From ludwig.nussel at suse.de Thu Jun 1 03:17:35 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 1 Jun 2006 09:17:35 +0200 Subject: [quake3] new osx ppc binary In-Reply-To: References: Message-ID: <200606010917.35606.ludwig.nussel@suse.de> On Thursday 01 June 2006 01:33, Jay Lanagan wrote: > I have posted a question in the forum about making a native osx > installer which may require some changes in the current program, some > discussion on devs thoughts would be helpful for me. Please use this list for development related discussion. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From azog at bellsouth.net Thu Jun 1 05:21:27 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 04:21:27 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: <200606010917.35606.ludwig.nussel@suse.de> References: <200606010917.35606.ludwig.nussel@suse.de> Message-ID: Ludwig, that sounds like a perfectly appropriate development-related topic to me... David Jackson On Jun 1, 2006, at 2:17 AM, Ludwig Nussel wrote: > On Thursday 01 June 2006 01:33, Jay Lanagan wrote: >> I have posted a question in the forum about making a native osx >> installer which may require some changes in the current program, some >> discussion on devs thoughts would be helpful for me. > > Please use this list for development related discussion. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > From azog at bellsouth.net Thu Jun 1 05:22:05 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 04:22:05 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: References: Message-ID: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> Jay, why didn't you compile it as a universal binary? David On May 31, 2006, at 6:33 PM, Jay Lanagan wrote: > hello, > > I'm new to the list, and thought I'd offer up a new binary for osx ppc > users available here: > http://www.parodius.com/~roni/ioq3-rev792.zip > > I have posted a question in the forum about making a native osx > installer which may require some changes in the current program, some > discussion on devs thoughts would be helpful for me. > > Thanks, > > -- > Jay Lanagan > jlanagan at gmail.com From daniellord at mac.com Thu Jun 1 06:30:14 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 1 Jun 2006 03:30:14 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: References: <200606010917.35606.ludwig.nussel@suse.de> Message-ID: <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> On Jun 1, 2006, at 2:21, David Jackson wrote: > > Ludwig, that sounds like a perfectly appropriate development- > related topic to me... > > David Jackson > > > On Jun 1, 2006, at 2:17 AM, Ludwig Nussel wrote: > >> On Thursday 01 June 2006 01:33, Jay Lanagan wrote: >>> I have posted a question in the forum about making a native osx >>> installer which may require some changes in the current program, >>> some >>> discussion on devs thoughts would be helpful for me. >> >> Please use this list for development related discussion. David, I think there is a misunderstanding here. My interpretation of Ludwig's comment was that he _was_ suggesting this list should be used. Jay posted the details of his question about a native installer in the forum instead on on the list and I believe Ludwig was suggesting he should have posted it to this list since it is a development question. Email is a two-edged sword not a pen and the pen sometimes indeed is mightier than the sword. Or something like that ;-) I also would like to know why Jay didn't make a universal binary-- perhaps SDL doesn't make on yet, but one can patch two binaries together with 'lipo'. Daniel "Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." ?Samuel Beckett From acano at fastmail.fm Thu Jun 1 10:57:27 2006 From: acano at fastmail.fm (acano) Date: Thu, 1 Jun 2006 10:57:27 -0400 Subject: tty ansi color, don't eat up all '^' and wrap color codes [patch] Message-ID: <20060601145727.GA30473@localhost.localdomain> Some '^' are meant to be printed, use Q_IsColorString() Color codes not in [0-7] still need to correspond to one of thos, use ColorIndex() -------------- next part -------------- diff -Naur /home/acano/svn/ioquake3/quake3/code/unix/unix_main.c quake3/code/unix/unix_main.c --- /home/acano/svn/ioquake3/quake3/code/unix/unix_main.c 2006-05-19 23:39:43.000000000 -0400 +++ quake3/code/unix/unix_main.c 2006-06-01 10:14:15.000000000 -0400 @@ -1199,18 +1199,18 @@ static struct Q3ToAnsiColorTable_s { - char Q3color; + byte Q3color; char *ANSIcolor; } tty_colorTable[ ] = { - { COLOR_BLACK, "30" }, - { COLOR_RED, "31" }, - { COLOR_GREEN, "32" }, - { COLOR_YELLOW, "33" }, - { COLOR_BLUE, "34" }, - { COLOR_CYAN, "36" }, - { COLOR_MAGENTA, "35" }, - { COLOR_WHITE, "0" } + { 0, "30" }, // black + { 1, "31" }, // red + { 2, "32" }, // green + { 3, "33" }, // yellow + { 4, "34" }, // blue + { 5, "35" }, // cyan + { 6, "36" }, // magenta + { 7, "0" }, // white (use terminal foreground color) }; static int tty_colorTableSize = @@ -1239,7 +1239,7 @@ strncat( buffer, tempBuffer, bufferSize ); i++; } - else if( msg[ i ] == Q_COLOR_ESCAPE ) + else if( Q_IsColorString(&msg[i]) ) { i++; @@ -1248,7 +1248,7 @@ escapeCode = NULL; for( j = 0; j < tty_colorTableSize; j++ ) { - if( msg[ i ] == tty_colorTable[ j ].Q3color ) + if( ColorIndex(msg[i]) == tty_colorTable[ j ].Q3color ) { escapeCode = tty_colorTable[ j ].ANSIcolor; break; From tjw at webteam.net Thu Jun 1 11:43:40 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 1 Jun 2006 10:43:40 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> Message-ID: <20060601154340.GE1490@morbo.webteam.net> On Thu, Jun 01, 2006 at 03:30:14AM -0700, Daniel Lord wrote: > I also would like to know why Jay didn't make a universal binary--perhaps SDL > doesn't make on yet, but one can patch two binaries together with 'lipo'. If anyone has been able to cross-compile ioquake3 to x86 on a ppc Mac please share details. It would be nice to have a cross-make-mingw.sh equiv script for doing this, but it doesn't appear to be as trivial. OS X 10.4 has the cross compiler for i686, but it would also require you to build a universal libSDL dylib (is that even possible) or link each portion of the binary statically to libSDL.a. Also has the OpenAL problem on x86 Macs been worked out? If not, the binaries would also have to be statically linked to OpenAL. This would also be good for making the binary compatible with OSX 10.3 for the ppc arch. Although it would probably be a pretty huge binary :) -Tony From daniellord at mac.com Thu Jun 1 13:08:52 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 1 Jun 2006 10:08:52 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: <20060601154340.GE1490@morbo.webteam.net> References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> <20060601154340.GE1490@morbo.webteam.net> Message-ID: On Jun 1, 2006, at 8:43, Tony J. White wrote: > On Thu, Jun 01, 2006 at 03:30:14AM -0700, Daniel Lord wrote: >> I also would like to know why Jay didn't make a universal binary-- >> perhaps SDL >> doesn't make on yet, but one can patch two binaries together with >> 'lipo'. > > If anyone has been able to cross-compile ioquake3 to x86 on a ppc > Mac please > share details. It would be nice to have a cross-make-mingw.sh > equiv script > for doing this, but it doesn't appear to be as trivial. > > OS X 10.4 has the cross compiler for i686, but it would also > require you to > build a universal libSDL dylib (is that even possible) or link each > portion > of the binary statically to libSDL.a. > > Also has the OpenAL problem on x86 Macs been worked out? If not, > the binaries > would also have to be statically linked to OpenAL. This would also > be good > for making the binary compatible with OSX 10.3 for the ppc arch. > Although > it would probably be a pretty huge binary :) As a last resort, one could cobble together two separate Quake 3 binaries with lipo, but, as you said, it would be a double-sized application. Apple has done a brilliant job with their architecture transition for general purpose, relatively self-contained applications, but its Achille's Heel is an application that relies on a lot of dylibs. I don't fault Apple for taking what I see as the main road in this transition so they support their commercial application user base--I would have done the same. But it still sucks for this kind of project. Building and downloading platform-dependent application binaries is going to have to be the road we take. Of course that means maintaining two installers as well as binaries components. It won't last long, I think PPCs will be deprecated within two years given what I am seeing in accelerated development and porting for i686 Macs. Java 6 is in beta on OS X, Parallels VM in RC2, and more. Once the smoke clears and the transition is complete with a full line of Intel desktops in the market, the move will be recognized for the stroke of strategic brilliance it is. And this from someone with a first-gen G5 Dual 1.8Ghz besides my Macbook Pro. My dual core Macbook Pro is faster (Pystones, linpack, etc.) except for graphics but that is only because I upgraded the video card to an ATI X800 XL to run Aperture ;-(. Daniel "Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions." - Einstein From only_mortal at mac.com Thu Jun 1 14:33:56 2006 From: only_mortal at mac.com (Mike Davis) Date: Thu, 1 Jun 2006 20:33:56 +0200 Subject: [quake3] new osx ppc binary In-Reply-To: References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> <20060601154340.GE1490@morbo.webteam.net> Message-ID: I did it with lipo. On 1 Jun 2006, at 19:08, Daniel Lord wrote: > > On Jun 1, 2006, at 8:43, Tony J. White wrote: > >> On Thu, Jun 01, 2006 at 03:30:14AM -0700, Daniel Lord wrote: >>> I also would like to know why Jay didn't make a universal binary-- >>> perhaps SDL >>> doesn't make on yet, but one can patch two binaries together with >>> 'lipo'. >> >> If anyone has been able to cross-compile ioquake3 to x86 on a ppc >> Mac please >> share details. It would be nice to have a cross-make-mingw.sh >> equiv script >> for doing this, but it doesn't appear to be as trivial. >> >> OS X 10.4 has the cross compiler for i686, but it would also >> require you to >> build a universal libSDL dylib (is that even possible) or link >> each portion >> of the binary statically to libSDL.a. >> >> Also has the OpenAL problem on x86 Macs been worked out? If not, >> the binaries >> would also have to be statically linked to OpenAL. This would >> also be good >> for making the binary compatible with OSX 10.3 for the ppc arch. >> Although >> it would probably be a pretty huge binary :) > > As a last resort, one could cobble together two separate Quake 3 > binaries with lipo, but, as you said, it would be a double-sized > application. > Apple has done a brilliant job with their architecture transition > for general purpose, relatively self-contained applications, but > its Achille's Heel is an application that relies on a lot of > dylibs. I don't fault Apple for taking what I see as the main road > in this transition so they support their commercial application > user base--I would have done the same. But it still sucks for this > kind of project. Building and downloading platform-dependent > application binaries is going to have to be the road we take. Of > course that means maintaining two installers as well as binaries > components. It won't last long, I think PPCs will be deprecated > within two years given what I am seeing in accelerated development > and porting for i686 Macs. Java 6 is in beta on OS X, Parallels VM > in RC2, and more. Once the smoke clears and the transition is > complete with a full line of Intel desktops in the market, the move > will be recognized for the stroke of strategic brilliance it is. > And this from someone with a first-gen G5 Dual 1.8Ghz besides my > Macbook Pro. My dual core Macbook Pro is faster (Pystones, linpack, > etc.) except for graphics but that is only because I upgraded the > video card to an ATI X800 XL to run Aperture ;-(. > > Daniel > > "Few people are capable of expressing with equanimity opinions > which differ from the prejudices of their social environment. Most > people are not even capable of forming such opinions." > - Einstein > > From jlanagan at gmail.com Thu Jun 1 14:35:54 2006 From: jlanagan at gmail.com (Jay Lanagan) Date: Thu, 1 Jun 2006 14:35:54 -0400 Subject: [quake3] new osx ppc binary In-Reply-To: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> Message-ID: Well first of all, it don't compile as a universal binary. Second, I think right now the amount of x86 mac owners is a very small fraction of ppc mac owners and the amount of x86 mac owners that know of this project is probably much smaller... why bother making a bloated binary for a userbase of 5 people? Anyway I did try to make a UB, problems start off at the vm_ppc_new.c and I haven't been able to get that worked out. I don't know my way around the source and am not a coder, so I'm stuck there trying to get it to build the vm_x86.c and lipo it to the vm_ppc_new.c. Any ideas on how to get both compiled? On 6/1/06, David Jackson wrote: > > Jay, why didn't you compile it as a universal binary? > > David > > On May 31, 2006, at 6:33 PM, Jay Lanagan wrote: > > > hello, > > > > I'm new to the list, and thought I'd offer up a new binary for osx ppc > > users available here: > > http://www.parodius.com/~roni/ioq3-rev792.zip > > > > I have posted a question in the forum about making a native osx > > installer which may require some changes in the current program, some > > discussion on devs thoughts would be helpful for me. > > > > Thanks, > > > > -- > > Jay Lanagan > > jlanagan at gmail.com > > -- Jay Lanagan jlanagan at gmail.com From zakk at timedoctor.org Thu Jun 1 14:39:07 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 01 Jun 2006 11:39:07 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> Message-ID: <447F344B.3090104@timedoctor.org> At release time there will be Universal Binary, please do not troll on this mailing list. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From daniellord at mac.com Thu Jun 1 16:16:35 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 1 Jun 2006 13:16:35 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: <447F344B.3090104@timedoctor.org> References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> Message-ID: On Jun 1, 2006, at 11:39, Zachary J. Slater wrote: > At release time there will be Universal Binary, please do not troll > on this mailing list. Okay, I'll let you handle then. Not trying to troll, just trying to be helpful. Daniel Lord daniellord at mac.com --- "You will never regret getting up too early, and you'll always regret getting up too late, but sometimes you may regret giving up too late." -- Mountaineer's Adage From zakk at timedoctor.org Thu Jun 1 18:02:28 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Thu, 01 Jun 2006 15:02:28 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> Message-ID: <447F63F4.1070404@timedoctor.org> WRT trolling I'm only referring to: "Second, I think right now the amount of x86 mac owners is a very small fraction of ppc mac owners and the amount of x86 mac owners that know of this project is probably much smaller... why bother making a bloated binary for a userbase of 5 people? " -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From azog at bellsouth.net Thu Jun 1 20:21:39 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 19:21:39 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> Message-ID: <4F735276-75FC-4327-9424-0458573A8AD2@bellsouth.net> I use an Intel Mac...so not really sure how to take that...BUT... I am thinking that you are right in that a bloated binary that requires convolutions to compile is probably not worth it. Especially if we can just compile a completely diffferent Intel-Mac version. David On Jun 1, 2006, at 1:35 PM, Jay Lanagan wrote: > Well first of all, it don't compile as a universal binary. Second, I > think right now the amount of x86 mac owners is a very small fraction > of ppc mac owners and the amount of x86 mac owners that know of this > project is probably much smaller... why bother making a bloated binary > for a userbase of 5 people? > > Anyway I did try to make a UB, problems start off at the vm_ppc_new.c > and I haven't been able to get that worked out. I don't know my way > around the source and am not a coder, so I'm stuck there trying to get > it to build the vm_x86.c and lipo it to the vm_ppc_new.c. Any ideas > on how to get both compiled? > > On 6/1/06, David Jackson wrote: >> >> Jay, why didn't you compile it as a universal binary? >> >> David >> >> On May 31, 2006, at 6:33 PM, Jay Lanagan wrote: >> >> > hello, >> > >> > I'm new to the list, and thought I'd offer up a new binary for >> osx ppc >> > users available here: >> > http://www.parodius.com/~roni/ioq3-rev792.zip >> > >> > I have posted a question in the forum about making a native osx >> > installer which may require some changes in the current program, >> some >> > discussion on devs thoughts would be helpful for me. >> > >> > Thanks, >> > >> > -- >> > Jay Lanagan >> > jlanagan at gmail.com >> >> > > > -- > Jay Lanagan > jlanagan at gmail.com From azog at bellsouth.net Thu Jun 1 20:22:05 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 19:22:05 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: <447F344B.3090104@timedoctor.org> References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> Message-ID: Who is trolling? David On Jun 1, 2006, at 1:39 PM, Zachary J. Slater wrote: > At release time there will be Universal Binary, please do not troll > on this mailing list. