From scott at hermitworksentertainment.com Fri May 5 14:02:32 2006 From: scott at hermitworksentertainment.com (Scott Brooks) Date: Fri, 5 May 2006 12:02:32 -0600 Subject: mingw cross compile error Message-ID: <200605051202.32904.scott@hermitworksentertainment.com> I'm trying to get ioq3 to cross compile from my linux box to build win32 binaries, and I'm getting a ton of undefined reference errors on the linking stage. I followed the instructions in README and built the cross build environment as per the instructions, but I'm not sure what's missing. Here is the gcc command line that is being run gcc -o build/release-mingw32-x86/ioquake3.x86.exe build/release-mingw32-x86/client/cl_cgame.o build/release-mingw32-x86/client/cl_cin.o build/release-mingw32-x86/client/cl_console.o build/release-mingw32-x86/client/cl_input.o build/release-mingw32-x86/client/cl_keys.o build/release-mingw32-x86/client/cl_main.o build/release-mingw32-x86/client/cl_net_chan.o build/release-mingw32-x86/client/cl_parse.o build/release-mingw32-x86/client/cl_scrn.o build/release-mingw32-x86/client/cl_ui.o build/release-mingw32-x86/client/cl_avi.o build/release-mingw32-x86/client/cm_load.o build/release-mingw32-x86/client/cm_patch.o build/release-mingw32-x86/client/cm_polylib.o build/release-mingw32-x86/client/cm_test.o build/release-mingw32-x86/client/cm_trace.o build/release-mingw32-x86/client/cmd.o build/release-mingw32-x86/client/common.o build/release-mingw32-x86/client/cvar.o build/release-mingw32-x86/client/files.o build/release-mingw32-x86/client/md4.o build/release-mingw32-x86/client/md5.o build/release-mingw32-x86/client/msg.o build/release-mingw32-x86/client/net_chan.o build/release-mingw32-x86/client/huffman.o build/release-mingw32-x86/client/snd_adpcm.o build/release-mingw32-x86/client/snd_dma.o build/release-mingw32-x86/client/snd_mem.o build/release-mingw32-x86/client/snd_mix.o build/release-mingw32-x86/client/snd_wavelet.o build/release-mingw32-x86/client/snd_main.o build/release-mingw32-x86/client/snd_codec.o build/release-mingw32-x86/client/snd_codec_wav.o build/release-mingw32-x86/client/snd_codec_ogg.o build/release-mingw32-x86/client/qal.o build/release-mingw32-x86/client/snd_openal.o build/release-mingw32-x86/client/sv_bot.o build/release-mingw32-x86/client/sv_ccmds.o build/release-mingw32-x86/client/sv_client.o build/release-mingw32-x86/client/sv_game.o build/release-mingw32-x86/client/sv_init.o build/release-mingw32-x86/client/sv_main.o build/release-mingw32-x86/client/sv_net_chan.o build/release-mingw32-x86/client/sv_snapshot.o build/release-mingw32-x86/client/sv_world.o build/release-mingw32-x86/client/q_math.o build/release-mingw32-x86/client/q_shared.o build/release-mingw32-x86/client/unzip.o build/release-mingw32-x86/client/vm.o build/release-mingw32-x86/client/vm_interpreted.o build/release-mingw32-x86/client/be_aas_bspq3.o build/release-mingw32-x86/client/be_aas_cluster.o build/release-mingw32-x86/client/be_aas_debug.o build/release-mingw32-x86/client/be_aas_entity.o build/release-mingw32-x86/client/be_aas_file.o build/release-mingw32-x86/client/be_aas_main.o build/release-mingw32-x86/client/be_aas_move.o build/release-mingw32-x86/client/be_aas_optimize.o build/release-mingw32-x86/client/be_aas_reach.o build/release-mingw32-x86/client/be_aas_route.o build/release-mingw32-x86/client/be_aas_routealt.o build/release-mingw32-x86/client/be_aas_sample.o build/release-mingw32-x86/client/be_ai_char.o build/release-mingw32-x86/client/be_ai_chat.o build/release-mingw32-x86/client/be_ai_gen.o build/release-mingw32-x86/client/be_ai_goal.o build/release-mingw32-x86/client/be_ai_move.o build/release-mingw32-x86/client/be_ai_weap.o build/release-mingw32-x86/client/be_ai_weight.o build/release-mingw32-x86/client/be_ea.o build/release-mingw32-x86/client/be_interface.o build/release-mingw32-x86/client/l_crc.o build/release-mingw32-x86/client/l_libvar.o build/release-mingw32-x86/client/l_log.o build/release-mingw32-x86/client/l_memory.o build/release-mingw32-x86/client/l_precomp.o