of "/dev/cdrom" failed (16)
> alsa: buffer underrun
> ------- Loading gamei386.so -------
> ==== InitGame ====
> ------- Server Initialization -------
> 0 entities inhibited
> 0 teams with 0 entities
> -------------------------------------
> ====== Quake2 Initialized ======
>
> 0.0.0.0:0: client_connect
> Dropped frame: 6 > 5
> Dropped frame: 9 > 8
> Dropped frame: 12 > 11
> Dropped frame: 15 > 14
> ==== ShutdownGame ====
> Cmd_RemoveCommand: joy_advancedupdate not added
> Error, Problem closing joystick.recursive shutdown
>
> WTH??
> ----------------------------------
>
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>
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