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com From azog at bellsouth.net Thu Jun 1 20:22:58 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 19:22:58 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: <447F63F4.1070404@timedoctor.org> References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> <447F63F4.1070404@timedoctor.org> Message-ID: <9FBA611B-3C3A-485F-8D99-F15FA000782C@bellsouth.net> I see your point. But, I think the comment will pass through relatively harmlessly. David On Jun 1, 2006, at 5:02 PM, Zachary J. Slater wrote: > WRT trolling I'm only referring to: > "Second, I > think right now the amount of x86 mac owners is a very small fraction > of ppc mac owners and the amount of x86 mac owners that know of this > project is probably much smaller... why bother making a bloated binary > for a userbase of 5 people? " > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com > From daniellord at mac.com Thu Jun 1 21:57:13 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 1 Jun 2006 18:57:13 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: <9FBA611B-3C3A-485F-8D99-F15FA000782C@bellsouth.net> References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> <447F63F4.1070404@timedoctor.org> <9FBA611B-3C3A-485F-8D99-F15FA000782C@bellsouth.net> Message-ID: On Jun 1, 2006, at 17:22, David Jackson wrote: > > I see your point. But, I think the comment will pass through > relatively harmlessly. > > David No worries Zachary. along with our dual core Intel CPUs we have new 'rail-gun' as well as 'troll' resistant skins. I have seen the future for OS X and it is i686. Le Roi est mort. Vive le Roi! "Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." ?Samuel Beckett From azog at bellsouth.net Thu Jun 1 22:39:38 2006 From: azog at bellsouth.net (David Jackson) Date: Thu, 1 Jun 2006 21:39:38 -0500 Subject: [quake3] new osx ppc binary In-Reply-To: References: <42B696B8-6791-4C6C-A952-DE768D3A0498@bellsouth.net> <447F344B.3090104@timedoctor.org> <447F63F4.1070404@timedoctor.org> <9FBA611B-3C3A-485F-8D99-F15FA000782C@bellsouth.net> Message-ID: <10208902-246D-43F8-B3D1-BAAE69025DE8@bellsouth.net> Well put, mate. Well put... David On Jun 1, 2006, at 8:57 PM, Daniel Lord wrote: > > On Jun 1, 2006, at 17:22, David Jackson wrote: > >> >> I see your point. But, I think the comment will pass through >> relatively harmlessly. >> >> David > > No worries Zachary. along with our dual core Intel CPUs we have new > 'rail-gun' as well as 'troll' resistant skins. > I have seen the future for OS X and it is i686. Le Roi est mort. > Vive le Roi! > > "Ever tried. Ever failed. No matter. Try again. Fail again. Fail > better." > ?Samuel Beckett > > > > From icculus at icculus.org Fri Jun 2 08:21:47 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Fri, 02 Jun 2006 05:21:47 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: <20060601154340.GE1490@morbo.webteam.net> References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> <20060601154340.GE1490@morbo.webteam.net> Message-ID: <44802D5B.50703@icculus.org> >>I also would like to know why Jay didn't make a universal binary--perhaps SDL >>doesn't make on yet, but one can patch two binaries together with 'lipo'. Ultimately, you have to build with gcc-3.3 on ppc and gcc-4.0 on Intel, and use lipo, or you surrender 10.2 and 10.3 compatibility. > If anyone has been able to cross-compile ioquake3 to x86 on a ppc Mac please > share details. It would be nice to have a cross-make-mingw.sh equiv script > for doing this, but it doesn't appear to be as trivial. It might be broken at the moment, but it should be fixable. > OS X 10.4 has the cross compiler for i686, but it would also require you to > build a universal libSDL dylib (is that even possible) or link each portion > of the binary statically to libSDL.a. Latest SDL sources in Subversion have a special script for doing a universal build on either PPC or x86...historically, I've used lipo on that, too. > Also has the OpenAL problem on x86 Macs been worked out? If not, the binaries > would also have to be statically linked to OpenAL. This would also be good > for making the binary compatible with OSX 10.3 for the ppc arch. Although > it would probably be a pretty huge binary :) The OpenAL problems in the Apple system framework? I think the latest OS X update squashed several race conditions (Apple committed these fixes to their public CVS, too). We'd ship with a Universal OpenAL included. Not statically, linked, though, so people can use the system one if they prefer. At this point, I'm Ninja Master of universal builds...this should all be doable with Quake 3. --ryan. From icculus at icculus.org Fri Jun 2 08:21:49 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Fri, 02 Jun 2006 05:21:49 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> <20060601154340.GE1490@morbo.webteam.net> Message-ID: <44802D5D.7050909@icculus.org> > project. Building and downloading platform-dependent application > binaries is going to have to be the road we take. Like hell it is. We're not going to maintain two installers to save a megabyte. --ryan. From daniellord at mac.com Fri Jun 2 10:21:44 2006 From: daniellord at mac.com (Daniel Lord) Date: Fri, 2 Jun 2006 07:21:44 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: <44802D5D.7050909@icculus.org> References: <200606010917.35606.ludwig.nussel@suse.de> <89DC642B-D2C5-4A66-A704-BCD8DC024B7F@mac.com> <20060601154340.GE1490@morbo.webteam.net> <44802D5D.7050909@icculus.org> Message-ID: On Jun 2, 2006, at 5:21, Ryan C. Gordon wrote: > >> project. Building and downloading platform-dependent application >> binaries is going to have to be the road we take. > > Like hell it is. We're not going to maintain two installers to save > a megabyte. > > --ryan. I like your spirit and I agree. Ya da man! I just didn't want to sound too demanding for Universal binary requirements. Daniel "Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." ?Samuel Beckett From depp at zdome.net Sun Jun 4 06:17:29 2006 From: depp at zdome.net (Dietrich Epp) Date: Sun, 4 Jun 2006 03:17:29 -0700 Subject: [quake3] new osx ppc binary In-Reply-To: References: Message-ID: <2713B39C-F6CA-4DF1-A644-A35BCA5CB3C2@zdome.net> Speaking of which, what's up with the patch I submitted two weeks ago? Seems like duplication of effort to me... https://bugzilla.icculus.org/show_bug.cgi?id=2715 --Dietrich On May 31, 2006, at 16:33, Jay Lanagan wrote: > hello, > > I'm new to the list, and thought I'd offer up a new binary for osx ppc > users available here: > http://www.parodius.com/~roni/ioq3-rev792.zip > > I have posted a question in the forum about making a native osx > installer which may require some changes in the current program, some > discussion on devs thoughts would be helpful for me. > > Thanks, > > -- > Jay Lanagan > jlanagan at gmail.com From langer.markus at gmail.com Mon Jun 5 08:59:35 2006 From: langer.markus at gmail.com (Markus Langer) Date: Mon, 05 Jun 2006 14:59:35 +0200 Subject: why does my single player not work Message-ID: <44842AB7.4080408@gmail.com> i have got a problem, i want to know why my singleplayer doesn't work, and how i can fix this problem... do you know an answer? thx grandmaster_flesh From arny at ats.s.bawue.de Mon Jun 5 09:40:23 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 5 Jun 2006 15:40:23 +0200 Subject: [quake3] why does my single player not work In-Reply-To: <44842AB7.4080408@gmail.com> References: <44842AB7.4080408@gmail.com> Message-ID: <200606051540.27268.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Monday 05 June 2006 14:59, Markus Langer wrote: > i have got a problem, i want to know why my singleplayer doesn't work, > and how i can fix this > problem... > > do you know an answer? I'll have to look into my crystal ball to find an answer to this... - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFEhDRLZx4hBtWQhl4RAkzfAKDGn1nuaJZ2mk6BPMU1QtcDfjVqlwCggT4b vz7yCqxbqrT3M22GE6B89f4= =UdlR -----END PGP SIGNATURE----- From daniellord at mac.com Mon Jun 5 10:11:19 2006 From: daniellord at mac.com (Daniel Lord) Date: Mon, 5 Jun 2006 07:11:19 -0700 Subject: [quake3] why does my single player not work In-Reply-To: <44842AB7.4080408@gmail.com> References: <44842AB7.4080408@gmail.com> Message-ID: <0B47E5AC-CCC2-4BA7-949D-4A27BF8DEE1B@mac.com> On Jun 5, 2006, at 5:59, Markus Langer wrote: > i have got a problem, i want to know why my singleplayer doesn't > work, and how i can fix this > problem... > > do you know an answer? > > thx grandmaster_flesh Maybe you are not single? Are you married? ;-) Seriously, a bit more detail might help such as hardware, os (name, version, etc.), Quake 3 (version, where you got it, how you installed), what error messages you get if any, etc. Lot's of things can go wrong--just consider SDL for instance: SDL not found, wrong SDL version, SDL installation flawed, etc. Daniel "I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth." -- Umberto Eco From langer.markus at gmail.com Mon Jun 5 10:40:02 2006 From: langer.markus at gmail.com (Markus Langer) Date: Mon, 05 Jun 2006 16:40:02 +0200 Subject: details Message-ID: <44844242.1040100@gmail.com> ok my system is a ubuntu 5.10 quake 1.33 (i think) from icculus i used a svn checkout to get the source i myself had an old version of quake on cd..... my version of quake compilied. but if i want to start a single or a multiplayer game with bots the map is loaded, but there are no bots in it thx grandmaster_flesh From daniellord at mac.com Mon Jun 5 10:56:58 2006 From: daniellord at mac.com (Daniel Lord) Date: Mon, 5 Jun 2006 07:56:58 -0700 Subject: [quake3] details In-Reply-To: <44844242.1040100@gmail.com> References: <44844242.1040100@gmail.com> Message-ID: On Jun 5, 2006, at 7:40, Markus Langer wrote: > ok my system is a ubuntu 5.10 quake 1.33 (i think) from icculus i > used a svn checkout to get the source > > i myself had an old version of quake on cd..... > > my version of quake compilied. but if i want to start a single or a > multiplayer game with bots the map is loaded, but there are no > bots in it > > > thx grandmaster_flesh > I recall something about bots not working with the icculus build if I remember correctly. I I am correct, I have no idea why that is true so I'll leave confirmation and explanation to someone who knows. "I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth." -- Umberto Eco From langer.markus at gmail.com Mon Jun 5 11:27:46 2006 From: langer.markus at gmail.com (Markus Langer) Date: Mon, 05 Jun 2006 17:27:46 +0200 Subject: bots Message-ID: <44844D72.1020001@gmail.com> does anyone know how to enable bots in icculus quake thx grandmaster_flesh From zakk at timedoctor.org Mon Jun 5 12:21:40 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 05 Jun 2006 09:21:40 -0700 Subject: [quake3] details In-Reply-To: References: <44844242.1040100@gmail.com> Message-ID: <44845A14.2070707@timedoctor.org> Bots worked fine for me the last time I tried. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From spamhans at yahoo.de Mon Jun 5 12:35:14 2006 From: spamhans at yahoo.de (Per Hansen) Date: Mon, 05 Jun 2006 16:35:14 +0000 Subject: bots In-Reply-To: <44844D72.1020001@gmail.com> References: <44844D72.1020001@gmail.com> Message-ID: <44845D42.2090101@yahoo.de> Markus Langer wrote: > does anyone know how to enable bots in icculus quake You should not change the topic of mails which belongs to the same... Some people will think that "why does my single player not work" has nothing to do with "details" and "bots". Also the topic should be more informative! Like: "No bots in single player on linux (svn rev XXX)" best regards Per -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 481 bytes Desc: OpenPGP digital signature URL: From Dietrich_Joerg at t-online.de Mon Jun 5 15:40:14 2006 From: Dietrich_Joerg at t-online.de (Joerg Dietrich) Date: Mon, 05 Jun 2006 21:40:14 +0200 Subject: [quake3] bots In-Reply-To: <44844D72.1020001@gmail.com> References: <44844D72.1020001@gmail.com> Message-ID: <4484889E.8050209@t-online.de> Markus Langer wrote: > does anyone know how to enable bots in icculus quake > > thx > grandmaster_flesh > I had this problem with the missing bots too. As it turned out, I had disabled bots. Quake 3 has a CVAR "bot_enable", please check if it it set to "1" to enable bots. Joerg From arny at ats.s.bawue.de Mon Jun 5 16:37:20 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 5 Jun 2006 22:37:20 +0200 Subject: [quake3] bots In-Reply-To: <4484889E.8050209@t-online.de> References: <44844D72.1020001@gmail.com> <4484889E.8050209@t-online.de> Message-ID: <200606052237.23212.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Monday 05 June 2006 21:40, Joerg Dietrich wrote: > I had this problem with the missing bots too. > As it turned out, I had disabled bots. > Quake 3 has a CVAR "bot_enable", please check > if it it set to "1" to enable bots. That's probably the reason. Bots are working here with latest SVN. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFEhJYDZx4hBtWQhl4RAj3/AJ9XVd0NdBAh7bHTbPOp8cAR069puACgyxBF jPc/HxsFPmWtN0jj2YotWCo= =Wcme -----END PGP SIGNATURE----- From daniellord at mac.com Mon Jun 5 17:35:43 2006 From: daniellord at mac.com (Daniel Lord) Date: Mon, 5 Jun 2006 14:35:43 -0700 Subject: [quake3] bots In-Reply-To: <4484889E.8050209@t-online.de> References: <44844D72.1020001@gmail.com> <4484889E.8050209@t-online.de> Message-ID: <34EF0837-BC0F-465C-A051-CE9191F246F8@mac.com> On Jun 5, 2006, at 12:40, Joerg Dietrich wrote: > Markus Langer wrote: >> does anyone know how to enable bots in icculus quake >> thx >> grandmaster_flesh > I had this problem with the missing bots too. > As it turned out, I had disabled bots. > Quake 3 has a CVAR "bot_enable", please check > if it it set to "1" to enable bots. > > Joerg Perhaps that is why I thought someone said they didn't work though I never checked into it. They supposedly don't work in multi-player according to FAQs I had seen on Planet Quake, etc. But I got them to work for a command-line server on my Mac, so I can have bots to play until a human joins. But that is a non-icculus build. I have never got the icculus build to work for me when I tried about a month ago. I'll try again soon when I get the time. One bots leaves as each human joins--kind of shows how dumb bots are though--they don't do very well on most non-original Q3 Area maps. I got skins from Polycount and maps from LVL "I have never won a debate with an ignorant person." -Ali ibn Abi Talib From azog at bellsouth.net Mon Jun 5 21:13:17 2006 From: azog at bellsouth.net (David Jackson) Date: Mon, 5 Jun 2006 20:13:17 -0500 Subject: [quake3] why does my single player not work In-Reply-To: <200606051540.27268.arny@ats.s.bawue.de> References: <44842AB7.4080408@gmail.com> <200606051540.27268.arny@ats.s.bawue.de> Message-ID: <613E429E-7F52-433E-A93A-A26EEDE4A53C@bellsouth.net> On Jun 5, 2006, at 8:40 AM, Thilo Schulz wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On Monday 05 June 2006 14:59, Markus Langer wrote: >> i have got a problem, i want to know why my singleplayer doesn't >> work, >> and how i can fix this >> problem... >> >> do you know an answer? > > I'll have to look into my crystal ball to find an answer to this... > > - -- > Thilo Schulz Dear God, Please, PLEASE don't let this list degenerate into a series of poorly- placed questions and the smarmy, hyuk-hyuk responses that inevitably follow. Thanks in advance, David From auerswal at unix-ag.uni-kl.de Mon Jun 5 22:44:55 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Tue, 6 Jun 2006 04:44:55 +0200 Subject: [quake3] details In-Reply-To: References: <44844242.1040100@gmail.com> Message-ID: <20060606024455.GA5345@sushi.unix-ag.uni-kl.de> Hi, On Mon, Jun 05, 2006 at 07:56:58AM -0700, Daniel Lord wrote: > On Jun 5, 2006, at 7:40, Markus Langer wrote: > >ok my system is a ubuntu 5.10 quake 1.33 (i think) from icculus i > >used a svn checkout to get the source > > > >i myself had an old version of quake on cd..... Did you get the updated .pk3 files? See http://icculus.org/quake3/?page=get&method=source You might want to try the appropriate installer from http://icculus.org/quake3/?page=get&method=official instead of building the game yourself. > I recall something about bots not working with the icculus build if I > remember correctly. Bots work fine. Erik -- The System no longer fails to respond when moving the mouse around on the screen on some systems. -- ATi Linux Driver Changelog From tjw at webteam.net Tue Jun 6 00:09:11 2006 From: tjw at webteam.net (Tony J. White) Date: Mon, 5 Jun 2006 23:09:11 -0500 Subject: Mac OS X Univeral Binary Message-ID: <20060606040911.GA24214@morbo.webteam.net> I've been working on adding a universal binary script: http://tjw.org/ioquake3-ub/ Unfortunately I have no means to test anything other than 10.4 ppc. Can someone with 10.2, 10.3, and/or an intel mac test the .dmg there? I used the fatbuild.sh script from SDL's svn version to add the compiler/linker flags so in theory, this should work on all versions of ppc OS X back to 10.2 as well as the intel macs. Details: * to be compatible with pre-10.4, the ppc version is linked to an included libopenal.dylib * libopenal.dylib is the official one taken from the installer on the http://www.openal.org site * libopenal.dylib is only used for the ppc portion of the binary. The i386 version uses the framework. * libSDL-1.2.0.dylib is built from 20060605 SVN of SDL. It contains both ppc and i386 versions of the library as it is built with the fatbuild.sh script. * the patch adds a shell script make-macosx-ub.sh which can be run to create the universal binary from either a ppc or i386 host. * if make is run it should still function the same as before * I hacked in "./" to fs_searchpaths on MACOS_X so mac users can simply copy the .app next to a valid baseq3 folder and run it instead of having to copy it into the package contents. * I forgot to add a note about http://icculus.org/quake3/?page=getdata in the ReadMe :( -Tony -- From daniellord at mac.com Tue Jun 6 00:31:07 2006 From: daniellord at mac.com (Daniel Lord) Date: Mon, 5 Jun 2006 21:31:07 -0700 Subject: [quake3] Mac OS X Univeral Binary In-Reply-To: <20060606040911.GA24214@morbo.webteam.net> References: <20060606040911.GA24214@morbo.webteam.net> Message-ID: <29D58CFD-22EC-4F77-8F82-127BF0F7BE6D@mac.com> On Jun 5, 2006, at 21:09, Tony J. White wrote: > I've been working on adding a universal binary script: > > http://tjw.org/ioquake3-ub/ > > Unfortunately I have no means to test anything other than 10.4 ppc. > Can > someone with 10.2, 10.3, and/or an intel mac test the .dmg there? > > I used the fatbuild.sh script from SDL's svn version to add the > compiler/linker flags so in theory, this should work on all > versions of > ppc OS X back to 10.2 as well as the intel macs. > > Details: > * to be compatible with pre-10.4, the ppc version is linked to an > included libopenal.dylib > * libopenal.dylib is the official one taken from the installer on the > http://www.openal.org site > * libopenal.dylib is only used for the ppc portion of the binary. > The i386 > version uses the framework. > * libSDL-1.2.0.dylib is built from 20060605 SVN of SDL. It contains > both ppc > and i386 versions of the library as it is built with the > fatbuild.sh script. > * the patch adds a shell script make-macosx-ub.sh which can be run > to create > the universal binary from either a ppc or i386 host. > * if make is run it should still function the same as before > * I hacked in "./" to fs_searchpaths on MACOS_X so mac users can > simply > copy the .app next to a valid baseq3 folder and run it instead of > having > to copy it into the package contents. > * I forgot to add a note about http://icculus.org/quake3/? > page=getdata in > the ReadMe :( > > -Tony > -- Tony, I tried it. It launched, darkened the screen and hung my Macbook Pro. I could quit it and had to reboot. Macbook Pro 2.0Ghz, 2GB RAM OS X 10.4.6 Daniel "Few people are capable of expressing with equanimity opinions which differ from the prejudices of their social environment. Most people are not even capable of forming such opinions." - Einstein From tjw at webteam.net Tue Jun 6 10:50:31 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 6 Jun 2006 09:50:31 -0500 Subject: [quake3] Mac OS X Univeral Binary In-Reply-To: <29D58CFD-22EC-4F77-8F82-127BF0F7BE6D@mac.com> References: <20060606040911.GA24214@morbo.webteam.net> <29D58CFD-22EC-4F77-8F82-127BF0F7BE6D@mac.com> Message-ID: <20060606145030.GA27437@morbo.webteam.net> On Mon, Jun 05, 2006 at 09:31:07PM -0700, Daniel Lord wrote: > > On Jun 5, 2006, at 21:09, Tony J. White wrote: > > >I've been working on adding a universal binary script: > > > >http://tjw.org/ioquake3-ub/ > I tried it. It launched, darkened the screen and hung my Macbook Pro. I could > quit it and had to reboot. > Macbook Pro 2.0Ghz, 2GB RAM OS X 10.4.6 Bummer. At the risk of crashing again, could you try running it from a Terminal like this: ./ioquake3-svn797.app/Contents/MacOS/ioquake3.ub +set r_fullscreen 0 You should be able to either force quit it, or Ctrl-C in the terminal to stop it when it hangs if it's not full screen. I hope :) Anyway that should at least give us an idea of where it's hanging. -Tony From emitrax at gmail.com Tue Jun 6 11:24:34 2006 From: emitrax at gmail.com (Mr. Emitrax) Date: Tue, 6 Jun 2006 17:24:34 +0200 Subject: Difference between icculus version and ID Soft Message-ID: Hi, I'd like to know what are the main difference between the source code freely downloadable under GPL from idsoft website (quake3-1.32b) and the one available from icculus.org?!? I have to make a mod for an AI project on quake III arena and I was looking for a ready-to-go source code for Linux, cause I don't like working on windows. So if you can tell me what the difference are I would really appreciate it. Anyway just to make you laugh a bit... :) I tried your code and compiled it with no problem. I encountered though the (in)famous problem about interfaces, you know, the one that gives you the error "interface 3 found, expected 6" or something like that?!!? I tried over and over to start tha game with no success. When I finally found the latest pak's on your website the game started... but my monitor passed the way after 5 second. I guess I burned it because it kept changing resolution due to fact that I was the game started!! :) I'm sure I burned it because of the smell !! Emitrax -------------- next part -------------- An HTML attachment was scrubbed... URL: From daniellord at mac.com Tue Jun 6 16:30:19 2006 From: daniellord at mac.com (Daniel Lord) Date: Tue, 6 Jun 2006 13:30:19 -0700 Subject: [quake3] Mac OS X Univeral Binary In-Reply-To: <20060606145030.GA27437@morbo.webteam.net> References: <20060606040911.GA24214@morbo.webteam.net> <29D58CFD-22EC-4F77-8F82-127BF0F7BE6D@mac.com> <20060606145030.GA27437@morbo.webteam.net> Message-ID: On Jun 6, 2006, at 7:50, Tony J. White wrote: > On Mon, Jun 05, 2006 at 09:31:07PM -0700, Daniel Lord wrote: >> >> On Jun 5, 2006, at 21:09, Tony J. White wrote: >> >>> I've been working on adding a universal binary script: >>> >>> http://tjw.org/ioquake3-ub/ > >> I tried it. It launched, darkened the screen and hung my Macbook >> Pro. I could >> quit it and had to reboot. >> Macbook Pro 2.0Ghz, 2GB RAM OS X 10.4.6 > > Bummer. At the risk of crashing again, could you try running it > from a > Terminal like this: > > ./ioquake3-svn797.app/Contents/MacOS/ioquake3.ub +set r_fullscreen 0 > > You should be able to either force quit it, or Ctrl-C in the > terminal to > stop it when it hangs if it's not full screen. I hope :) > > Anyway that should at least give us an idea of where it's hanging. I'll try it tonight when I get some time and let you know. Are you using any NSLog calls and did you leave in symbols so I can us gbd from a remote system if I ned to use the full-windowed mode? Otherwise, if I;ll try to run in windowed mode it will make debugging easier. Daniel Lord daniellord at mac.com --- "You will never regret getting up too early, and you'll always regret getting up too late, but sometimes you may regret giving up too late." -- Mountaineer's Adage From tjw at webteam.net Tue Jun 6 16:49:34 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 6 Jun 2006 15:49:34 -0500 Subject: [quake3] Mac OS X Univeral Binary In-Reply-To: References: <20060606040911.GA24214@morbo.webteam.net> <29D58CFD-22EC-4F77-8F82-127BF0F7BE6D@mac.com> <20060606145030.GA27437@morbo.webteam.net> Message-ID: <20060606204934.GJ27437@morbo.webteam.net> On Tue, Jun 06, 2006 at 01:30:19PM -0700, Daniel Lord wrote: > > On Jun 6, 2006, at 7:50, Tony J. White wrote: > > >On Mon, Jun 05, 2006 at 09:31:07PM -0700, Daniel Lord wrote: > >> > >>On Jun 5, 2006, at 21:09, Tony J. White wrote: > >> > >>>I've been working on adding a universal binary script: > >>> > >>>http://tjw.org/ioquake3-ub/ > > > >>I tried it. It launched, darkened the screen and hung my Macbook Pro. I could > >>quit it and had to reboot. > >>Macbook Pro 2.0Ghz, 2GB RAM OS X 10.4.6 > > > >Bummer. At the risk of crashing again, could you try running it from a > >Terminal like this: > > > >./ioquake3-svn797.app/Contents/MacOS/ioquake3.ub +set r_fullscreen 0 > > I'll try it tonight when I get some time and let you know. > Are you using any NSLog calls and did you leave in symbols so I can us gbd from > a remote system if I ned to use the full-windowed mode? > Otherwise, if I;ll try to run in windowed mode it will make debugging easier. Yes, it should have full symbols. I know nothing of NSLog though. -Tony From mrd at alkemio.org Tue Jun 6 18:44:26 2006 From: mrd at alkemio.org (Matthew R. Dempsky) Date: Tue, 6 Jun 2006 17:44:26 -0500 Subject: [quake3] Difference between icculus version and ID Soft In-Reply-To: References: Message-ID: <20060606224426.GA19896@odin.dempsky.org> On Tue, Jun 06, 2006 at 05:24:11PM +0200, Mr. Emitrax wrote: > I'd like to know what are the main difference between the source code freely > downloadable under GPL from idsoft website (quake3-1.32b) and the one > available from icculus.org?!? icculus.org's should be compatible with id's. They are working to clean up the code and make it more portable while staying compatible. > I encountered though the (in)famous problem about interfaces, you know, the > one that gives you the error "interface 3 found, expected 6" or something > like that?!!? > I guess I burned it because it kept changing resolution due to fact > that I was the game started!! :) I'm sure I burned it because of the > smell !! Avoid the excessive punctuation in the future. It makes you look silly. From icculus at icculus.org Wed Jun 7 05:31:48 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Wed, 07 Jun 2006 02:31:48 -0700 Subject: [quake3] Difference between icculus version and ID Soft In-Reply-To: <20060606224426.GA19896@odin.dempsky.org> References: <20060606224426.GA19896@odin.dempsky.org> Message-ID: <44869D04.2030905@icculus.org> >>I guess I burned it because it kept changing resolution due to fact >>that I was the game started!! :) I'm sure I burned it because of the >>smell !! Funny, we had an Nvidia QA employee claim that Quake 3 killed his flatpanel when were working on the game at Loki. Neither that or this was our fault, but maybe the codebase is just cursed. Sorry to hear about your misfortune. > Avoid the excessive punctuation in the future. It makes you look silly. You are not this person's mother, nor his teacher. If both have failed him, it's not your job to pick up the slack. --ryan. From tjw at webteam.net Wed Jun 7 22:36:15 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 7 Jun 2006 21:36:15 -0500 Subject: Mac OS X Universal Binary (2nd try) Message-ID: <20060608023615.GA12321@morbo.webteam.net> My last attempt apperantly did not work on intel. I put a new build up. http://tjw.org/ioquake3-ub/ I'm interested to know if this works on: 1) intel macs 2) OS X 10.2 3) OS X 10.3 -Tony From daniellord at mac.com Thu Jun 8 00:25:46 2006 From: daniellord at mac.com (Daniel Lord) Date: Wed, 7 Jun 2006 21:25:46 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608023615.GA12321@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> Message-ID: On Jun 7, 2006, at 19:36, Tony J. White wrote: > > My last attempt apperantly did not work on intel. I put a new > build up. > > http://tjw.org/ioquake3-ub/ > > I'm interested to know if this works on: > 1) intel macs > 2) OS X 10.2 > 3) OS X 10.3 > > -Tony Here is the, unfortunate, result of my attempt on my 2Ghz Macbook Pro. I should add I have _never_ successfully run icculus Quake3 for more than a 30 second before a crash so perhaps my Macbook Pro is not a goo test fixture. [daniello at mercury.local]$ ./ioquake3-svn801.app/Contents/MacOS/ ioquake3.ub +set r_fullscreen 0 ioQ3 1.34-rc1 macosx-i386 Jun 7 2006 ----- FS_Startup ----- Current search path: /Users/daniello/Library/Application Support/Quake3/baseq3/pak8.pk3 (9 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak7.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak6.pk3 (64 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak5.pk3 (7 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak4.pk3 (272 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak3.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak2.pk3 (148 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak1.pk3 (26 files) /Users/daniello/Library/Application Support/Quake3/baseq3/PAK0.PK3 (3539 files) /Users/daniello/Library/Application Support/Quake3/baseq3 .//baseq3/z-hodq3dm1.pk3 (3 files) .//baseq3/wep-skullauncher.pk3 (82 files) .//baseq3/ts_dm5tmp.pk3 (27 files) .//baseq3/TeamTemple_q3a.pk3 (177 files) .//baseq3/storm3tourney5.pk3 (36 files) .//baseq3/saiko_tourney1a.PK3 (29 files) .//baseq3/rsptn_CTF01.pk3 (45 files) .//baseq3/redq3dm7.pk3 (45 files) .//baseq3/QIsland.pk3 (44 files) .//baseq3/q3_harley_bot.pk3 (14 files) .//baseq3/q3wpak4.pk3 (562 files) .//baseq3/q3wpak3.pk3 (447 files) .//baseq3/q3wpak2.pk3 (195 files) .//baseq3/q3wpak1.pk3 (396 files) .//baseq3/q3wpak0.pk3 (287 files) .//baseq3/q3pinball.pk3 (61 files) .//baseq3/q3d13ctf9.pk3 (10 files) .//baseq3/psidm7.pk3 (60 files) .//baseq3/polo3ctf1.pk3 (69 files) .//baseq3/pak8.pk3 (9 files) .//baseq3/pak7.pk3 (4 files) .//baseq3/pak6.pk3 (64 files) .//baseq3/pak5.pk3 (7 files) .//baseq3/pak4.pk3 (272 files) .//baseq3/pak3.pk3 (4 files) .//baseq3/pak2.pk3 (148 files) .//baseq3/pak1.pk3 (26 files) .//baseq3/PAK0.PK3 (3539 files) .//baseq3/nedmaj.pk3 (16 files) .//baseq3/mjkq3adm3.pk3 (5 files) .//baseq3/meatpak_two.pk3 (230 files) .//baseq3/meatpak.pk3 (174 files) .//baseq3/md3_Hellchick.pk3 (40 files) .//baseq3/Md3_GrimDemon.pk3 (120 files) .//baseq3/md3_fang.pk3 (155 files) .//baseq3/md3-vadr.pk3 (52 files) .//baseq3/md3-Sonic.pk3 (102 files) .//baseq3/md3-harley.pk3 (53 files) .//baseq3/md3-eva01.pk3 (57 files) .//baseq3/md3-dk2_reaper.pk3 (46 files) .//baseq3/md3-dangergirl.pk3 (90 files) .//baseq3/md3-batman.pk3 (43 files) .//baseq3/md3-alien.pk3 (107 files) .//baseq3/md3-aeon_flux.pk3 (76 files) .//baseq3/map_cpm11.pk3 (15 files) .//baseq3/map-qfraggel3.pk3 (145 files) .//baseq3/map-lzctf1v2.pk3 (48 files) .//baseq3/map-estatica-cardigan-nomusic.pk3 (75 files) .//baseq3/map-eg_ctf1.pk3 (20 files) .//baseq3/lun3dm1.pk3 (27 files) .//baseq3/lsdm1_rspeed.pk3 (8 files) .//baseq3/lsdm1.pk3 (97 files) .//baseq3/lae3dm3.pk3 (48 files) .//baseq3/ktsdm3v2.pk3 (111 files) .//baseq3/jof3dm1.pk3 (186 files) .//baseq3/htourney1.pk3 (9 files) .//baseq3/hodq3dm1.pk3 (9 files) .//baseq3/deadmeat.pk3 (164 files) .//baseq3/chronic.pk3 (260 files) .//baseq3/chiropteraDM.pk3 (87 files) .//baseq3/bumboklaat.pk3 (192 files) .//baseq3/bot_eva01.pk3 (8 files) .//baseq3/bots-aeon_flux.pk3 (5 files) .//baseq3/bot-vadr.pk3 (6 files) .//baseq3/bot-reaper_bot.pk3 (10 files) .//baseq3/bot-lakerbot.pk3 (25 files) .//baseq3/bot-Grimdemon.pk3 (6 files) .//baseq3/Bal3dm3.pk3 (67 files) .//baseq3/alien_bot.pk3 (40 files) .//baseq3 ./ioquake3-svn801.app/Contents/MacOS/baseq3 ---------------------- 13769 files in pk3 files execing default.cfg execing q3config.cfg execing autoexec.cfg execing u_config/binds.cfg execing u_config/scripts.cfg execing u_config/weapons.cfg execing u_config/ManusDei.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- logfile opened on Wed Jun 7 21:23:11 2006 ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- ------- Input Initialization ------- Joystick is not active. ------------------------------------ ...loading /System/Library/Frameworks/OpenGL.framework/Libraries/ libGL.dylib: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 Using 8/8/8 Color bits, 24 depth, 8 stencil display. GL_RENDERER: ATI Radeon X1600 OpenGL Engine Initializing OpenGL extensions ...GL_S3_s3tc not found ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic Trying SMP acceleration... ^3ERROR: SMP support was disabled at compile time ...failed. GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon X1600 OpenGL Engine GL_VERSION: 1.5 ATI-1.4.26 GL_EXTENSIONS: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix GL_MAX_TEXTURE_SIZE: 2048 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits CPU: rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ...loading 'scripts/rocketl.shader' ...loading 'scripts/slamp.shader' ...loading 'scripts/evil4.shader' ...loading 'scripts/eoctf_w.shader' ...loading 'scripts/eoctf.shader' ...loading 'scripts/egyptsoc.shader' ...loading 'scripts/cardigan_skies.shader' ...loading 'scripts/egypt.shader' ...loading 'scripts/ktsdm3.shader' ...loading 'scripts/s3t5_tp.shader' ...loading 'scripts/storm3tourney5.shader' ...loading 'scripts/saiko_tourney1a.shader' ...loading 'scripts/rsptn_ctf01.shader' ...loading 'scripts/redq3dm7.shader' ...loading 'scripts/island.shader' ...loading 'scripts/bloodstone.shader' ...loading 'scripts/bubctf1.shader' ...loading 'scripts/elglight2.shader' ...loading 'scripts/geit3ctf2.shader' ...loading 'scripts/graveyard.shader' ...loading 'scripts/griffin.shader' ...loading 'scripts/impaled_skel.shader' ...loading 'scripts/nkd_taspawn.shader' ...loading 'scripts/oak.shader' ...loading 'scripts/scanctf2.shader' ...loading 'scripts/scanctf2_e8.shader' ...loading 'scripts/scanctf3.shader' ...loading 'scripts/scanctf4.shader' ...loading 'scripts/scandm1ctf.shader' ...loading 'scripts/scanterra.shader' ...loading 'scripts/sock_techlig1.shader' ...loading 'scripts/stb.shader' ...loading 'scripts/casey2.shader' ...loading 'scripts/bastir.shader' ...loading 'scripts/casey.shader' ...loading 'scripts/ctf_q3w.shader' ...loading 'scripts/ctf_unified.shader' ...loading 'scripts/q3w5.shader' ...loading 'scripts/q3w7.shader' ...loading 'scripts/classic2_0.shader' ...loading 'scripts/japanc_q3w.shader' ...loading 'scripts/mrcteleb.shader' ...loading 'scripts/mrcteler.shader' ...loading 'scripts/multiplant.shader' ...loading 'scripts/q3wcp10.shader' ...loading 'scripts/q3wcp11.shader' ...loading 'scripts/q3wcp12.shader' ...loading 'scripts/q3wcp13.shader' ...loading 'scripts/q3wcp14.shader' ...loading 'scripts/q3wcp15.shader' ...loading 'scripts/q3wcp16.shader' ...loading 'scripts/q3wcp2.shader' ...loading 'scripts/q3wcp3.shader' ...loading 'scripts/q3wcp9.shader' ...loading 'scripts/q3wxs2.shader' ...loading 'scripts/q3wcp1.shader' ...loading 'scripts/q3wcp4.shader' ...loading 'scripts/q3wcp6.shader' ...loading 'scripts/q3wcp5.shader' ...loading 'scripts/q3wxs1.shader' ...loading 'scripts/zmatrix.shader' ...loading 'scripts/zstarfieldmoving.shader' ...loading 'scripts/zteleporters1.shader' ...loading 'scripts/zq3pinball.shader' ...loading 'scripts/zanihumorcafe.shader' ...loading 'scripts/zanisig.shader' ...loading 'scripts/glassnfog.shader' ...loading 'scripts/q3d13ctf.shader' ...loading 'scripts/q3d13ctf9-levelshot.shader' ...loading 'scripts/psidm7.shader' ...loading 'scripts/polo3ctf1.shader' ...loading 'scripts/meat_lights.shader' ...loading 'scripts/meat_objects.shader' ...loading 'scripts/meat_pads.shader' ...loading 'scripts/meat_sfx.shader' ...loading 'scripts/meat_sky.shader' ...loading 'scripts/meat_stylized.shader' ...loading 'scripts/meat_tags.shader' ...loading 'scripts/hellchick.shader' ...loading 'scripts/grimdemon.shader' ...loading 'scripts/fang.shader' ...loading 'scripts/vadr.shader' ...loading 'scripts/sonic.shader' ...loading 'scripts/harley.shader' ...loading 'scripts/eva-01.shader' ...loading 'scripts/dk2_reaper.shader' ...loading 'scripts/dangergirl.shader' ...loading 'scripts/alien-theta.shader' ...loading 'scripts/alien-aliencyborg.shader' ...loading 'scripts/alien.shader' ...loading 'scripts/aeon_flux.shader' ...loading 'scripts/d3xf2.shader' ...loading 'scripts/qfraggel3.shader' ...loading 'scripts/lzctf1.shader' ...loading 'scripts/mexicano_models.shader' ...loading 'scripts/mexicano.shader' ...loading 'scripts/eg_ctf_edit.shader' ...loading 'scripts/lun3dm1.shader' ...loading 'scripts/lsdm1.shader' ...loading 'scripts/fire_part.shader' ...loading 'scripts/mrcleantex_2.shader' ...loading 'scripts/wallportal_ls.shader' ...loading 'scripts/lae3dm3.shader' ...loading 'scripts/jofliquids.shader' ...loading 'scripts/jofmultiplant.shader' ...loading 'scripts/jofnateleaf.shader' ...loading 'scripts/jofpalms.shader' ...loading 'scripts/tech1soc.shader' ...loading 'scripts/terrademoq3.shader' ...loading 'scripts/hodq3dm1.shader' ...loading 'scripts/deadmeat_lights.shader' ...loading 'scripts/deadmeat_liquid.shader' ...loading 'scripts/deadmeat_metal.shader' ...loading 'scripts/deadmeat_objects.shader' ...loading 'scripts/deadmeat_pads.shader' ...loading 'scripts/deadmeat_sky.shader' ...loading 'scripts/deadmeat_tags.shader' ...loading 'scripts/chronic_lights.shader' ...loading 'scripts/chronic_metal.shader' ...loading 'scripts/chronic_models.shader' ...loading 'scripts/chronic_sfx.shader' ...loading 'scripts/chronic_signs.shader' ...loading 'scripts/chiropteradm.shader' ...loading 'scripts/cn_trees.shader' ...loading 'scripts/el_jumppad.shader' ...loading 'scripts/flame.shader' ...loading 'scripts/kfteleport.shader' ...loading 'scripts/mapmdl-ts-torch01.shader' ...loading 'scripts/telestecki.shader' ...loading 'scripts/vogt.shader' ...loading 'scripts/zeus.shader' ...loading 'scripts/bal3meat.shader' ...loading 'scripts/satellite.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Allocated 96 sources. OpenAL info: Vendor: Any Version: OpenAL 1.2 Renderer: Software Extensions: Sound intialization successful. -------------------------------- Loading vm file vm/ui.qvm... Received signal 10, exiting... ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- From tjw at webteam.net Thu Jun 8 00:57:23 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 7 Jun 2006 23:57:23 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: References: <20060608023615.GA12321@morbo.webteam.net> Message-ID: <20060608045723.GA15545@morbo.webteam.net> On Wed, Jun 07, 2006 at 09:25:46PM -0700, Daniel Lord wrote: > > On Jun 7, 2006, at 19:36, Tony J. White wrote: > > > > >My last attempt apperantly did not work on intel. I put a new build up. > > > >http://tjw.org/ioquake3-ub/ > > > >I'm interested to know if this works on: > >1) intel macs > >2) OS X 10.2 > >3) OS X 10.3 > > > >-Tony > > Here is the, unfortunate, result of my attempt on my 2Ghz Macbook Pro. > I should add I have _never_ successfully run icculus Quake3 for more than a 30 > second before a crash so perhaps my Macbook Pro is not a goo test fixture. > > > Loading vm file vm/ui.qvm... > Received signal 10, exiting... Thanks Daniel. My last build caught signal 4 when loading the x86 vm, so I assumed this was the same problem that was giving WinXP SP2 users grief with the NoExec (NX) thing. I was hoping I could just piggy-back on the linux version of the NX vm loading. Guess not. I'm having a hard time finding docs on the subject, but the third time's the charm, right? I'm still interested as if the build works on 10.2 or 10.3. Specifically whether or not OpenAL works with the included .dylib. -Tony From ludwig.nussel at suse.de Thu Jun 8 02:48:20 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 8 Jun 2006 08:48:20 +0200 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608045723.GA15545@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <20060608045723.GA15545@morbo.webteam.net> Message-ID: <200606080848.20913.ludwig.nussel@suse.de> On Thursday 08 June 2006 06:57, Tony J. White wrote: > On Wed, Jun 07, 2006 at 09:25:46PM -0700, Daniel Lord wrote: > > Loading vm file vm/ui.qvm... > > Received signal 10, exiting... > > My last build caught signal 4 when loading the x86 vm, so I assumed this was > the same problem that was giving WinXP SP2 users grief with the NoExec (NX) > thing. I was hoping I could just piggy-back on the linux version of the NX vm > loading. Guess not. Does quake3 work with dlls or the interpreter? What do signals 4 and 10 mean on MacOS? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From daniellord at mac.com Thu Jun 8 04:42:01 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 8 Jun 2006 01:42:01 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <200606080848.20913.ludwig.nussel@suse.de> References: <20060608023615.GA12321@morbo.webteam.net> <20060608045723.GA15545@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> Message-ID: On Jun 7, 2006, at 23:48, Ludwig Nussel wrote: > On Thursday 08 June 2006 06:57, Tony J. White wrote: >> On Wed, Jun 07, 2006 at 09:25:46PM -0700, Daniel Lord wrote: >>> Loading vm file vm/ui.qvm... >>> Received signal 10, exiting... >> >> My last build caught signal 4 when loading the x86 vm, so I >> assumed this was >> the same problem that was giving WinXP SP2 users grief with the >> NoExec (NX) >> thing. I was hoping I could just piggy-back on the linux version >> of the NX vm >> loading. Guess not. > > Does quake3 work with dlls or the interpreter? What do signals 4 and > 10 mean on MacOS? OS X is mostly NetBSD UNIX, so... [daniello at mercury.local]$ man 3 signal SIGNAL(3) BSD Library Functions Manual SIGNAL(3) NAME signal -- simplified software signal facilities LIBRARY Standard C Library (libc, -lc) SYNOPSIS #include void (* signal(int sig, void (*func)(int)))(int); or in the equivalent but easier to read typedef'd version: typedef void (*sig_t) (int); sig_t signal(int sig, sig_t func); DESCRIPTION This signal() facility is a simplified interface to the more general sigaction(2) facility. Signals allow the manipulation of a process from outside its domain as well as allowing the process to manipulate itself or copies of itself (children). There are two general types of signals: those that cause termination of a process and those that do not. Signals which cause ter- mination of a program might result from an irrecoverable error or might be the result of a user at a terminal typing the `interrupt' character. Signals are used when a process is stopped because it wishes to access its control terminal while in the background (see tty(4)). Signals are optionally generated when a process resumes after being stopped, when the status of child processes changes, or when input is ready at the control terminal. Most signals result in the termination of the process receiv- ing them if no action is taken; some signals instead cause the process receiving them to be stopped, or are simply discarded if the process has not requested otherwise. Except for the SIGKILL and SIGSTOP signals, the signal() function allows for a signal to be caught, to be ignored, or to generate an interrupt. These signals are defined in the file : No Name Default Action Description 1 SIGHUP terminate process terminal line hangup 2 SIGINT terminate process interrupt program 3 SIGQUIT create core image quit program 4 SIGILL create core image illegal instruction 5 SIGTRAP create core image trace trap 6 SIGABRT create core image abort program (formerly SIGIOT) 7 SIGEMT create core image emulate instruction executed 8 SIGFPE create core image floating-point exception 9 SIGKILL terminate process kill program 10 SIGBUS create core image bus error 11 SIGSEGV create core image segmentation violation 12 SIGSYS create core image non-existent system call invoked 13 SIGPIPE terminate process write on a pipe with no reader 14 SIGALRM terminate process real-time timer expired 15 SIGTERM terminate process software termination signal 16 SIGURG discard signal urgent condition present on socket 17 SIGSTOP stop process stop (cannot be caught or ignored) 18 SIGTSTP stop process stop signal generated from keyboard 19 SIGCONT discard signal continue after stop 20 SIGCHLD discard signal child status has changed 21 SIGTTIN stop process background read attempted from control terminal 22 SIGTTOU stop process background write attempted to control terminal 23 SIGIO discard signal I/O is possible on a descriptor (see fcntl(2)) 24 SIGXCPU terminate process cpu time limit exceeded (see setrlimit(2)) 25 SIGXFSZ terminate process file size limit exceeded (see setrlimit(2)) 26 SIGVTALRM terminate process virtual time alarm (see setitimer(2)) 27 SIGPROF terminate process profiling timer alarm (see setitimer(2)) 28 SIGWINCH discard signal Window size change 29 SIGINFO discard signal status request from keyboard 30 SIGUSR1 terminate process User defined signal 1 31 SIGUSR2 terminate process User defined signal 2 32 SIGTHR terminate process thread interrupt The sig argument specifies which signal was received. The func procedure allows a user to choose the action upon receipt of a signal. To set the default action of the signal to occur as listed above, func should be SIG_DFL. A SIG_DFL resets the default action. To ignore the signal func should be SIG_IGN. This will cause subsequent instances of the signal to be ignored and pending instances to be discarded. If SIG_IGN is not used, further occurrences of the signal are automatically blocked and func is called. The handled signal is unblocked when the function returns and the process continues from where it left off when the signal occurred. Unlike previ- ous signal facilities, the handler func() remains installed after a sig- nal has been delivered. For some system calls, if a signal is caught while the call is executing and the call is prematurely terminated, the call is automatically restarted. (The handler is installed using the SA_RESTART flag with sigaction(2).) The affected system calls include read(2), write (2), sendto(2), recvfrom(2), sendmsg(2) and recvmsg(2) on a communications channel or a low speed device and during a ioctl(2) or wait (2). However, calls that have already committed are not restarted, but instead return a partial success (for example, a short read count). These semantics could be changed with siginterrupt(3). When a process which has installed signal handlers forks, the child process inherits the signals. All caught signals may be reset to their default action by a call to the execve(2) function; ignored signals remain ignored. If a process explicitly specifies SIG_IGN as the action for the signal SIGCHLD, the system will not create zombie processes when children of the calling process exit. As a consequence, the system will discard the exit status from the child processes. If the calling process subsequently issues a call to wait(2) or equivalent, it will block until all of the calling process's children terminate, and then return a value of -1 with errno set to ECHILD. See sigaction(2) for a list of functions that are considered safe for use in signal handlers. RETURN VALUES The previous action is returned on a successful call. Otherwise, SIG_ERR is returned and the global variable errno is set to indicate the error. ERRORS The signal() function will fail and no action will take place if one of the following occur: [EINVAL] The sig argument is not a valid signal number. [EINVAL] An attempt is made to ignore or supply a handler for SIGKILL or SIGSTOP. SEE ALSO kill(1), kill(2), ptrace(2), sigaction(2), sigaltstack(2), sigprocmask(2), sigsuspend(2), wait(2), fpsetmask(3), setjmp(3), siginterrupt(3), tty(4) HISTORY This signal() facility appeared in 4.0BSD. The option to avoid the cre- ation of child zombies through ignoring SIGCHLD appeared in FreeBSD 5.0. BSD June 7, 2004 BSD From daniellord at mac.com Thu Jun 8 06:13:56 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 8 Jun 2006 03:13:56 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608045723.GA15545@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <20060608045723.GA15545@morbo.webteam.net> Message-ID: On Jun 7, 2006, at 21:57, Tony J. White wrote: > > Thanks Daniel. > > My last build caught signal 4 when loading the x86 vm, so I assumed > this was > the same problem that was giving WinXP SP2 users grief with the > NoExec (NX) > thing. I was hoping I could just piggy-back on the linux version of > the NX vm > loading. Guess not. > > I'm having a hard time finding docs on the subject, but the third > time's the > charm, right? > > I'm still interested as if the build works on 10.2 or 10.3. > Specifically > whether or not OpenAL works with the included .dylib. > > -Tony Tony, Below is a full gdb dump including backtrace... "I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth." -- Umberto Eco [daniello at mercury.local]$ sh start_gdb.sh GNU gdb 6.3.50-20050815 (Apple version gdb-477) (Sun Apr 30 20:01:44 GMT 2006) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i386-apple-darwin"...Reading symbols for shared libraries ........ done (gdb) set args +set r_fullscreen 0 (gdb) run Starting program: /Users/daniello/WIP/Quake3-Icculus/ioquake3- svn801.app/Contents/MacOS/ioquake3.ub +set r_fullscreen 0 Reading symbols for shared libraries .............................................................. ...............+ done Reading symbols for shared libraries warning: Can't find LC_SEGMENT.__DATA.__data section in symbol file . done ioQ3 1.34-rc1 macosx-i386 Jun 7 2006 ----- FS_Startup ----- Current search path: /Users/daniello/Library/Application Support/Quake3/baseq3/pak8.pk3 (9 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak7.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak6.pk3 (64 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak5.pk3 (7 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak4.pk3 (272 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak3.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak2.pk3 (148 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak1.pk3 (26 files) /Users/daniello/Library/Application Support/Quake3/baseq3/PAK0.PK3 (3539 files) /Users/daniello/Library/Application Support/Quake3/baseq3 .//baseq3/pak8.pk3 (9 files) .//baseq3/pak7.pk3 (4 files) .//baseq3/pak6.pk3 (64 files) .//baseq3/pak5.pk3 (7 files) .//baseq3/pak4.pk3 (272 files) .//baseq3/pak3.pk3 (4 files) .//baseq3/pak2.pk3 (148 files) .//baseq3/pak1.pk3 (26 files) .//baseq3/PAK0.PK3 (3539 files) .//baseq3 /Users/daniello/WIP/Quake3-Icculus/ioquake3-svn801.app/Contents/MacOS/ baseq3 ---------------------- 8146 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- logfile opened on Thu Jun 8 03:10:35 2006 ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- ------- Input Initialization ------- Joystick is not active. ------------------------------------ ...loading /System/Library/Frameworks/OpenGL.framework/Libraries/ libGL.dylib: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 Reading symbols for shared libraries . done Reading symbols for shared libraries . done Reading symbols for shared libraries .. done Reading symbols for shared libraries . done Reading symbols for shared libraries .. done Reading symbols for shared libraries . done Reading symbols for shared libraries . done Using 8/8/8 Color bits, 24 depth, 8 stencil display. GL_RENDERER: ATI Radeon X1600 OpenGL Engine Initializing OpenGL extensions ...GL_S3_s3tc not found ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic Trying SMP acceleration... ^3ERROR: SMP support was disabled at compile time ...failed. GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon X1600 OpenGL Engine GL_VERSION: 1.5 ATI-1.4.26 GL_EXTENSIONS: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix GL_MAX_TEXTURE_SIZE: 2048 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits CPU: rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Reading symbols for shared libraries . done Allocated 96 sources. OpenAL info: Vendor: Any Version: OpenAL 1.2 Renderer: Software Extensions: Sound intialization successful. -------------------------------- Loading vm file vm/ui.qvm... Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x386ae000 0xffff0a3f in ___memcpy () at /System/Library/Frameworks/ System.framework/PrivateHeaders/i386/cpu_capabilities.h:186 186 /System/Library/Frameworks/System.framework/PrivateHeaders/ i386/cpu_capabilities.h: No such file or directory. in /System/Library/Frameworks/System.framework/ PrivateHeaders/i386/cpu_capabilities.h (gdb) list 181 in /System/Library/Frameworks/System.framework/PrivateHeaders/ i386/cpu_capabilities.h (gdb) backtrace #0 0xffff0a3f in ___memcpy () at /System/Library/Frameworks/ System.framework/PrivateHeaders/i386/cpu_capabilities.h:186 #1 0x000e5a78 in VM_Compile (vm=0x942580, header=0x34895538) at code/ qcommon/vm_x86.c:1100 #2 0x0005f766 in VM_Create (module=0xfc718 "ui", systemCalls=0x18713 , interpret=VMI_COMPILED) at code/qcommon/vm.c:587 #3 0x00018610 in CL_InitUI () at code/client/cl_ui.c:1154 #4 0x0002f371 in Com_Init (commandLine=0x1b2bf62 "0") at code/ qcommon/common.c:2539 #5 0x000e8c93 in SDL_main (argc=4, argv=0x1b06880) at code/unix/ unix_main.c:1423 #6 0x000f9751 in -[SDLMain applicationDidFinishLaunching:] (self=0x1b234b0, _cmd=0x10ebb4, note=0x1b0d690) at macosx/SDLMain.m:294 #7 0x9271804f in _nsnote_callback () #8 0x9084c649 in __CFXNotificationPost () #9 0x90843e80 in _CFXNotificationPostNotification () #10 0x927106b4 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #11 0x9271759d in -[NSNotificationCenter postNotificationName:object:] () #12 0x9339d4c0 in -[NSApplication _postDidFinishNotification] () #13 0x9339d3aa in -[NSApplication _sendFinishLaunchingNotification] () #14 0x9339cea9 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] () #15 0x9339ca74 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] () #16 0x9271dd35 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] () #17 0x9271db5f in _NSAppleEventManagerGenericHandler () #18 0x9150dfb5 in aeDispatchAppleEvent () #19 0x9150dee6 in dispatchEventAndSendReply () #20 0x9150ddb2 in aeProcessAppleEvent () #21 0x92efc2cc in AEProcessAppleEvent () #22 0x9339ac69 in _DPSNextEvent () #23 0x9339a67e in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #24 0x93394403 in -[NSApplication run] () #25 0x000f9ea5 in main (argc=4, argv=0xbffff43c) at macosx/SDLMain.m:222 (gdb) From tjw at webteam.net Thu Jun 8 11:00:56 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 8 Jun 2006 10:00:56 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <200606080848.20913.ludwig.nussel@suse.de> References: <20060608023615.GA12321@morbo.webteam.net> <20060608045723.GA15545@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> Message-ID: <20060608150055.GH5414@morbo.webteam.net> On Thu, Jun 08, 2006 at 08:48:20AM +0200, Ludwig Nussel wrote: > On Thursday 08 June 2006 06:57, Tony J. White wrote: > > On Wed, Jun 07, 2006 at 09:25:46PM -0700, Daniel Lord wrote: > > > Loading vm file vm/ui.qvm... > > > Received signal 10, exiting... > > > > My last build caught signal 4 when loading the x86 vm, so I assumed this was > > the same problem that was giving WinXP SP2 users grief with the NoExec (NX) > > thing. I was hoping I could just piggy-back on the linux version of the NX vm > > loading. Guess not. > > Does quake3 work with dlls or the interpreter? What do signals 4 and > 10 mean on MacOS? 4 is "illegal instruction" which I assumed was from trying to execute the vm code that had been been placed into memory which was reserved with malloc() (see vm_x86.c). 10 is "bad memory access". In the latest build it comes from trying to use the same mmap() mprotect() calls that the linux version uses to get around NX. Specifically it crashes when we Com_Memcpy() the vm code into the memory reserved with: mmap(NULL, compiledOfs, PROT_WRITE, MAP_SHARED|MAP_ANON, -1, 0); I'm not sure why this is yet, or even if I'm on the write track with the reason for catching signal 4. -Tony From ludwig.nussel at suse.de Thu Jun 8 11:32:38 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 8 Jun 2006 17:32:38 +0200 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608150055.GH5414@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> Message-ID: <200606081732.38607.ludwig.nussel@suse.de> On Thursday 08 June 2006 17:00, Tony J. White wrote: > 4 is "illegal instruction" which I assumed was from trying to execute the > vm code that had been been placed into memory which was reserved with > malloc() (see vm_x86.c). I'd expect SIGILL if the code generator produces garbage. On Linux you'd get a segfault if you try to execute memory that is not supposed to be executed. > 10 is "bad memory access". In the latest build it comes from trying to use > the same mmap() mprotect() calls that the linux version uses to get around > NX. The purpose of mmap is to actually support NX rather than to get around it. The writeable flag must be removed when the memory is marked executable. Changing protection flags affects the whole page so you cannot use memory returned by malloc(). > Specifically it crashes when we Com_Memcpy() the vm code into the memory > reserved with: > > mmap(NULL, compiledOfs, PROT_WRITE, MAP_SHARED|MAP_ANON, -1, 0); > > I'm not sure why this is yet, or even if I'm on the write track with the > reason for catching signal 4. VM_X86_MMAP is only defined if __linux__ is. Did you change that? cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From tjw at webteam.net Thu Jun 8 11:44:02 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 8 Jun 2006 10:44:02 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: References: <20060608023615.GA12321@morbo.webteam.net> Message-ID: <20060608154402.GI5414@morbo.webteam.net> On Wed, Jun 07, 2006 at 09:25:46PM -0700, Daniel Lord wrote: > I should add I have _never_ successfully run icculus Quake3 for more than a 30 > second before a crash so perhaps my Macbook Pro is not a goo test fixture. When you build ioquake3 from the latest SVN, are you able to run it with '+set vm_ui 2'? If so, I must be barking up the wrong tree here altogether. -Tony From tjw at webteam.net Thu Jun 8 12:00:53 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 8 Jun 2006 11:00:53 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <200606081732.38607.ludwig.nussel@suse.de> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> Message-ID: <20060608160052.GJ5414@morbo.webteam.net> On Thu, Jun 08, 2006 at 05:32:38PM +0200, Ludwig Nussel wrote: > On Thursday 08 June 2006 17:00, Tony J. White wrote: > > 4 is "illegal instruction" which I assumed was from trying to execute the > > vm code that had been been placed into memory which was reserved with > > malloc() (see vm_x86.c). > > I'd expect SIGILL if the code generator produces garbage. On Linux you'd get a > segfault if you try to execute memory that is not supposed to be executed. Hmm, maybe the problem is related more to the cross compilation of all that x86 assembler? I suppose the best way to test this is to get Daniel or someone else with an intel mac to attempt to build the univeral binary on their system. > > 10 is "bad memory access". In the latest build it comes from trying to use > > the same mmap() mprotect() calls that the linux version uses to get around > > NX. > > The purpose of mmap is to actually support NX rather than to get around it. OK, bad wording on my part. It's not so much NX I was suggesting be bypassed so much as the crashing :) > The > writeable flag must be removed when the memory is marked executable. Changing > protection flags affects the whole page so you cannot use memory returned by > malloc(). > > > Specifically it crashes when we Com_Memcpy() the vm code into the memory > > reserved with: > > > > mmap(NULL, compiledOfs, PROT_WRITE, MAP_SHARED|MAP_ANON, -1, 0); > > > > I'm not sure why this is yet, or even if I'm on the write track with the > > reason for catching signal 4. > > VM_X86_MMAP is only defined if __linux__ is. Did you change that? Yes, that's what I tried in this last build. OS X has the mmap() and mprotect() functions so I thought it was worth a shot. -Tony From daniellord at mac.com Thu Jun 8 12:05:48 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 8 Jun 2006 09:05:48 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608160052.GJ5414@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> Message-ID: <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> On Jun 8, 2006, at 9:00, Tony J. White wrote: > On Thu, Jun 08, 2006 at 05:32:38PM +0200, Ludwig Nussel wrote: >> On Thursday 08 June 2006 17:00, Tony J. White wrote: >>> 4 is "illegal instruction" which I assumed was from trying to >>> execute the >>> vm code that had been been placed into memory which was reserved >>> with >>> malloc() (see vm_x86.c). >> >> I'd expect SIGILL if the code generator produces garbage. On Linux >> you'd get a >> segfault if you try to execute memory that is not supposed to be >> executed. > > Hmm, maybe the problem is related more to the cross compilation of > all that > x86 assembler? I suppose the best way to test this is to get > Daniel or > someone else with an intel mac to attempt to build the univeral binary > on their system. Tony, Ludwig, I give this a try tonight when I get some time. Daniel Lord daniellord at mac.com --- "You will never regret getting up too early, and you'll always regret getting up too late, but sometimes you may regret giving up too late." -- Mountaineer's Adage From arny at ats.s.bawue.de Thu Jun 8 12:10:44 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 8 Jun 2006 18:10:44 +0200 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: References: <20060608023615.GA12321@morbo.webteam.net> <20060608045723.GA15545@morbo.webteam.net> Message-ID: <200606081810.49771.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Thursday 08 June 2006 12:13, Daniel Lord wrote: > Program received signal EXC_BAD_ACCESS, Could not access memory. > Reason: KERN_PROTECTION_FAILURE at address: 0x386ae000 > 0xffff0a3f in ___memcpy () at /System/Library/Frameworks/ > System.framework/PrivateHeaders/i386/cpu_capabilities.h:186 > 186 /System/Library/Frameworks/System.framework/PrivateHeaders/ > i386/cpu_capabilities.h: No such file or directory. > in /System/Library/Frameworks/System.framework/ > PrivateHeaders/i386/cpu_capabilities.h > (gdb) list > 181 in /System/Library/Frameworks/System.framework/PrivateHeaders/ > i386/cpu_capabilities.h > > (gdb) backtrace > #0 0xffff0a3f in ___memcpy () at /System/Library/Frameworks/ > System.framework/PrivateHeaders/i386/cpu_capabilities.h:186 > #1 0x000e5a78 in VM_Compile (vm=0x942580, header=0x34895538) at code/ > qcommon/vm_x86.c:1100 > #2 0x0005f766 in VM_Create (module=0xfc718 "ui", systemCalls=0x18713 > , interpret=VMI_COMPILED) at code/qcommon/vm.c:587 > #3 0x00018610 in CL_InitUI () at code/client/cl_ui.c:1154 > #4 0x0002f371 in Com_Init (commandLine=0x1b2bf62 "0") at code/ > qcommon/common.c:2539 > #5 0x000e8c93 in SDL_main (argc=4, argv=0x1b06880) at code/unix/ > unix_main.c:1423 This looks like it is crashing in the Com_Memcpy call, not at execution from the compiled code if you look at the callstack. Maybe there is some stuff wrong with the input buffer. To determine where the error happens, it would be interesting what the pointer address of vm->codeBase and the pointer address of the local variable buf look like. print vm->codeBase print buf these addresses set into relation with the address at which the protection failure happened would be helpful as debugger output. > > My last build caught signal 4 when loading the x86 vm, so I assumed > > this was > > the same problem that was giving WinXP SP2 users grief with the > > NoExec (NX) > > thing. I was hoping I could just piggy-back on the linux version of > > the NX vm > > loading. Guess not. I fixed that problem for Win32 in the icculus codebase by making windows builds use the calls VirtualAlloc and VirtualProtect to allocate memory that is executable. If MacOSX has the mmap syscall, which I guess is pretty likely given its ancestry, you can make it define on macosx in the vm_x86.c file, too. At the moment, VM_X86_MMAP only gets defined if the code is compiled on Linux. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFEiEwJZx4hBtWQhl4RAta2AJ9DATQ+o0ok+CMvzJFD7GXL38jnlQCg3VIJ TWxUylOdolYgLaqVSF724QY= =S4Oa -----END PGP SIGNATURE----- From tjw at webteam.net Thu Jun 8 12:51:06 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 8 Jun 2006 11:51:06 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> Message-ID: <20060608165105.GK5414@morbo.webteam.net> On Thu, Jun 08, 2006 at 09:05:48AM -0700, Daniel Lord wrote: > > On Jun 8, 2006, at 9:00, Tony J. White wrote: > > >On Thu, Jun 08, 2006 at 05:32:38PM +0200, Ludwig Nussel wrote: > >>On Thursday 08 June 2006 17:00, Tony J. White wrote: > >>>4 is "illegal instruction" which I assumed was from trying to execute the > >>>vm code that had been been placed into memory which was reserved with > >>>malloc() (see vm_x86.c). > >> > >>I'd expect SIGILL if the code generator produces garbage. On Linux you'd get > >>a > >>segfault if you try to execute memory that is not supposed to be executed. > > > >Hmm, maybe the problem is related more to the cross compilation of all that > >x86 assembler? I suppose the best way to test this is to get Daniel or > >someone else with an intel mac to attempt to build the univeral binary > >on their system. > > Tony, Ludwig, > > I give this a try tonight when I get some time. Daniel, I put up a new patch that uses the unmodified vm_x86.c: http://www.tjw.org/ioquake3-ub/ioquake3-svn801-default_vm_x86.patch Build instructions: svn co -r 801 svn://svn.icculus.org/quake3/trunk quake3.ub cd quake3.ub curl -O http://www.tjw.org/ioquake3-ub/ioquake3-svn801-default_vm_x86.patch patch -p0 < ioquake3-svn801-default_vm_x86.patch cd code/libs/macosx/ curl -O http://www.tjw.org/ioquake3-ub/libSDL-1.2.0.dylib curl -O http://www.tjw.org/ioquake3-ub/libopenal.dylib cd ../../../ sh make-macosx-ub.sh Thanks. -Tony From daniellord at mac.com Thu Jun 8 18:27:31 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 8 Jun 2006 15:27:31 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060608165105.GK5414@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> <20060608165105.GK5414@morbo.webteam.net> Message-ID: <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> On Jun 8, 2006, at 9:51, Tony J. White wrote: > On Thu, Jun 08, 2006 at 09:05:48AM -0700, Daniel Lord wrote: >> >> On Jun 8, 2006, at 9:00, Tony J. White wrote: >> >>> On Thu, Jun 08, 2006 at 05:32:38PM +0200, Ludwig Nussel wrote: > Daniel, > > I put up a new patch that uses the unmodified vm_x86.c: > > http://www.tjw.org/ioquake3-ub/ioquake3-svn801-default_vm_x86.patch > > Build instructions: > > svn co -r 801 svn://svn.icculus.org/quake3/trunk quake3.ub > cd quake3.ub > curl -O http://www.tjw.org/ioquake3-ub/ioquake3-svn801- > default_vm_x86.patch > patch -p0 < ioquake3-svn801-default_vm_x86.patch > cd code/libs/macosx/ > curl -O http://www.tjw.org/ioquake3-ub/libSDL-1.2.0.dylib > curl -O http://www.tjw.org/ioquake3-ub/libopenal.dylib > cd ../../../ > sh make-macosx-ub.sh Well, we got a little farther this time. Maps and bots parsed. It chokes on a shared library stub for a helper interface (what ever _that_ is). Since your commands didn't build the bundle and I was sure we needed the PAK files, I copied the ub build directory into the bundle's MacOS folder. I'll write a python or shell script to do that automatically from now on. Anyway, the run results are below... Daniel "I have come to believe that the whole world is an enigma, a harmless enigma that is made terrible by our own mad attempt to interpret it as though it had an underlying truth." -- Umberto Eco [daniello at mercury.local]$ sh start_gdb.sh GNU gdb 6.3.50-20050815 (Apple version gdb-477) (Sun Apr 30 20:01:44 GMT 2006) Copyright 2004 Free Software Foundation, Inc. GDB is free software, covered by the GNU General Public License, and you are welcome to change it and/or distribute copies of it under certain conditions. Type "show copying" to see the conditions. There is absolutely no warranty for GDB. Type "show warranty" for details. This GDB was configured as "i386-apple-darwin"...Reading symbols for shared libraries ....... done (gdb) set args +set r_fullscreen 0 (gdb) run Starting program: /Users/daniello/WIP/Quake3-Icculus/test/ioquake3- test.app/Contents/MacOS/ioquake3.ub +set r_fullscreen 0 Reading symbols for shared libraries .............................................................. ................+ done Reading symbols for shared libraries warning: Can't find LC_SEGMENT.__DATA.__data section in symbol file . done ioQ3 1.34-rc1 macosx-i386 Jun 8 2006 ----- FS_Startup ----- Current search path: /Users/daniello/Library/Application Support/Quake3/baseq3/pak8.pk3 (9 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak7.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak6.pk3 (64 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak5.pk3 (7 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak4.pk3 (272 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak3.pk3 (4 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak2.pk3 (148 files) /Users/daniello/Library/Application Support/Quake3/baseq3/pak1.pk3 (26 files) /Users/daniello/Library/Application Support/Quake3/baseq3/PAK0.PK3 (3539 files) /Users/daniello/Library/Application Support/Quake3/baseq3 .//baseq3/pak8.pk3 (9 files) .//baseq3/pak7.pk3 (4 files) .//baseq3/pak6.pk3 (64 files) .//baseq3/pak5.pk3 (7 files) .//baseq3/pak4.pk3 (272 files) .//baseq3/pak3.pk3 (4 files) .//baseq3/pak2.pk3 (148 files) .//baseq3/pak1.pk3 (26 files) .//baseq3/PAK0.PK3 (3539 files) .//baseq3 /Users/daniello/WIP/Quake3-Icculus/test/ioquake3-test.app/Contents/ MacOS/baseq3 ---------------------- 8146 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- logfile opened on Thu Jun 8 15:22:10 2006 ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- ------- Input Initialization ------- Joystick is not active. ------------------------------------ ...loading /System/Library/Frameworks/OpenGL.framework/Libraries/ libGL.dylib: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 Reading symbols for shared libraries . done Reading symbols for shared libraries . done Reading symbols for shared libraries .. done Reading symbols for shared libraries . done Reading symbols for shared libraries .. done Reading symbols for shared libraries . done Reading symbols for shared libraries . done Using 8/8/8 Color bits, 24 depth, 8 stencil display. GL_RENDERER: ATI Radeon X1600 OpenGL Engine Initializing OpenGL extensions ...GL_S3_s3tc not found ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic Trying SMP acceleration... ^3ERROR: SMP support was disabled at compile time ...failed. GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon X1600 OpenGL Engine GL_VERSION: 1.5 ATI-1.4.26 GL_EXTENSIONS: GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_vertex_blend GL_ARB_window_pos GL_ARB_shader_objects GL_ARB_vertex_shader GL_EXT_multi_draw_arrays GL_EXT_clip_volume_hint GL_EXT_rescale_normal GL_EXT_draw_range_elements GL_EXT_fog_coord GL_APPLE_client_storage GL_APPLE_specular_vector GL_APPLE_transform_hint GL_APPLE_packed_pixels GL_APPLE_fence GL_APPLE_vertex_array_object GL_APPLE_vertex_program_evaluators GL_APPLE_element_array GL_APPLE_flush_render GL_NV_texgen_reflection GL_NV_light_max_exponent GL_IBM_rasterpos_clip GL_SGIS_generate_mipmap GL_ARB_shading_language_100 GL_ARB_imaging GL_ARB_point_parameters GL_ARB_texture_env_crossbar GL_ARB_texture_border_clamp GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_cube_map GL_ARB_texture_env_dot3 GL_ARB_multisample GL_ARB_texture_env_combine GL_ARB_texture_compression GL_ARB_texture_mirrored_repeat GL_ARB_shadow GL_ARB_depth_texture GL_ARB_shadow_ambient GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_vertex_buffer_object GL_ARB_pixel_buffer_object GL_EXT_compiled_vertex_array GL_EXT_framebuffer_object GL_EXT_texture_rectangle GL_ARB_texture_rectangle GL_EXT_texture_env_add GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_lod_bias GL_EXT_abgr GL_EXT_bgra GL_EXT_stencil_wrap GL_EXT_texture_filter_anisotropic GL_EXT_separate_specular_color GL_EXT_secondary_color GL_EXT_blend_func_separate GL_EXT_shadow_funcs GL_EXT_texture_compression_s3tc GL_EXT_texture_compression_dxt1 GL_EXT_blend_equation_separate GL_EXT_texture_mirror_clamp GL_APPLE_ycbcr_422 GL_APPLE_vertex_array_range GL_APPLE_texture_range GL_APPLE_float_pixels GL_ATI_texture_float GL_APPLE_pixel_buffer GL_NV_blend_square GL_NV_fog_distance GL_ATI_texture_mirror_once GL_ATI_text_fragment_shader GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGI_color_matrix GL_MAX_TEXTURE_SIZE: 2048 GL_MAX_ACTIVE_TEXTURES_ARB: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 0 overbright bits CPU: rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 0 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Reading symbols for shared libraries . done Allocated 96 sources. OpenAL info: Vendor: Any Version: OpenAL 1.2 Renderer: Software Extensions: Sound intialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ operand. 0x8fe136e4 in __dyld_stub_binding_helper_interface () (gdb) backtrace #0 0x8fe136e4 in __dyld_stub_binding_helper_interface () #1 0x00000000 in ?? () (gdb) From tjw at webteam.net Thu Jun 8 21:10:53 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 8 Jun 2006 20:10:53 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> <20060608165105.GK5414@morbo.webteam.net> <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> Message-ID: <20060609011053.GA27299@morbo.webteam.net> On Thu, Jun 08, 2006 at 03:27:31PM -0700, Daniel Lord wrote: > Reading symbols for shared libraries warning: Can't find LC_SEGMENT.__DATA.__data section in symbol file > . done > Loading vm file vm/ui.qvm... > VM file ui compiled to 594408 bytes of code > ui loaded in 1368576 bytes on the hunk > 35 arenas parsed > 32 bots parsed > > Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ operand. > 0x8fe136e4 in __dyld_stub_binding_helper_interface () > (gdb) backtrace > #0 0x8fe136e4 in __dyld_stub_binding_helper_interface () > #1 0x00000000 in ?? () Can you verify that you get the same crash when using the build/release-darwin-x86/ioquake3.x86 binary? If so, can you verify that if you start with a clean version of svn801, do just 'make' and run ioquake3.x86 that you do not get similar crashing? Note that you should run these with '+set vm_ui 2' to ensure that the vm_x86.c is being used. -Tony From daniellord at mac.com Thu Jun 8 21:31:29 2006 From: daniellord at mac.com (Daniel Lord) Date: Thu, 8 Jun 2006 18:31:29 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060609011053.GA27299@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> <20060608165105.GK5414@morbo.webteam.net> <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> <20060609011053.GA27299@morbo.webteam.net> Message-ID: <0A613239-B9C5-47A5-9FDA-0C2C008FBF38@mac.com> On Jun 8, 2006, at 18:10, Tony J. White wrote: > On Thu, Jun 08, 2006 at 03:27:31PM -0700, Daniel Lord wrote: > >> Reading symbols for shared libraries warning: Can't find >> LC_SEGMENT.__DATA.__data section in symbol file >> . done > >> Loading vm file vm/ui.qvm... >> VM file ui compiled to 594408 bytes of code >> ui loaded in 1368576 bytes on the hunk >> 35 arenas parsed >> 32 bots parsed >> >> Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ >> operand. >> 0x8fe136e4 in __dyld_stub_binding_helper_interface () >> (gdb) backtrace >> #0 0x8fe136e4 in __dyld_stub_binding_helper_interface () >> #1 0x00000000 in ?? () > > Can you verify that you get the same crash when using the build/ > release-darwin-x86/ioquake3.x86 binary? > > If so, can you verify that if you start with a clean version of > svn801, do > just 'make' and run ioquake3.x86 that you do not get similar crashing? > > Note that you should run these with '+set vm_ui 2' to ensure that > the vm_x86.c is being used. > > -Tony I made a second bundle that uses the x86 build instead of the ub build and used gbd's set args as below. Same result. (gdb) run Starting program: /Users/daniello/WIP/Quake3-Icculus/test/ ioquake3x86.app/Contents/MacOS/ioquake3.x86 +set r_fullscreen 0 +set vm_ui 2 Reading symbols for shared libraries .............................................................. ...............+ done Reading symbols for shared libraries warning: Can't find LC_SEGMENT.__DATA.__data section in symbol file . done ioQ3 1.34-rc1 macosx-i386 Jun 8 2006 <----snip----> Sound intialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ operand. 0x8fe136e4 in __dyld_stub_binding_helper_interface () (gdb Sound intialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ operand. 0x8fe136e4 in __dyld_stub_binding_helper_interface () (gdb) "I have never won a debate with an ignorant person." -Ali ibn Abi Talib From lonnie at outstep.com Sun Jun 11 11:54:34 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Sun, 11 Jun 2006 11:54:34 -0400 Subject: icculus quake 3 very dark Message-ID: <448C3CBA.8070502@outstep.com> Hi All, I have been trying to figure out why my icculus quake 3 is coming up extremely dark on my Linux Fedora 5 which is using NVIDIA GeForce 5200 graphics card. Is there some command line setting that I can use to brighten up things? Thanks, Lonnie From arny at ats.s.bawue.de Sun Jun 11 12:06:27 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sun, 11 Jun 2006 18:06:27 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448C3CBA.8070502@outstep.com> References: <448C3CBA.8070502@outstep.com> Message-ID: <200606111806.31119.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On Sunday 11 June 2006 17:54, Lonnie Cumberland wrote: > I have been trying to figure out why my icculus quake 3 is coming up > extremely dark on my Linux Fedora 5 which is using NVIDIA GeForce 5200 > graphics card. > > Is there some command line setting that I can use to brighten up things? r_overBrightBits should be set to 1 and r_mapOverBrightBits 2 as standard. If this is already your setting you can try to set r_overBrightBits to 0 or 2 as a test. There's r_gamma too that you can fiddle around with. - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFEjD+HZx4hBtWQhl4RAobWAJ9n6kch5KT1lLKkVF2W5LHjmqdvSwCfYLx2 o5moev+B3McbInudSjod+TI= =NciE -----END PGP SIGNATURE----- From rstotts at cox.net Sun Jun 11 12:09:53 2006 From: rstotts at cox.net (Ryan Stotts) Date: Sun, 11 Jun 2006 11:09:53 -0500 Subject: [quake3] icculus quake 3 very dark References: <448C3CBA.8070502@outstep.com> Message-ID: <000901c68d71$80438f90$650fa8c0@amd> > Is there some command line setting that I can use to brighten up things? \ r_gamma 1 Set it to like 1.1 or 1.2 or higher. From lonnie at outstep.com Sun Jun 11 12:26:09 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Sun, 11 Jun 2006 12:26:09 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <200606111806.31119.arny@ats.s.bawue.de> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> Message-ID: <448C4421.2010304@outstep.com> Hi All, I made sure that all of those were set in the q3config.cfg to include setting the r_gamma to "1.2" but still the results are about the same. I am running Linux Fedora 5 with Xgl server and Compiz and although things look before Q3 starts up, even the ID splash screen, menus, and especially the game are very dark and I can just barely see them. Cheers, Lonnie Thilo Schulz wrote: > -----BEGIN PGP SIGNED MESSAGE----- > Hash: SHA1 > > On Sunday 11 June 2006 17:54, Lonnie Cumberland wrote: > >> I have been trying to figure out why my icculus quake 3 is coming up >> extremely dark on my Linux Fedora 5 which is using NVIDIA GeForce 5200 >> graphics card. >> >> Is there some command line setting that I can use to brighten up things? >> > > r_overBrightBits should be set to 1 and r_mapOverBrightBits 2 as standard. > If this is already your setting you can try to set r_overBrightBits to 0 or 2 > as a test. > There's r_gamma too that you can fiddle around with. > > - -- > Thilo Schulz > -----BEGIN PGP SIGNATURE----- > Version: GnuPG v1.4.2.2 (GNU/Linux) > > iD8DBQFEjD+HZx4hBtWQhl4RAobWAJ9n6kch5KT1lLKkVF2W5LHjmqdvSwCfYLx2 > o5moev+B3McbInudSjod+TI= > =NciE > -----END PGP SIGNATURE----- > From auerswal at unix-ag.uni-kl.de Sun Jun 11 14:42:21 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Sun, 11 Jun 2006 20:42:21 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448C4421.2010304@outstep.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> Message-ID: <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> Hi, On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: > I am running Linux Fedora 5 with Xgl server and Compiz and although > things look before Q3 starts up, even the ID splash screen, menus, and > especially the game are very dark and I can just barely see them. Try a normal X server, not Xgl. Erik From floam at sh.nu Sun Jun 11 15:56:44 2006 From: floam at sh.nu (Aaron Gyes) Date: Sun, 11 Jun 2006 12:56:44 -0700 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> Message-ID: <1150055804.10684.0.camel@laika.home.floam.sh.nu> On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > Hi, > > On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: > > I am running Linux Fedora 5 with Xgl server and Compiz and although > > things look before Q3 starts up, even the ID splash screen, menus, and > > especially the game are very dark and I can just barely see them. > > Try a normal X server, not Xgl. Xgl is a normal X server, but right now the NVIDIA drivers do not support it properly. Until 9xxx drivers come out OpenGL is going to remain crippled on Xgl. From lonnie at outstep.com Sun Jun 11 18:05:20 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Sun, 11 Jun 2006 18:05:20 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <1150055804.10684.0.camel@laika.home.floam.sh.nu> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> Message-ID: <448C93A0.8060807@outstep.com> I guess that I need to get another video graphics accelerator card that will work with my Fedora 5 Xgl & Compiz. Does anyone have a good suggestion for the kind of card that I should get? I've heard that ATI cards are good but have never used them and especially not with Linux Fedora. Thanks all, Lonnie Aaron Gyes wrote: > On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > >> Hi, >> >> On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: >> >>> I am running Linux Fedora 5 with Xgl server and Compiz and although >>> things look before Q3 starts up, even the ID splash screen, menus, and >>> especially the game are very dark and I can just barely see them. >>> >> Try a normal X server, not Xgl. >> > > Xgl is a normal X server, but right now the NVIDIA drivers do not > support it properly. Until 9xxx drivers come out OpenGL is going to > remain crippled on Xgl. > > From lonnie at outstep.com Sun Jun 11 20:05:19 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Sun, 11 Jun 2006 20:05:19 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <1150055804.10684.0.camel@laika.home.floam.sh.nu> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> Message-ID: <448CAFBF.3050106@outstep.com> Where can I get more information on the development of these 9xxx drivers? will they be coming from nVidia? Thanks, Lonnie Aaron Gyes wrote: > On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > >> Hi, >> >> On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: >> >>> I am running Linux Fedora 5 with Xgl server and Compiz and although >>> things look before Q3 starts up, even the ID splash screen, menus, and >>> especially the game are very dark and I can just barely see them. >>> >> Try a normal X server, not Xgl. >> > > Xgl is a normal X server, but right now the NVIDIA drivers do not > support it properly. Until 9xxx drivers come out OpenGL is going to > remain crippled on Xgl. > > From floam at sh.nu Sun Jun 11 20:30:33 2006 From: floam at sh.nu (Aaron Gyes) Date: Sun, 11 Jun 2006 17:30:33 -0700 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448CAFBF.3050106@outstep.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448CAFBF.3050106@outstep.com> Message-ID: <1150072233.10684.3.camel@laika.home.floam.sh.nu> On Sun, 2006-06-11 at 20:05 -0400, Lonnie Cumberland wrote: > Where can I get more information on the development of these 9xxx drivers? > > will they be coming from nVidia? Of course they will be coming from nvidia. Why would someone else start making drivers for nvidia after the 1.0-8xxx versions? There isn't really any information available on unreleased driver versions, but people from nvidia have confirmed on the nvnews forums that the 1.0-9xxx drivers will support the necessary extensions for Xgl to work properly. Aaron Gyes From zakk at timedoctor.org Sun Jun 11 20:37:04 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 11 Jun 2006 17:37:04 -0700 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448C93A0.8060807@outstep.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> Message-ID: <448CB730.70807@timedoctor.org> Lonnie Cumberland wrote: > I guess that I need to get another video graphics accelerator card that > will work with my Fedora 5 Xgl & Compiz. > > Does anyone have a good suggestion for the kind of card that I should get? > > I've heard that ATI cards are good but have never used them and > especially not with Linux Fedora. > Please do not buy an ati card, they run incredibly poorly in linux. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From daniellord at mac.com Mon Jun 12 00:20:24 2006 From: daniellord at mac.com (Daniel Lord) Date: Sun, 11 Jun 2006 21:20:24 -0700 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448CB730.70807@timedoctor.org> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> Message-ID: <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> On Jun 11, 2006, at 17:37, Zachary J. Slater wrote: > Lonnie Cumberland wrote: >> I guess that I need to get another video graphics accelerator card >> that >> will work with my Fedora 5 Xgl & Compiz. >> >> Does anyone have a good suggestion for the kind of card that I >> should get? >> >> I've heard that ATI cards are good but have never used them and >> especially not with Linux Fedora. >> > Please do not buy an ati card, they run incredibly poorly in linux. > > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com In addition, pay close attention to the drivers available for the platforms you care about BEFORE you buy video card. The fact of life is this: consoles are first, Windows Pc are second, Macs are third, and Linux is last. So you need to be very, very selective when you buy a GFX card you intend to use under Linux or suffer through the agony and neglect of using a 'niche market' platform. Daniel "I have never won a debate with an ignorant person." -Ali ibn Abi Talib From auerswal at unix-ag.uni-kl.de Mon Jun 12 05:44:13 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Mon, 12 Jun 2006 11:44:13 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <1150055804.10684.0.camel@laika.home.floam.sh.nu> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> Message-ID: <20060612094413.GA23675@sushi.unix-ag.uni-kl.de> Hi, On Sun, Jun 11, 2006 at 12:56:44PM -0700, Aaron Gyes wrote: > On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > > On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: > > > I am running Linux Fedora 5 with Xgl server and Compiz and although > > > things look before Q3 starts up, even the ID splash screen, menus, and > > > especially the game are very dark and I can just barely see them. > > > > Try a normal X server, not Xgl. > > Xgl is a normal X server, but right now the NVIDIA drivers do not > support it properly. Until 9xxx drivers come out OpenGL is going to > remain crippled on Xgl. I don't consider running an X server on top of an X server normal. There are special cases where this is useful, but not gaming with X server and client on the same machine. The idea of running two fullscreen OpenGL apps at the same time (Xgl and ioquake3) seems a bit strange to me, too. Erik From lonnie at outstep.com Mon Jun 12 06:51:48 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 12 Jun 2006 06:51:48 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> Message-ID: <448D4744.5010906@outstep.com> Thanks for all of the great responses to my post and it appears that the over driving belief is that I should NEVER buy an ATI GFX card for my Linux box so I can go with that. Well, if that is the general consensus on ATI cards then what kind of cards do all of you recommend for great graphic on Linux? Thanks, Lonnie Daniel Lord wrote: > > On Jun 11, 2006, at 17:37, Zachary J. Slater wrote: > >> Lonnie Cumberland wrote: >>> I guess that I need to get another video graphics accelerator card that >>> will work with my Fedora 5 Xgl & Compiz. >>> >>> Does anyone have a good suggestion for the kind of card that I >>> should get? >>> >>> I've heard that ATI cards are good but have never used them and >>> especially not with Linux Fedora. >>> >> Please do not buy an ati card, they run incredibly poorly in linux. >> >> --- Zachary J. Slater >> zakk at timedoctor.org >> zacharyslater at gmail.com > > In addition, pay close attention to the drivers available for the > platforms you care about BEFORE you buy video card. > The fact of life is this: consoles are first, Windows Pc are second, > Macs are third, and Linux is last. > So you need to be very, very selective when you buy a GFX card you > intend to use under Linux or suffer through the agony and neglect of > using a 'niche market' platform. > > Daniel > > "I have never won a debate with an ignorant person." > -Ali ibn Abi Talib > > > From skateinmars at momo.servegame.org Mon Jun 12 07:02:41 2006 From: skateinmars at momo.servegame.org (Jean-Philippe) Date: Mon, 12 Jun 2006 13:02:41 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448D4744.5010906@outstep.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> <448D4744.5010906@outstep.com> Message-ID: <448D49D1.1050203@momo.servegame.org> Lonnie Cumberland a ?crit : > Thanks for all of the great responses to my post and it appears that > the over driving belief is that I should NEVER buy an ATI GFX card for > my Linux box so I can go with that. > > Well, if that is the general consensus on ATI cards then what kind of > cards do all of you recommend for great graphic on Linux? > > Thanks, > Lonnie > > Daniel Lord wrote: >> >> On Jun 11, 2006, at 17:37, Zachary J. Slater wrote: >> >>> Lonnie Cumberland wrote: >>>> I guess that I need to get another video graphics accelerator card >>>> that >>>> will work with my Fedora 5 Xgl & Compiz. >>>> >>>> Does anyone have a good suggestion for the kind of card that I >>>> should get? >>>> >>>> I've heard that ATI cards are good but have never used them and >>>> especially not with Linux Fedora. >>>> >>> Please do not buy an ati card, they run incredibly poorly in linux. >>> >>> --- Zachary J. Slater >>> zakk at timedoctor.org >>> zacharyslater at gmail.com >> >> In addition, pay close attention to the drivers available for the >> platforms you care about BEFORE you buy video card. >> The fact of life is this: consoles are first, Windows Pc are second, >> Macs are third, and Linux is last. >> So you need to be very, very selective when you buy a GFX card you >> intend to use under Linux or suffer through the agony and neglect of >> using a 'niche market' platform. >> >> Daniel >> >> "I have never won a debate with an ignorant person." >> -Ali ibn Abi Talib >> >> >> > > I heard a lot of good things about some intel video chipsets and free drivers. For the problem with Xgl, it should be solved with AIGLX integrated with Xorg 7.1 We just have to wait for nvidia to make drivers for Xorg 7.1.... From auerswal at unix-ag.uni-kl.de Mon Jun 12 11:31:01 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Mon, 12 Jun 2006 17:31:01 +0200 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <448D4744.5010906@outstep.com> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> <448D4744.5010906@outstep.com> Message-ID: <20060612153101.GB18745@sushi.unix-ag.uni-kl.de> Hi, On Mon, Jun 12, 2006 at 06:51:48AM -0400, Lonnie Cumberland wrote: > Well, if that is the general consensus on ATI cards then what kind of > cards do all of you recommend for great graphic on Linux? For gaming purposes I'd recommend a recent nVidia card (with the proprietary drivers). For non-gaming purposes the integrated Intel graphics solutions are sufficient and the drivers are open-source. But you should not expect great framerates (even with old games like Quake 3) with Intel graphic hardware. Erik -- When in doubt, use brute force. -- Ken Thompson From floam at sh.nu Mon Jun 12 17:17:49 2006 From: floam at sh.nu (Aaron Gyes) Date: Mon, 12 Jun 2006 14:17:49 -0700 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <20060612094413.GA23675@sushi.unix-ag.uni-kl.de> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <20060612094413.GA23675@sushi.unix-ag.uni-kl.de> Message-ID: <1150147069.10684.23.camel@laika.home.floam.sh.nu> On Mon, 2006-06-12 at 11:44 +0200, Erik Auerswald wrote: > Hi, > > On Sun, Jun 11, 2006 at 12:56:44PM -0700, Aaron Gyes wrote: > > On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > > > On Sun, Jun 11, 2006 at 12:26:09PM -0400, Lonnie Cumberland wrote: > > > > I am running Linux Fedora 5 with Xgl server and Compiz and although > > > > things look before Q3 starts up, even the ID splash screen, menus, and > > > > especially the game are very dark and I can just barely see them. > > > > > > Try a normal X server, not Xgl. > > > > Xgl is a normal X server, but right now the NVIDIA drivers do not > > support it properly. Until 9xxx drivers come out OpenGL is going to > > remain crippled on Xgl. > > I don't consider running an X server on top of an X server normal. There > are special cases where this is useful, but not gaming with X server > and client on the same machine. > > The idea of running two fullscreen OpenGL apps at the same time (Xgl and > ioquake3) seems a bit strange to me, too. Why? From lonnie at outstep.com Mon Jun 12 22:18:19 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 12 Jun 2006 22:18:19 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <20060612153101.GB18745@sushi.unix-ag.uni-kl.de> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> <448D4744.5010906@outstep.com> <20060612153101.GB18745@sushi.unix-ag.uni-kl.de> Message-ID: <448E206B.6080601@outstep.com> Thanks everyone for all of the help and I guess that I will just try to stay with my nVidia card for the time being even though I really cannot do much with Quake 3 until the new drivers come out since I really need to continue to run the Xgl Xserver for the project that we are working on at the moment. I'll keep looking for an inexpensive alternative that I can possibly purchase if something comes up in the literature to get until the drivers are out though. Cheers, Lonnie Erik Auerswald wrote: > Hi, > > On Mon, Jun 12, 2006 at 06:51:48AM -0400, Lonnie Cumberland wrote: > >> Well, if that is the general consensus on ATI cards then what kind of >> cards do all of you recommend for great graphic on Linux? >> > > For gaming purposes I'd recommend a recent nVidia card (with the > proprietary drivers). For non-gaming purposes the integrated Intel > graphics solutions are sufficient and the drivers are open-source. But > you should not expect great framerates (even with old games like > Quake 3) with Intel graphic hardware. > > Erik > From lonnie at outstep.com Mon Jun 12 22:30:21 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 12 Jun 2006 22:30:21 -0400 Subject: qvm and dll confusion Message-ID: <448E233D.9030400@outstep.com> Hi All, I have been doing some reading on the Quake 3 model and have found out that it implements a QVM approach with effectively is like a byte-code interpreter if I understand everything correctly. This approach allows the MOD's to run on multiple platforms without recompiling which is a good approach in many ways. My concern is that, for the specific project that I am trying to develop a small MOD for, I need a way not to run through the interpreter and from a standard DLL perhaps since I will be adding some non standard gaming code and even embedding a scripting language interpreter myself which will have a particular purpose. Yea, I know that some of you are asking yourself "why would this guy want to do that?" Well, it's because the project that I am working on is utilizing the icculus Quake 3D engine for a non-gaming purpose and to build a "proof-of-concept" demo for a 3D environment with some very special features and which will be running on the Linux platform. This why I was asking in the past if someone on the list could help guide me with setting up a "special" MOD that is basically a stripped down mod of the standard Q3 SDK and which would not have the Bot, and gaming components but would have a few other components that I am trying to work on as well. Anyway, back to the basic question, ok. Could someone please tell me a little more as to if it is even possible to just have standard DLL's (.so files on Linux) for my MOD so that I can include other non-standard code? Also, if anyone is a little more interested in this project then please let me know since I could use all of the help that I can get and also the sources will be releases to the public in the Open Source model after the Alpha or Beta version are running well. Thanks again for all of the great help from the forum. Cheers, Lonnie From rstotts at cox.net Mon Jun 12 22:43:35 2006 From: rstotts at cox.net (Ryan Stotts) Date: Mon, 12 Jun 2006 21:43:35 -0500 Subject: [quake3] icculus quake 3 very dark References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> <448D4744.5010906@outstep.com> <20060612153101.GB18745@sushi.unix-ag.uni-kl.de> <448E206B.6080601@outstep.com> Message-ID: <000c01c68e93$2abf3ab0$650fa8c0@amd> > I really need > to continue to run the Xgl Xserver for the project that we are working > on at the moment. > > I'll keep looking for an inexpensive alternative that I can possibly > purchase if something comes up in the literature to get until the > drivers are out though. See if you can get the drivers that you need: http://developer.nvidia.com/page/registered_developer_program.html https://nvdeveloper.nvidia.com/login.asp From lonnie at outstep.com Tue Jun 13 07:06:29 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Tue, 13 Jun 2006 07:06:29 -0400 Subject: [quake3] icculus quake 3 very dark In-Reply-To: <000c01c68e93$2abf3ab0$650fa8c0@amd> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <448C93A0.8060807@outstep.com> <448CB730.70807@timedoctor.org> <85EB634C-0F1C-4389-9E22-8B0417CD0A10@mac.com> <448D4744.5010906@outstep.com> <20060612153101.GB18745@sushi.unix-ag.uni-kl.de> <448E206B.6080601@outstep.com> <000c01c68e93$2abf3ab0$650fa8c0@amd> Message-ID: <448E9C35.4090504@outstep.com> Thanks Ryan, I really appreciate this link and will register to see if that helps any. The project that I am developing is an exciting new step and really feel that it is going to be a great step forward. Cheers and have a good day, Lonnie Ryan Stotts wrote: >> I really need >> to continue to run the Xgl Xserver for the project that we are working >> on at the moment. >> >> I'll keep looking for an inexpensive alternative that I can possibly >> purchase if something comes up in the literature to get until the >> drivers are out though. >> > > See if you can get the drivers that you need: > > http://developer.nvidia.com/page/registered_developer_program.html > > https://nvdeveloper.nvidia.com/login.asp > From auerswal at unix-ag.uni-kl.de Tue Jun 13 08:04:52 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Tue, 13 Jun 2006 14:04:52 +0200 Subject: [quake3] qvm and dll confusion In-Reply-To: <448E233D.9030400@outstep.com> References: <448E233D.9030400@outstep.com> Message-ID: <20060613120452.GA2433@sushi.unix-ag.uni-kl.de> Hi, On Mon, Jun 12, 2006 at 10:30:21PM -0400, Lonnie Cumberland wrote: > Could someone please tell me a little more as to if it is even possible > to just have standard DLL's (.so files on Linux) for my MOD so that I > can include other non-standard code? see http://icculus.org/quake3/?page=help#native Erik -- [W]e learned that the Linux load average rolls over at 1024. And we actually found this out empirically. -- H. Peter Anvin From auerswal at unix-ag.uni-kl.de Tue Jun 13 08:18:39 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Tue, 13 Jun 2006 14:18:39 +0200 Subject: [OT] Re: [quake3] icculus quake 3 very dark In-Reply-To: <1150147069.10684.23.camel@laika.home.floam.sh.nu> References: <448C3CBA.8070502@outstep.com> <200606111806.31119.arny@ats.s.bawue.de> <448C4421.2010304@outstep.com> <20060611184221.GA24282@sushi.unix-ag.uni-kl.de> <1150055804.10684.0.camel@laika.home.floam.sh.nu> <20060612094413.GA23675@sushi.unix-ag.uni-kl.de> <1150147069.10684.23.camel@laika.home.floam.sh.nu> Message-ID: <20060613121839.GB2433@sushi.unix-ag.uni-kl.de> Hi, this is totally off topic, so this is my last reply to this thread... On Mon, Jun 12, 2006 at 02:17:49PM -0700, Aaron Gyes wrote: > On Mon, 2006-06-12 at 11:44 +0200, Erik Auerswald wrote: > > On Sun, Jun 11, 2006 at 12:56:44PM -0700, Aaron Gyes wrote: > > > On Sun, 2006-06-11 at 20:42 +0200, Erik Auerswald wrote: > > > > Try a normal X server, not Xgl. > > > > > > Xgl is a normal X server, but right now the NVIDIA drivers do not > > > support it properly. Until 9xxx drivers come out OpenGL is going to > > > remain crippled on Xgl. > > > > I don't consider running an X server on top of an X server normal. There > > are special cases where this is useful, but not gaming with X server > > and client on the same machine. > > > > The idea of running two fullscreen OpenGL apps at the same time (Xgl and > > ioquake3) seems a bit strange to me, too. > > Why? - Normally one (1) X server is used to communicate with the graphics hardware. Using two (2) or more is obviously not the intended way. - Raising complexity without need is wrong. More bugs are inevitable. - Game software often needs a powerful environment, additional layers between the game and the hardware tends to slow it down. Of course this is no problem with vintage software. - If I want one fullscreen app I want this to control the screen. IOW there is no need for wobbly windows if there are no windows. Now use your own brain and do some thinking, I won't explain you everything. Erik From tjw at webteam.net Tue Jun 13 21:40:29 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 13 Jun 2006 20:40:29 -0500 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <0A613239-B9C5-47A5-9FDA-0C2C008FBF38@mac.com> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> <20060608165105.GK5414@morbo.webteam.net> <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> <20060609011053.GA27299@morbo.webteam.net> <0A613239-B9C5-47A5-9FDA-0C2C008FBF38@mac.com> Message-ID: <20060614014029.GA17969@morbo.webteam.net> On Thu, 8 Jun 2006 18:31:29 -0700 Daniel Lord wrote: > > On Jun 8, 2006, at 18:10, Tony J. White wrote: > > >On Thu, Jun 08, 2006 at 03:27:31PM -0700, Daniel Lord wrote: > > > >>Reading symbols for shared libraries warning: Can't find > >>LC_SEGMENT.__DATA.__data section in symbol file > >>. done > > > >>Loading vm file vm/ui.qvm... > >>VM file ui compiled to 594408 bytes of code > >>ui loaded in 1368576 bytes on the hunk > >>35 arenas parsed > >>32 bots parsed > >> > >>Program received signal EXC_BAD_INSTRUCTION, Illegal instruction/ > >>operand. > >>0x8fe136e4 in __dyld_stub_binding_helper_interface () > >>(gdb) backtrace > >>#0 0x8fe136e4 in __dyld_stub_binding_helper_interface () > >>#1 0x00000000 in ?? () Just a status update, I've been able to reproduce the problem running darwinx86 in qemu. It's looking like this is a compiler bug with gcc-4.0 (at least Apple's) and vm_x86.c. I was able to build a working tremded.x86 using gcc 3.3 on darwin, but building with the included gcc 4.0 compiler had the same issue running the .qvm as people report with my ioquake3 UB. Unfortunately you _must_ use gcc 4.0 to use the MacOS 10.4u SDK, so this will have to be fixed (or worked around in vm_x86.c). The gcc-4.0 that comes with XCode 2.2 is 4.0.1, so maybe it's been fixed since the current release is 4.0.3. I'm downloading Xcode 2.3 with my fingers crossed. Has anyone tried building ioquake3 with gcc 4.0 on any other x86 platform? -Tony From daniellord at mac.com Tue Jun 13 22:38:26 2006 From: daniellord at mac.com (Daniel Lord) Date: Tue, 13 Jun 2006 19:38:26 -0700 Subject: [quake3] Mac OS X Universal Binary (2nd try) In-Reply-To: <20060614014029.GA17969@morbo.webteam.net> References: <20060608023615.GA12321@morbo.webteam.net> <200606080848.20913.ludwig.nussel@suse.de> <20060608150055.GH5414@morbo.webteam.net> <200606081732.38607.ludwig.nussel@suse.de> <20060608160052.GJ5414@morbo.webteam.net> <55E9D8A0-E8BC-4A81-B580-43AF2C987F21@mac.com> <20060608165105.GK5414@morbo.webteam.net> <87754B1F-D4A6-40C4-AED6-6C7DF40D0500@mac.com> <20060609011053.GA27299@morbo.webteam.net> <0A613239-B9C5-47A5-9FDA-0C2C008FBF38@mac.com> <20060614014029.GA17969@morbo.webteam.net> Message-ID: On Jun 13, 2006, at 18:40, Tony J. White wrote: > > Unfortunately you _must_ use gcc 4.0 to use the MacOS 10.4u SDK, so > this will > have to be fixed (or worked around in vm_x86.c). I found a link once to a site that describes a hack using gcc 3.3 to build universal binaries IIRC. I'll see if I can find it and if I can I'll try with 3.3 this weekend. > The gcc-4.0 that comes with XCode 2.2 is 4.0.1, so maybe it's been > fixed since > the current release is 4.0.3. I'm downloading Xcode 2.3 with my > fingers crossed. I used Xcode 2.3 with 10.4U SDK. Sorry to disappoint ;-( From lonnie at outstep.com Wed Jun 14 11:48:54 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Wed, 14 Jun 2006 11:48:54 -0400 Subject: svn directory breakdown Message-ID: <44902FE6.3080804@outstep.com> Hello All, I have just downloaded the latest SVN for the Icculus quake3 and so that I can start working on my mod and was wondering if someone could please tell me, in general, what directories & files belong to the engine source and which directories belong to the MOD sdk that are not part of the engine? Thanks, Lonnie From tim at ngus.net Wed Jun 14 11:50:46 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 14 Jun 2006 16:50:46 +0100 Subject: svn directory breakdown In-Reply-To: <44902FE6.3080804@outstep.com> References: <44902FE6.3080804@outstep.com> Message-ID: <44903056.6080700@ngus.net> Lonnie Cumberland wrote: > Hello All, > > I have just downloaded the latest SVN for the Icculus quake3 and so > that I can start working on my mod and was wondering if someone could > please tell me, in general, what directories & files belong to the > engine source and which directories belong to the MOD sdk that are not > part of the engine? In general, cgame, game and ui/q3_ui are the mod(ification) SDK, though there are some headers in the other directories that the aforementioned modules require. From lonnie at outstep.com Wed Jun 14 11:55:26 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Wed, 14 Jun 2006 11:55:26 -0400 Subject: [quake3] Re: svn directory breakdown In-Reply-To: <44903056.6080700@ngus.net> References: <44902FE6.3080804@outstep.com> <44903056.6080700@ngus.net> Message-ID: <4490316E.8030400@outstep.com> Thanks Tim..... another small step foreward..... Cheers, Lonnie Tim Angus wrote: > Lonnie Cumberland wrote: >> Hello All, >> >> I have just downloaded the latest SVN for the Icculus quake3 and so >> that I can start working on my mod and was wondering if someone >> could please tell me, in general, what directories & files belong to >> the engine source and which directories belong to the MOD sdk that >> are not part of the engine? > > In general, cgame, game and ui/q3_ui are the mod(ification) SDK, > though there are some headers in the other directories that the > aforementioned modules require. From tjw at webteam.net Wed Jun 14 21:01:40 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 14 Jun 2006 20:01:40 -0500 Subject: MacOS X Universal Binary (3rd try) Message-ID: <20060615010140.GB8681@morbo.webteam.net> http://tjw.org/ioquake3-ub/ I think I have the x86 vm crashing worked out. I also changed the ppc OpenAL dylib since the last version. Now it includes the one bundled with OSX 10.4.6 instead of the one from the openal.org installer. That one gave me problems in 10.4. I still haven't heard if this works in OSX 10.3 or 10.2, so if you know anyone with an old Mac, hit them up. -Tony From ewetoo at gmail.com Wed Jun 14 22:48:38 2006 From: ewetoo at gmail.com (ewe2) Date: Thu, 15 Jun 2006 12:48:38 +1000 Subject: Continuing to have OpenAL crashes Message-ID: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> Date/Time: 2006-06-15 12:46:25.592 +1000 OS Version: 10.4.6 (Build 8I127) Report Version: 4 Command: ioquake3.ppc Path: /Applications/ioquake3.app/Contents/MacOS/ioquake3.ppc Parent: WindowServer [73] Version: 1.3.3 (1.3.3) PID: 4268 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000 Thread 0 Crashed: 0 com.idsoftware.Quake3 0x00048aec S_CodecReadStream + 0 (snd_codec.c:183) 1 com.idsoftware.Quake3 0x0004b6d8 S_AL_Update + 1360 (snd_openal.c:1499) 2 com.idsoftware.Quake3 0x00015e5c CL_Frame + 1328 (cl_main.c:2122) 3 com.idsoftware.Quake3 0x00030274 Com_Frame + 984 (common.c:2813) 4 com.idsoftware.Quake3 0x000f2b24 SDL_main + 424 (unix_main.c:1452) 5 com.idsoftware.Quake3 0x0010ae28 -[SDLMain applicationDidFinishLaunching:] + 68 (SDLMain.m:229) 6 com.apple.Foundation 0x92931ad8 _nsnote_callback + 180 7 com.apple.CoreFoundation 0x90803010 __CFXNotificationPost + 368 8 com.apple.CoreFoundation 0x907fb0ec _CFXNotificationPostNotification + 684 9 com.apple.Foundation 0x9291bee0 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92 10 com.apple.AppKit 0x936dd338 -[NSApplication _postDidFinishNotification] + 112 11 com.apple.AppKit 0x936dd224 -[NSApplication _sendFinishLaunchingNotification] + 92 12 com.apple.AppKit 0x936dcd6c -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264 13 com.apple.AppKit 0x936dc914 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 92 14 com.apple.Foundation 0x92932ae4 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 380 15 com.apple.Foundation 0x92932944 _NSAppleEventManagerGenericHandler + 92 16 com.apple.AE 0x914f2960 aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 208 17 com.apple.AE 0x914f27fc dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 44 18 com.apple.AE 0x914f2654 aeProcessAppleEvent + 284 19 com.apple.HIToolbox 0x931db0e0 AEProcessAppleEvent + 60 20 com.apple.AppKit 0x936db05c _DPSNextEvent + 856 21 com.apple.AppKit 0x936dab48 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116 22 com.apple.AppKit 0x936d708c -[NSApplication run] + 472 23 com.idsoftware.Quake3 0x0010adb0 CustomApplicationMain + 296 (SDLMain.m:206) 24 com.idsoftware.Quake3 0x0010b074 main + 276 (SDLMain.m:308) 25 com.idsoftware.Quake3 0x00002764 _start + 340 (crt.c:272) 26 com.idsoftware.Quake3 0x0000260c start + 60 Thread 1: 0 libSystem.B.dylib 0x9000b0a8 mach_msg_trap + 8 1 libSystem.B.dylib 0x9000affc mach_msg + 60 2 com.apple.CoreFoundation 0x907dbb78 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907db47c CFRunLoopRunSpecific + 268 4 com.apple.audio.CoreAudio 0x9144a83c HALRunLoop::OwnThread(void*) + 264 5 com.apple.audio.CoreAudio 0x9144a5dc CAPThread::Entry(CAPThread*) + 96 6 libSystem.B.dylib 0x9002ba68 _pthread_body + 96 Thread 2: 0 libSystem.B.dylib 0x90054fc8 semaphore_timedwait_signal_trap + 8 1 libSystem.B.dylib 0x90071648 pthread_cond_timedwait_relative_np + 556 2 com.apple.audio.CoreAudio 0x9145b970 CAGuard::WaitFor(unsigned long long) + 204 3 com.apple.audio.CoreAudio 0x9145b880 CAGuard::WaitUntil(unsigned long long) + 304 4 com.apple.audio.CoreAudio 0x91459ac4 HP_IOThread::WorkLoop() + 852 5 com.apple.audio.CoreAudio 0x9145975c HP_IOThread::ThreadEntry(HP_IOThread*) + 16 6 com.apple.audio.CoreAudio 0x9144a5dc CAPThread::Entry(CAPThread*) + 96 7 libSystem.B.dylib 0x9002ba68 _pthread_body + 96 Thread 0 crashed with PPC Thread State 64: srr0: 0x0000000000048aec srr1: 0x000000000200f930 vrsave: 0x0000000000000000 cr: 0x44002424 xer: 0x0000000020000004 lr: 0x000000000004aec8 ctr: 0x0000000000000001 r0: 0x000000000004b6d8 r1: 0x00000000bfffd8e0 r2: 0x0000000044002424 r3: 0x0000000000000000 r4: 0x0000000000001000 r5: 0x0000000000596f68 r6: 0x00000000ffffffff r7: 0x0000000000000050 r8: 0x0000000000000000 r9: 0x00000000a0006620 r10: 0x0000000000000005 r11: 0x0000000044004422 r12: 0x000000009000660c r13: 0x000000000058df0c r14: 0x0000000000120000 r15: 0x0000000000900000 r16: 0x0000000000900000 r17: 0x0000000000900000 r18: 0x00000000ffffffff r19: 0x00000000008fbf5c r20: 0x000000000058df0c r21: 0x0000000000540000 r22: 0x0000000000000000 r23: 0x000000000058d484 r24: 0x000000000058d978 r25: 0x0000000000000060 r26: 0x000000000058d970 r27: 0x0000000000590000 r28: 0x0000000000000000 r29: 0x0000000000590000 r30: 0x0000000000596f68 r31: 0x00000000bfffd990 Binary Images Description: 0x1000 - 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0x9300bfff com.apple.help 1.0.3 (32) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help 0x93015000 - 0x93042fff com.apple.openscripting 1.2.5 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting 0x9305c000 - 0x9306bfff com.apple.print.framework.Print 5.2 (192.4) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print 0x93077000 - 0x930ddfff com.apple.htmlrendering 1.1.2 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering 0x9310e000 - 0x9315dfff com.apple.NavigationServices 3.4.4 (3.4.3) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/NavigationServices.framework/Versions/A/NavigationServices 0x9318b000 - 0x931a8fff com.apple.audio.SoundManager 3.9 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound 0x931ba000 - 0x931c7fff com.apple.CommonPanels 1.2.2 (73) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels 0x931d0000 - 0x934ddfff com.apple.HIToolbox 1.4.6 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox 0x9362c000 - 0x93638fff com.apple.opengl 1.4.7 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x936d1000 - 0x936d1fff com.apple.Cocoa 6.4 (???) /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa 0x936d3000 - 0x93d05fff com.apple.AppKit 6.4.6 (824.38) /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit 0x94092000 - 0x94102fff com.apple.CoreData 80 /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData 0x9413b000 - 0x941fefff com.apple.audio.toolbox.AudioToolbox 1.4.1 /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox 0x94250000 - 0x94250fff com.apple.audio.units.AudioUnit 1.4 /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit 0x94252000 - 0x94406fff com.apple.QuartzCore 1.4.7 /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore 0x94459000 - 0x94496fff libsqlite3.0.dylib /usr/lib/libsqlite3.0.dylib 0x9449e000 - 0x944eefff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib 0x94691000 - 0x946a0fff libCGATS.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGATS.A.dylib 0x946a8000 - 0x946b5fff libCSync.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCSync.A.dylib 0x946fb000 - 0x94714fff libRIP.A.dylib /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/Resources/libRIP.A.dylib 0x9471b000 - 0x949c9fff com.apple.QuickTime 7.0.4 /System/Library/Frameworks/QuickTime.framework/Versions/A/QuickTime 0x94a8d000 - 0x94afefff libstdc++.6.dylib /usr/lib/libstdc++.6.dylib 0x9748b000 - 0x974aafff com.apple.vecLib 3.2.1 (vecLib 3.2.1) /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x97bc1000 - 0x97c82fff libGLProgrammability.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib 0x97cad000 - 0x97caefff libGLSystem.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLSystem.dylib 0x97cb0000 - 0x97cbdfff com.apple.agl 2.5.6 (AGL-2.5.6) /System/Library/Frameworks/AGL.framework/Versions/A/AGL 0x9b294000 - 0x9b38cfff com.apple.audio.units.Components 1.4.1 /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio 0x9b39d000 - 0x9b3c0fff com.apple.audio.OpenAL 1.0 /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL Model: PowerBook6,7, BootROM 4.9.3f0, 1 processors, PowerPC G4 (1.5), 1.42 GHz, 1 GB Graphics: ATI Mobility Radeon 9550, ATY,M12, AGP, 32 MB Memory Module: DIMM0/BUILT-IN, 512 MB, built-in, built-in Memory Module: DIMM1/J7, 512 MB, DDR SDRAM, PC2700U-25330 AirPort: AirPort Extreme, 404.2 (3.90.34.0.p16) Modem: Jump, , V.92, Version 1.0, Bluetooth: Version 1.7.3f4, 2 service, 1 devices, 1 incoming serial ports Network Service: Bluetooth, PPP (PPPSerial), ppp0 PCI Card: pci106b,4318, sppci_othernetwork, SLOT-B Parallel ATA Device: MATSHITADVD-R UJ-845E, Parallel ATA Device: FUJITSU MHV2060ATPL, 55.89 GB USB Device: Bluetooth HCI, , Up to 12 Mb/sec, 500 mA USB Device: Apple Internal Trackpad, Apple Computer, Up to 12 Mb/sec, 500 mA USB Device: USB Device, , Up to 1.5 Mb/sec, 500 mA FireWire Device: iPod, Apple Computer, Inc., Up to 400 Mb/sec -- Emacs is an alright OS, but it lacks a decent editor. From tjw at webteam.net Wed Jun 14 23:35:16 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 14 Jun 2006 22:35:16 -0500 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> Message-ID: <20060615033515.GA10446@morbo.webteam.net> On Thu, Jun 15, 2006 at 12:48:38PM +1000, ewe2 wrote: > Date/Time: 2006-06-15 12:46:25.592 +1000 > OS Version: 10.4.6 (Build 8I127) > Report Version: 4 > > Command: ioquake3.ppc > Path: /Applications/ioquake3.app/Contents/MacOS/ioquake3.ppc > Parent: WindowServer [73] > > Version: 1.3.3 (1.3.3) > > PID: 4268 > Thread: 0 > > Exception: EXC_BAD_ACCESS (0x0001) > Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000 > > Thread 0 Crashed: > 0 com.idsoftware.Quake3 0x00048aec S_CodecReadStream + 0 Please try this build: http://tjw.org/ioquake3-ub/ioquake3-svn803.dmg -Tony From josh_holmes at iprimus.com.au Wed Jun 14 23:56:08 2006 From: josh_holmes at iprimus.com.au (Josh Holmes) Date: Thu, 15 Jun 2006 13:56:08 +1000 Subject: mailing list Message-ID: <4490DA58.1070904@iprimus.com.au> Please remove me from this mailing list. Best regards, Josh Holmes From ewetoo at gmail.com Thu Jun 15 01:30:37 2006 From: ewetoo at gmail.com (ewe2) Date: Thu, 15 Jun 2006 15:30:37 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <20060615033515.GA10446@morbo.webteam.net> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> Message-ID: <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> On 6/15/06, Tony J. White wrote: > Please try this build: > > http://tjw.org/ioquake3-ub/ioquake3-svn803.dmg That's a great improvement, it's still choking the "hit-sound" buffer somewhere but I got 40 minutes of play on two of the singleplayer levels, by which time the game ground to a halt. , This error, as usual, was present at crash roughly 7 times: ^!ERROR: while buffering data for music stream - Invalid value Getting a lot of these though: ^3WARNING: Using default sound for sound/ambient/loop_water_02.wav ^1ERROR: Can't create a sound buffer for sound/ambient/loop_water_02.wav - Invalid value ^3WARNING: Using default sound for sound/world/bubl2.wav ^1ERROR: Can't create a sound buffer for sound/world/bubl2.wav - Invalid value ^3WARNING: Using default sound for sound/ambient/1shot_underwater_01.wav ^1ERROR: Can't create a sound buffer for sound/ambient/1shot_underwater_01.wav - Invalid value ^3WARNING: Using default sound for sound/ambient/loop_blurp_pool_01.wav ^1ERROR: Can't create a sound buffer for sound/ambient/loop_blurp_pool_01.wav - Invalid value ^3WARNING: Using default sound for sound/ambient/loop_propane_01.wav ^1ERROR: Can't create a sound buffer for sound/ambient/loop_propane_01.wav - Invalid value ^3WARNING: Using default sound for sound/ambient/loop_bouncepad_03_louder.wav ^1ERROR: Can't create a sound buffer for sound/ambient/loop_bouncepad_03_louder.wav - Invalid value ^3WARNING: Using default sound for sound/world/portal01.wav ^1ERROR: Can't create a sound buffer for sound/world/portal01.wav - Invalid value I've tried running this through gdb but it locks my laptop solid when it crashes so no useful information yet. -- Emacs is an alright OS, but it lacks a decent editor. From pomac at vapor.com Thu Jun 15 02:57:56 2006 From: pomac at vapor.com (Ian Kumlien) Date: Thu, 15 Jun 2006 08:57:56 +0200 Subject: [quake3] mailing list In-Reply-To: <4490DA58.1070904@iprimus.com.au> References: <4490DA58.1070904@iprimus.com.au> Message-ID: <1150354676.31161.26.camel@localhost> On tor, 2006-06-15 at 13:56 +1000, Josh Holmes wrote: > Please remove me from this mailing list. > Best regards, > Josh Holmes The answer you seek is in the headers: List-Post: List-Help: List-Unsubscribe: List-Subscribe: -- Ian Kumlien -- http://pomac.netswarm.net -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 200 bytes Desc: This is a digitally signed message part URL: From ewetoo at gmail.com Thu Jun 15 09:50:39 2006 From: ewetoo at gmail.com (ewe2) Date: Thu, 15 Jun 2006 23:50:39 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> Message-ID: <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> On 6/15/06, ewe2 wrote: > That's a great improvement, it's still choking the "hit-sound" buffer > somewhere but I got 40 minutes of play on two of the singleplayer > levels, by which time the game ground to a halt. , This error, as > usual, was present at crash roughly 7 times: > > ^!ERROR: while buffering data for music stream - Invalid value > > Getting a lot of these though: This is my ioquake3.ppc on my ppc ibook g4, run under gdb with +set developer 1 +set r_fullscreen 0: ^3Restarted OpenAL music serverCommand: 153 : tinfo 4 4 4 65 0 8 1024 5 4 140 140 3 2048 6 4 69 43 5 8192 7 6 196 98 5 2048 ^3Restarted OpenAL music ^1ERROR: while buffering data for music stream - Invalid operation Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x00000000 S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x596f68) at code/client/snd_codec.c:184 184 return stream->codec->read(stream, bytes, buffer); (gdb) bt #0 S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x596f68) at code/client/snd_codec.c:184 #1 0x0004aec8 in S_AL_MusicProcess (b=0) at code/client/snd_openal.c:1372 #2 0x0004b6d8 in S_AL_Update () at code/client/snd_openal.c:1498 #3 0x00015e5c in CL_Frame (msec=88) at code/client/cl_main.c:2119 #4 0x00030274 in Com_Frame () at code/qcommon/common.c:2811 #5 0x000f2b24 in SDL_main (argc=7, argv=0x2000) at code/unix/unix_main.c:1452 #6 0x0010ae28 in -[SDLMain applicationDidFinishLaunching:] (self=0x0, _cmd=0x1000, note=0x596f68) at SDLMain.m:226 #7 0x92931ad8 in _nsnote_callback () #8 0x90803010 in __CFXNotificationPost () #9 0x907fb0ec in _CFXNotificationPostNotification () #10 0x9291bee0 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #11 0x936dd338 in -[NSApplication _postDidFinishNotification] () #12 0x936dd224 in -[NSApplication _sendFinishLaunchingNotification] () #13 0x936dcd6c in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] () #14 0x936dc914 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] () #15 0x92932ae4 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] () #16 0x92932944 in _NSAppleEventManagerGenericHandler () #17 0x914f2960 in aeDispatchAppleEvent () #18 0x914f27fc in dispatchEventAndSendReply () #19 0x914f2654 in aeProcessAppleEvent () #20 0x931db0e0 in AEProcessAppleEvent () #21 0x936db05c in _DPSNextEvent () #22 0x936dab48 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #23 0x936d708c in -[NSApplication run] () #24 0x0010adb0 in CustomApplicationMain (argc=0, argv=4096) at SDLMain.m:204 #25 0x0010b074 in main (argc=7, argv=0xbffff6e0) at SDLMain.m:305 Current language: auto; currently c now this is your ioquake3.ub on my ppc : ^1ERROR: while buffering data for music stream - Invalid operation Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x00000000 S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x58399c) at code/client/snd_codec.c:184 184 code/client/snd_codec.c: No such file or directory. in code/client/snd_codec.c (gdb) bt #0 S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x58399c) at code/client/snd_codec.c:184 #1 0x00045738 in S_AL_MusicProcess (b=0) at code/client/snd_openal.c:1372 #2 0x00045a6c in S_AL_MusicUpdate () at code/client/snd_openal.c:1498 #3 0x000446b4 in S_AL_Update () at code/client/snd_openal.c:1586 #4 0x000116c0 in CL_Frame (msec=8725200) at code/client/cl_main.c:2119 #5 0x0002bfbc in Com_Frame () at code/qcommon/common.c:2811 #6 0x000e2124 in SDL_main (argc=10027008, argv=0x1b068d0) at code/unix/unix_main.c:1452 #7 0x000f821c in -[SDLMain applicationDidFinishLaunching:] (self=0x0, _cmd=0x1000, note=0x58399c) at SDLMain.m:226 #8 0x92931ad8 in _nsnote_callback () #9 0x90803010 in __CFXNotificationPost () #10 0x907fb0ec in _CFXNotificationPostNotification () #11 0x9291bee0 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #12 0x936dd338 in -[NSApplication _postDidFinishNotification] () #13 0x936dd224 in -[NSApplication _sendFinishLaunchingNotification] () #14 0x936dcd6c in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] () #15 0x936dc914 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] () #16 0x92932ae4 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] () #17 0x92932944 in _NSAppleEventManagerGenericHandler () #18 0x914f2960 in aeDispatchAppleEvent () #19 0x914f27fc in dispatchEventAndSendReply () #20 0x914f2654 in aeProcessAppleEvent () #21 0x931db0e0 in AEProcessAppleEvent () #22 0x936db05c in _DPSNextEvent () #23 0x936dab48 in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #24 0x936d708c in -[NSApplication run] () #25 0x000f81a4 in CustomApplicationMain (argc=0, argv=4096) at SDLMain.m:204 #26 0x000f8468 in main (argc=7, argv=0xbffff6e0) at SDLMain.m:305 Current language: auto; currently c hope that helps. -- Emacs is an alright OS, but it lacks a decent editor. From tjw at webteam.net Thu Jun 15 10:06:28 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 15 Jun 2006 09:06:28 -0500 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> Message-ID: <20060615140628.GE10755@morbo.webteam.net> On Thu, Jun 15, 2006 at 11:50:39PM +1000, ewe2 wrote: > On 6/15/06, ewe2 wrote: > >That's a great improvement, it's still choking the "hit-sound" buffer > >somewhere but I got 40 minutes of play on two of the singleplayer > >levels, by which time the game ground to a halt. , This error, as > >usual, was present at crash roughly 7 times: > > > >^!ERROR: while buffering data for music stream - Invalid value > > > >Getting a lot of these though: > > This is my ioquake3.ppc on my ppc ibook g4, run under gdb with +set > developer 1 +set r_fullscreen 0: > > ^3Restarted OpenAL music > serverCommand: 153 : tinfo 4 4 4 65 0 8 1024 5 4 140 140 3 2048 6 4 > 69 43 5 8192 7 6 196 98 5 2048 > ^3Restarted OpenAL music > ^1ERROR: while buffering data for music stream - Invalid operation > > Program received signal EXC_BAD_ACCESS, Could not access memory. > Reason: KERN_PROTECTION_FAILURE at address: 0x00000000 > S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x596f68) at > code/client/snd_codec.c:184 > 184 return stream->codec->read(stream, bytes, buffer); > (gdb) bt > #0 S_CodecReadStream (stream=0x0, bytes=4096, buffer=0x596f68) at > code/client/snd_codec.c:184 > #1 0x0004aec8 in S_AL_MusicProcess (b=0) at code/client/snd_openal.c:1372 Does that "Restarted OpenAL music" message spam in your console during play, or just print twice right before the crash? I don't seem to be having this problem with my ppc mini (also running 10.4.6), but maybe I just haven't played for 40 minutes at a time yet. -Tony From ewetoo at gmail.com Thu Jun 15 11:01:11 2006 From: ewetoo at gmail.com (ewe2) Date: Fri, 16 Jun 2006 01:01:11 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <20060615140628.GE10755@morbo.webteam.net> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> Message-ID: <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> On 6/16/06, Tony J. White wrote: > > ^3Restarted OpenAL music > Does that "Restarted OpenAL music" message spam in your console during play, > or just print twice right before the crash? > > I don't seem to be having this problem with my ppc mini (also running 10.4.6), > but maybe I just haven't played for 40 minutes at a time yet. Ok, two things: firstly, i am testing the missionpack singleplayer levels, and the one it seems to really have trouble with is the overdose level. During that level, in fullscreen and outside the debugger the game seems to deal ok with openal restarts but gets progressively more trashed and eventually crashes, typically with the hit-sound beeping everywhere. I just tried a smaller level in the debugger and it crashed within minutes, with the typical segfault and no openal restart. I tried again with another small level and got through it but by that time the same problems were cropping up and it would have crashed had i not quit the game. So, to answer your question, it seems a matter of how badly the buffer(s) is trashed when that message pops up as to whether its impending doom or not. At least I'm starting to see that message instead of a straight crash every time. It seems less stable under the debugger for some reason. -- Emacs is an alright OS, but it lacks a decent editor. From davebytes at comcast.net Thu Jun 15 11:34:53 2006 From: davebytes at comcast.net (David Chait) Date: Thu, 15 Jun 2006 11:34:53 -0400 Subject: [quake3] Continuing to have OpenAL crashes References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> Message-ID: <003101c69091$3f7c3480$6e01a8c0@sixfour> Note that the crashes you posted identified that a music 'stream' was null, and that code was certainly not checking for null, assuming a 'clean' call was being made. Something fails in the music system at some point (your system 'hiccup' for any length of time or something?), and either AL itself is getting into a bad place, or that AL music code isn't handling some case properly (where, it sounds like, the music 'fails' or maybe runs out, tries to reload, fails to reload, and then has a null stream it tries to deref...). I haven't spent much time in the Q3 openal code, but I've spent a LOT of time in AL code in other game engines (most notably Torque, but also in a custom realtime streaming video player). There are edge conditions with the ping-ponging of queued buffers that the code needs to handle well, and I found some wacky conditions where numbers "didn't add up" and I just had to go on instinct of detecting what seemed to be a bad/incorrect situation and 'resetting' more things than I thought I need to.. ;) Gotta love when coding becomes a black art. ;) -d ----- Original Message ----- From: "ewe2" To: Sent: Thursday, June 15, 2006 11:01 AM Subject: Re: [quake3] Continuing to have OpenAL crashes | On 6/16/06, Tony J. White wrote: | > > ^3Restarted OpenAL music | | > Does that "Restarted OpenAL music" message spam in your console during play, | > or just print twice right before the crash? | > | > I don't seem to be having this problem with my ppc mini (also running 10.4.6), | > but maybe I just haven't played for 40 minutes at a time yet. | | Ok, two things: firstly, i am testing the missionpack singleplayer | levels, and the one it seems to really have trouble with is the | overdose level. During that level, in fullscreen and outside the | debugger the game seems to deal ok with openal restarts but gets | progressively more trashed and eventually crashes, typically with the | hit-sound beeping everywhere. I just tried a smaller level in the | debugger and it crashed within minutes, with the typical segfault and | no openal restart. I tried again with another small level and got | through it but by that time the same problems were cropping up and it | would have crashed had i not quit the game. | | So, to answer your question, it seems a matter of how badly the | buffer(s) is trashed when that message pops up as to whether its | impending doom or not. At least I'm starting to see that message | instead of a straight crash every time. It seems less stable under the | debugger for some reason. | | -- | Emacs is an alright OS, but it lacks a decent editor. | From tjw at webteam.net Thu Jun 15 21:13:43 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 15 Jun 2006 20:13:43 -0500 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> Message-ID: <20060616011343.GA25604@morbo.webteam.net> On Fri, Jun 16, 2006 at 01:01:11AM +1000, ewe2 wrote: > On 6/16/06, Tony J. White wrote: > >> ^3Restarted OpenAL music > > >Does that "Restarted OpenAL music" message spam in your console during play, > >or just print twice right before the crash? > > > >I don't seem to be having this problem with my ppc mini (also running 10.4.6), > >but maybe I just haven't played for 40 minutes at a time yet. > > Ok, two things: firstly, i am testing the missionpack singleplayer > levels, and the one it seems to really have trouble with is the > overdose level. During that level, in fullscreen and outside the > debugger the game seems to deal ok with openal restarts but gets > progressively more trashed and eventually crashes, typically with the > hit-sound beeping everywhere. I just tried a smaller level in the > debugger and it crashed within minutes, with the typical segfault and > no openal restart. I tried again with another small level and got > through it but by that time the same problems were cropping up and it > would have crashed had i not quit the game. > > So, to answer your question, it seems a matter of how badly the > buffer(s) is trashed when that message pops up as to whether its > impending doom or not. At least I'm starting to see that message > instead of a straight crash every time. It seems less stable under the > debugger for some reason. I was able to reproduce this without the missionpack just by loading up a map with bots. Since this is music related I think it may have to do with having a game sound (e.g. hitsound) play at the exact moment something is happinging with the music processing. I just didn't have enough things to shoot before I guess :) I opened a bug: https://bugzilla.icculus.org/show_bug.cgi?id=2747 It includes a gomer patch that should at least prevent the crash, but does not attack the root problem. -Tony From ewetoo at gmail.com Fri Jun 16 08:51:13 2006 From: ewetoo at gmail.com (ewe2) Date: Fri, 16 Jun 2006 22:51:13 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <20060616011343.GA25604@morbo.webteam.net> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> <20060616011343.GA25604@morbo.webteam.net> Message-ID: <91d14f320606160551u1a6630cdyd85b614224a018e5@mail.gmail.com> On 6/16/06, Tony J. White wrote: > > I was able to reproduce this without the missionpack just by loading up a > map with bots. Since this is music related I think it may have to do > with having a game sound (e.g. hitsound) play at the exact moment something > is happinging with the music processing. I just didn't have enough things to > shoot before I guess :) > > I opened a bug: > > https://bugzilla.icculus.org/show_bug.cgi?id=2747 > > It includes a gomer patch that should at least prevent the crash, but does > not attack the root problem. As David's post suggests, there's a race condition somewhere, openal is blocking in the wrong place or not blocking at all. Are you testing the interim patched version, Tony? - I'd be happy to beta test for it. -- Emacs is an alright OS, but it lacks a decent editor. From ewetoo at gmail.com Sat Jun 17 23:42:54 2006 From: ewetoo at gmail.com (ewe2) Date: Sun, 18 Jun 2006 13:42:54 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606160551u1a6630cdyd85b614224a018e5@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> <20060616011343.GA25604@morbo.webteam.net> <91d14f320606160551u1a6630cdyd85b614224a018e5@mail.gmail.com> Message-ID: <91d14f320606172042k73e74530j89bcaccb6a4e654f@mail.gmail.com> On 6/16/06, ewe2 wrote: > As David's post suggests, there's a race condition somewhere, openal > is blocking in the wrong place or not blocking at all. Are you testing > the interim patched version, Tony? - I'd be happy to beta test for > it. Testing with tony's gomer patch confirmed that much of the problem seems to be with the missionpack code although i did have the occasional buffer error in the standard game. The missionpack locked with the familiar hitsound beeps, so I sigtermed it and thought this could be useful information for where it might be stuck: serverCommand: 56 : map_restart ^1ERROR: while buffering data for music stream - Invalid value Program received signal SIGTERM, Terminated. 0x9b3fc678 in std::__advance, unsigned long> () (gdb) bt #0 0x9b3fc678 in std::__advance, unsigned long> () #1 0x9b3e4184 in OALSource::Play () #2 0x9b3de888 in alSourcePlay () #3 0x00044270 in S_AL_StartBackgroundTrack (intro=0x34a018c "", loop=0x583944 "") at code/client/snd_openal.c:1474 #4 0x00003340 in CL_CgameSystemCalls (args=0x59d8180) at code/client/cl_cgame.c:534 #5 0x000e0870 in systemTrap () at code/qcommon/vm_ppc_new.c:1843 Cannot access memory at address 0x422d4f3c Cannot access memory at address 0x422d4f44 -- Emacs is an alright OS, but it lacks a decent editor. From arny at ats.s.bawue.de Mon Jun 19 11:45:21 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 19 Jun 2006 17:45:21 +0200 Subject: Final release of ioquake3 powered Elite Force Message-ID: <200606191745.27879.arny@ats.s.bawue.de> -----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hello, As some of you are aware, I have modified the Quake3 codebase from icculus.org (http://www.icculus.org/quake3) and adapted it to run Star Trek Voyager: Elite Force Holomatch (Single player mode is not supported). There is full network compatibility between old and new clients/servers. For remembering, project page is at: http://thilo.kickchat.com/efport-progress/ Source code (in the form of patches), screenies, builds etc is all available Windows 32 bit: http://thilo.kickchat.com/efport-progress/bin/win32/io_eliteforce-1.34_win32.zip Linux 32 bit: http://thilo.kickchat.com/efport-progress/bin/linux-i386/io_eliteforce-1.34_i386.tar.bz2 Linux 64 bit: http://thilo.kickchat.com/efport-progress/bin/linux-x86_64/io_eliteforce-1.34_x86_64.tar.bz2 Have fun with this :) - -- Thilo Schulz -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.2.2 (GNU/Linux) iD8DBQFElsaXZx4hBtWQhl4RAiwhAKDesiTxf4QJVfAq3/6PyoTOPGH5ggCgxqnd WPvog3RT+OnLn0tNpuNYIgY= =kuXY -----END PGP SIGNATURE----- From ewetoo at gmail.com Tue Jun 20 03:16:36 2006 From: ewetoo at gmail.com (ewe2) Date: Tue, 20 Jun 2006 17:16:36 +1000 Subject: [quake3] Continuing to have OpenAL crashes In-Reply-To: <91d14f320606172042k73e74530j89bcaccb6a4e654f@mail.gmail.com> References: <91d14f320606141948v2a3f4c83nc25d63f545f79a91@mail.gmail.com> <20060615033515.GA10446@morbo.webteam.net> <91d14f320606142230n227771c6ge8812e3583b59683@mail.gmail.com> <91d14f320606150650x3e44cce1nfd426e5246e366f8@mail.gmail.com> <20060615140628.GE10755@morbo.webteam.net> <91d14f320606150801n2824a579kd17c776379709527@mail.gmail.com> <20060616011343.GA25604@morbo.webteam.net> <91d14f320606160551u1a6630cdyd85b614224a018e5@mail.gmail.com> <91d14f320606172042k73e74530j89bcaccb6a4e654f@mail.gmail.com> Message-ID: <91d14f320606200016v5a6da43dp8371cfef6122cb5f@mail.gmail.com> first test with revision 810 on mpq3ctf1, it locked hard just after the warmup: ^1ERROR: while buffering data for music stream - Invalid value Program received signal SIGINT, Interrupt. 0x9b3c0678 in std::__advance, unsigned long> () (gdb) bt #0 0x9b3c0678 in std::__advance, unsigned long> () #1 0x9b3a8184 in OALSource::Play () #2 0x9b3a2888 in alSourcePlay () #3 0x0004b748 in S_AL_StartBackgroundTrack (intro=0x596f78 "\005?\024 music\\fla22k_02.wav", loop=0x596f78 "\005?\024 music\\fla22k_02.wav") at code/client/snd_openal.c:1474 #4 0x0000411c in CL_CgameSystemCalls (args=0xaca4120) at code/client/cl_cgame.c:534 #5 0x000eeeb8 in systemTrap () at code/qcommon/vm_ppc_new.c:1843 #6 0x6367616d in ?? () Previous frame inner to this frame (corrupt stack?) (gdb) quit The sigint was manual. -- Emacs is an alright OS, but it lacks a decent editor. From only_mortal at mac.com Tue Jun 20 21:09:51 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 21 Jun 2006 03:09:51 +0200 Subject: Mac with Intel C++ Message-ID: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> I have the trial version of the Intel C++ compiler (ICC) for OSX and have it working with XCode and the command line (xcodebuild of course!). I've been using it to try and squeeze some more performance out of a math intensive application (specifically ICC device link profile generation using spectral measurements) and building it as a universal binary (GCC for PPC) both sides for 10.4. It's a mixed C++ (x-platform) and Obj-C/Obj-C++ (UI) app so it has to be a mix of ICC and GCC which is supposed to be safe to do. I've been using -O3, parallelize, auto-inline and use stack frames (for backtraces with a crash) with ICC. Had to add a few architecture specific settings (linking -lguide with i386 and optimizing for GCC on PPC -falign- loops=32). Debugging ICC code doesn't seem to work inside XCode, even with -gfull. I don't mind printfs anyway and've been doing NeXTSTEP since 3.1 so I know my way around the K&R world. To cut a long story short (two days of swearing), I discovered that it's not the most reliable compiler in compiling some of the "extreme" code we have (from physicist Windows VC6 programmers) and have had the compiler itself crash with optimization on when GCC, CodeWarrior and the MS compilers (VC6 and .Net) just sailed through. If you try the Intel compiler out yourself, turn off dead code stripping, don't use "@executable_path" for frameworks/dylibs (yes you're stuck AFIAK) and link statically to the Intel libraries (delete libguide.dylib too!). It has picked up some code errors that didn't come up with GCC (-Wmost) or VC6 (probably no warnings!). Notably, it spotted logic errors referencing beyond the end of an array which was great (and annoying!) i.e.: short theArray[ 2 ]; theArray[ 2 ] = 666; You might try it out *just* to see if you spot similar errors in your own code! It mostly spits out warnings like GCC does. I was told Bounds Checker on Windows hadn't spotted the *two* errors icc discovered. Presumably a code path they'd never tried with BC and I've not checked all the output of the compiler for the half dozen bundles I built with ICC so there may be more. ICC also has a more pedantic warning level which reports poor programming style. I had to turn it off for the code I have to use! Anyway, I'm planning to give ICC a twirl with the makefile(s) for Icculus Quake 3 to compare a GCC 4 optimized build (-Os, G5 scheduling, G4 codegen, PIC for the app and auto-vectorization with deadstrip) against the Intel compiler. The Intel compiler has similar features *but* can also auto-parallelize the code, which is what got my initial interest since most modern Macs could leverage this. It's *very* aggressive, which is good and bad. I've had source files take an hour (I even went to lunch) to compile when they take a few seconds with GCC. Binaries also seem to end up a little larger (inline code I guess). Either way, for a release build on a dedicated build machine (Intel iMac with 1GB RAM) I don't mind waiting if the compiler makes my apps run faster than GCC. $600 is nothing compared to the cost of me sitting in Shark for a week optimizing code with SSE3 vectorization when I ought to be solving business problems. If I can get it to work, I'll post some benchmarks, offer any source changes for Quake 3 (it's stricter than GCC 4) and the edited makefiles. I seem to recall someone claiming some significant performance increases with icc (30-40%). Might have been the Mathematica guys. I think it was at an Apple Keynote or so. In my particular case, I shaved a second off a twenty-three second process, which was hardly worth the two days effort. I then ran Shark against it and noted that twenty-five percent of the process' time was in a bundle I'd not compiled with icc. The metrics of a GCC only build (i.e. the released app) used to indicate another bundle... so that's interesting in itself as it indicates the bottleneck moved. As it happens, the GCC based bundle was the one icc couldn't compile and crashed trying to. Ho hum. M. --- www.kohina.com From ludwig.nussel at suse.de Wed Jun 21 03:46:12 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Wed, 21 Jun 2006 09:46:12 +0200 Subject: [quake3] Mac with Intel C++ In-Reply-To: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> References: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> Message-ID: <200606210946.12601.ludwig.nussel@suse.de> On Wednesday 21 June 2006 03:09, Mike Davis wrote: > It has picked up some code errors that > didn't come up with GCC (-Wmost) or VC6 (probably no warnings!). > Notably, it spotted logic errors referencing beyond the end of an > array which was great (and annoying!) i.e.: > > short theArray[ 2 ]; > theArray[ 2 ] = 666; Please tell us where or send a patch so we can fix it. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From only_mortal at mac.com Wed Jun 21 09:42:01 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 21 Jun 2006 15:42:01 +0200 Subject: [quake3] Mac with Intel C++ In-Reply-To: <200606210946.12601.ludwig.nussel@suse.de> References: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> <200606210946.12601.ludwig.nussel@suse.de> Message-ID: <0CCA11ED-FE95-4F06-A210-4D008325A077@mac.com> On 21 Jun 2006, at 09:46, Ludwig Nussel wrote: > On Wednesday 21 June 2006 03:09, Mike Davis wrote: >> It has picked up some code errors that >> didn't come up with GCC (-Wmost) or VC6 (probably no warnings!). >> Notably, it spotted logic errors referencing beyond the end of an >> array which was great (and annoying!) i.e.: >> >> short theArray[ 2 ]; >> theArray[ 2 ] = 666; > > Please tell us where or send a patch so we can fix it. I think you misunderstood. The errors it picked up were in some code I have not in Quake 3. I've not yet tried it on Quake 3. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > From tim at ngus.net Wed Jun 21 10:16:46 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 21 Jun 2006 15:16:46 +0100 Subject: Mac with Intel C++ In-Reply-To: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> References: <6ED2F354-A73B-4FB2-97B6-5778C369D4F0@mac.com> Message-ID: <449954CE.80006@ngus.net> Mike Davis wrote: > If I can get it to work, I'll post some benchmarks, offer any source > changes for Quake 3 (it's stricter than GCC 4) and the edited makefiles. In case you don't know already; you'll want to run/compile Q3 with the virtual machine support disabled, at least initially as this is all GCC specific and it highly unlikely to compile with ICC. > I seem to recall someone claiming some significant performance > increases with icc (30-40%). Might have been the Mathematica guys. I > think it was at an Apple Keynote or so. I doubt you'll see much improvement to be honest. In terms of Amdahl's law, the Q3 binary itself (i.e. the bit you'd be compiling with ICC) represents a relatively small fraction of the total problem. Good luck though ;).