build/release-mingw32-x86/client/l_script.o build/release-mingw32-x86/client/l_struct.o build/release-mingw32-x86/client/jcapimin.o build/release-mingw32-x86/client/jchuff.o build/release-mingw32-x86/client/jcinit.o build/release-mingw32-x86/client/jccoefct.o build/release-mingw32-x86/client/jccolor.o build/release-mingw32-x86/client/jfdctflt.o build/release-mingw32-x86/client/jcdctmgr.o build/release-mingw32-x86/client/jcphuff.o build/release-mingw32-x86/client/jcmainct.o build/release-mingw32-x86/client/jcmarker.o build/release-mingw32-x86/client/jcmaster.o build/release-mingw32-x86/client/jcomapi.o build/release-mingw32-x86/client/jcparam.o build/release-mingw32-x86/client/jcprepct.o build/release-mingw32-x86/client/jcsample.o build/release-mingw32-x86/client/jdapimin.o build/release-mingw32-x86/client/jdapistd.o build/release-mingw32-x86/client/jdatasrc.o build/release-mingw32-x86/client/jdcoefct.o build/release-mingw32-x86/client/jdcolor.o build/release-mingw32-x86/client/jddctmgr.o build/release-mingw32-x86/client/jdhuff.o build/release-mingw32-x86/client/jdinput.o build/release-mingw32-x86/client/jdmainct.o build/release-mingw32-x86/client/jdmarker.o build/release-mingw32-x86/client/jdmaster.o build/release-mingw32-x86/client/jdpostct.o build/release-mingw32-x86/client/jdsample.o build/release-mingw32-x86/client/jdtrans.o build/release-mingw32-x86/client/jerror.o build/release-mingw32-x86/client/jidctflt.o build/release-mingw32-x86/client/jmemmgr.o build/release-mingw32-x86/client/jmemnobs.o build/release-mingw32-x86/client/jutils.o build/release-mingw32-x86/client/tr_animation.o build/release-mingw32-x86/client/tr_backend.o build/release-mingw32-x86/client/tr_bsp.o build/release-mingw32-x86/client/tr_cmds.o build/release-mingw32-x86/client/tr_curve.o build/release-mingw32-x86/client/tr_flares.o build/release-mingw32-x86/client/tr_font.o build/release-mingw32-x86/client/tr_image.o build/release-mingw32-x86/client/tr_init.o build/release-mingw32-x86/client/tr_light.o build/release-mingw32-x86/client/tr_main.o build/release-mingw32-x86/client/tr_marks.o build/release-mingw32-x86/client/tr_mesh.o build/release-mingw32-x86/client/tr_model.o build/release-mingw32-x86/client/tr_noise.o build/release-mingw32-x86/client/tr_scene.o build/release-mingw32-x86/client/tr_shade.o build/release-mingw32-x86/client/tr_shade_calc.o build/release-mingw32-x86/client/tr_shader.o build/release-mingw32-x86/client/tr_shadows.o build/release-mingw32-x86/client/tr_sky.o build/release-mingw32-x86/client/tr_surface.o build/release-mingw32-x86/client/tr_world.o build/release-mingw32-x86/client/vm_x86.o build/release-mingw32-x86/client/snd_mixa.o build/release-mingw32-x86/client/matha.o build/release-mingw32-x86/client/ftola.o build/release-mingw32-x86/client/snapvectora.o build/release-mingw32-x86/client/win_gamma.o build/release-mingw32-x86/client/win_glimp.o build/release-mingw32-x86/client/win_input.o build/release-mingw32-x86/client/win_main.o build/release-mingw32-x86/client/win_net.o build/release-mingw32-x86/client/win_qgl.o build/release-mingw32-x86/client/win_shared.o build/release-mingw32-x86/client/win_snd.o build/release-mingw32-x86/client/win_syscon.o build/release-mingw32-x86/client/win_wndproc.o build/release-mingw32-x86/client/win_resource.o -mwindows -lwsock32 -lgdi32 -lwinmm -lole32 -m32 And some of the errors that are being output build/release-mingw32-x86/client/cl_cin.o:cl_cin.c:(.text+0x557a): undefined reference to `_Cvar_Set' build/release-mingw32-x86/client/cl_cgame.o:cl_cgame.c:(.text+0x6ef): undefined reference to `_Com_Error' Cvar_Set is in cvar.o, and Com_Error is in common.o, bot are being linked, but the references don't seem to be found. Any thoughts? From tjw at webteam.net Fri May 5 14:27:37 2006 From: tjw at webteam.net (Tony J. White) Date: Fri, 5 May 2006 13:27:37 -0500 Subject: [quake3] mingw cross compile error In-Reply-To: <200605051202.32904.scott@hermitworksentertainment.com> References: <200605051202.32904.scott@hermitworksentertainment.com> Message-ID: <20060505182736.GT14550@morbo.webteam.net> If it helps, I am able to do a mingw build on revision 740 (after adding the #include from bug 2695) on my linux system. If you want I can make a tarball of my /usr/local/cross-tools directory for you to try. ./i386-mingw32msvc-gcc --version i386-mingw32msvc-gcc (GCC) 3.4.1 (mingw special) -Tony On Fri, May 05, 2006 at 12:02:32PM -0600, Scott Brooks wrote: > I'm trying to get ioq3 to cross compile from my linux box to build win32 > binaries, and I'm getting a ton of undefined reference errors on the linking > stage. > > I followed the instructions in README and built the cross build environment as > per the instructions, but I'm not sure what's missing. > > Here is the gcc command line that is being run > > gcc -o build/release-mingw32-x86/ioquake3.x86.exe > build/release-mingw32-x86/client/cl_cgame.o > build/release-mingw32-x86/client/cl_cin.o > build/release-mingw32-x86/client/cl_console.o > build/release-mingw32-x86/client/cl_input.o > build/release-mingw32-x86/client/cl_keys.o > build/release-mingw32-x86/client/cl_main.o > build/release-mingw32-x86/client/cl_net_chan.o > build/release-mingw32-x86/client/cl_parse.o > build/release-mingw32-x86/client/cl_scrn.o > build/release-mingw32-x86/client/cl_ui.o > build/release-mingw32-x86/client/cl_avi.o > build/release-mingw32-x86/client/cm_load.o > build/release-mingw32-x86/client/cm_patch.o > build/release-mingw32-x86/client/cm_polylib.o > build/release-mingw32-x86/client/cm_test.o > build/release-mingw32-x86/client/cm_trace.o > build/release-mingw32-x86/client/cmd.o > build/release-mingw32-x86/client/common.o > build/release-mingw32-x86/client/cvar.o > build/release-mingw32-x86/client/files.o > build/release-mingw32-x86/client/md4.o build/release-mingw32-x86/client/md5.o > build/release-mingw32-x86/client/msg.o > build/release-mingw32-x86/client/net_chan.o > build/release-mingw32-x86/client/huffman.o > build/release-mingw32-x86/client/snd_adpcm.o > build/release-mingw32-x86/client/snd_dma.o > build/release-mingw32-x86/client/snd_mem.o > build/release-mingw32-x86/client/snd_mix.o > build/release-mingw32-x86/client/snd_wavelet.o > build/release-mingw32-x86/client/snd_main.o > build/release-mingw32-x86/client/snd_codec.o > build/release-mingw32-x86/client/snd_codec_wav.o > build/release-mingw32-x86/client/snd_codec_ogg.o > build/release-mingw32-x86/client/qal.o > build/release-mingw32-x86/client/snd_openal.o > build/release-mingw32-x86/client/sv_bot.o > build/release-mingw32-x86/client/sv_ccmds.o > build/release-mingw32-x86/client/sv_client.o > build/release-mingw32-x86/client/sv_game.o > build/release-mingw32-x86/client/sv_init.o > build/release-mingw32-x86/client/sv_main.o > build/release-mingw32-x86/client/sv_net_chan.o > build/release-mingw32-x86/client/sv_snapshot.o > build/release-mingw32-x86/client/sv_world.o > build/release-mingw32-x86/client/q_math.o > build/release-mingw32-x86/client/q_shared.o > build/release-mingw32-x86/client/unzip.o > build/release-mingw32-x86/client/vm.o > build/release-mingw32-x86/client/vm_interpreted.o > build/release-mingw32-x86/client/be_aas_bspq3.o > build/release-mingw32-x86/client/be_aas_cluster.o > build/release-mingw32-x86/client/be_aas_debug.o > build/release-mingw32-x86/client/be_aas_entity.o > build/release-mingw32-x86/client/be_aas_file.o > build/release-mingw32-x86/client/be_aas_main.o > build/release-mingw32-x86/client/be_aas_move.o > build/release-mingw32-x86/client/be_aas_optimize.o > build/release-mingw32-x86/client/be_aas_reach.o > build/release-mingw32-x86/client/be_aas_route.o > build/release-mingw32-x86/client/be_aas_routealt.o > build/release-mingw32-x86/client/be_aas_sample.o > build/release-mingw32-x86/client/be_ai_char.o > build/release-mingw32-x86/client/be_ai_chat.o > build/release-mingw32-x86/client/be_ai_gen.o > build/release-mingw32-x86/client/be_ai_goal.o > build/release-mingw32-x86/client/be_ai_move.o > build/release-mingw32-x86/client/be_ai_weap.o > build/release-mingw32-x86/client/be_ai_weight.o > build/release-mingw32-x86/client/be_ea.o > build/release-mingw32-x86/client/be_interface.o > build/release-mingw32-x86/client/l_crc.o > build/release-mingw32-x86/client/l_libvar.o > build/release-mingw32-x86/client/l_log.o > build/release-mingw32-x86/client/l_memory.o > build/release-mingw32-x86/client/l_precomp.o > build/release-mingw32-x86/client/l_script.o > build/release-mingw32-x86/client/l_struct.o > build/release-mingw32-x86/client/jcapimin.o > build/release-mingw32-x86/client/jchuff.o > build/release-mingw32-x86/client/jcinit.o > build/release-mingw32-x86/client/jccoefct.o > build/release-mingw32-x86/client/jccolor.o > build/release-mingw32-x86/client/jfdctflt.o > build/release-mingw32-x86/client/jcdctmgr.o > build/release-mingw32-x86/client/jcphuff.o > build/release-mingw32-x86/client/jcmainct.o > build/release-mingw32-x86/client/jcmarker.o > build/release-mingw32-x86/client/jcmaster.o > build/release-mingw32-x86/client/jcomapi.o > build/release-mingw32-x86/client/jcparam.o > build/release-mingw32-x86/client/jcprepct.o > build/release-mingw32-x86/client/jcsample.o > build/release-mingw32-x86/client/jdapimin.o > build/release-mingw32-x86/client/jdapistd.o > build/release-mingw32-x86/client/jdatasrc.o > build/release-mingw32-x86/client/jdcoefct.o > build/release-mingw32-x86/client/jdcolor.o > build/release-mingw32-x86/client/jddctmgr.o > build/release-mingw32-x86/client/jdhuff.o > build/release-mingw32-x86/client/jdinput.o > build/release-mingw32-x86/client/jdmainct.o > build/release-mingw32-x86/client/jdmarker.o > build/release-mingw32-x86/client/jdmaster.o > build/release-mingw32-x86/client/jdpostct.o > build/release-mingw32-x86/client/jdsample.o > build/release-mingw32-x86/client/jdtrans.o > build/release-mingw32-x86/client/jerror.o > build/release-mingw32-x86/client/jidctflt.o > build/release-mingw32-x86/client/jmemmgr.o > build/release-mingw32-x86/client/jmemnobs.o > build/release-mingw32-x86/client/jutils.o > build/release-mingw32-x86/client/tr_animation.o > build/release-mingw32-x86/client/tr_backend.o > build/release-mingw32-x86/client/tr_bsp.o > build/release-mingw32-x86/client/tr_cmds.o > build/release-mingw32-x86/client/tr_curve.o > build/release-mingw32-x86/client/tr_flares.o > build/release-mingw32-x86/client/tr_font.o > build/release-mingw32-x86/client/tr_image.o > build/release-mingw32-x86/client/tr_init.o > build/release-mingw32-x86/client/tr_light.o > build/release-mingw32-x86/client/tr_main.o > build/release-mingw32-x86/client/tr_marks.o > build/release-mingw32-x86/client/tr_mesh.o > build/release-mingw32-x86/client/tr_model.o > build/release-mingw32-x86/client/tr_noise.o > build/release-mingw32-x86/client/tr_scene.o > build/release-mingw32-x86/client/tr_shade.o > build/release-mingw32-x86/client/tr_shade_calc.o > build/release-mingw32-x86/client/tr_shader.o > build/release-mingw32-x86/client/tr_shadows.o > build/release-mingw32-x86/client/tr_sky.o > build/release-mingw32-x86/client/tr_surface.o > build/release-mingw32-x86/client/tr_world.o > build/release-mingw32-x86/client/vm_x86.o > build/release-mingw32-x86/client/snd_mixa.o > build/release-mingw32-x86/client/matha.o > build/release-mingw32-x86/client/ftola.o > build/release-mingw32-x86/client/snapvectora.o > build/release-mingw32-x86/client/win_gamma.o > build/release-mingw32-x86/client/win_glimp.o > build/release-mingw32-x86/client/win_input.o > build/release-mingw32-x86/client/win_main.o > build/release-mingw32-x86/client/win_net.o > build/release-mingw32-x86/client/win_qgl.o > build/release-mingw32-x86/client/win_shared.o > build/release-mingw32-x86/client/win_snd.o > build/release-mingw32-x86/client/win_syscon.o > build/release-mingw32-x86/client/win_wndproc.o > build/release-mingw32-x86/client/win_resource.o -mwindows -lwsock32 -lgdi32 -lwinmm -lole32 -m32 > > And some of the errors that are being output > > build/release-mingw32-x86/client/cl_cin.o:cl_cin.c:(.text+0x557a): undefined > reference to `_Cvar_Set' > build/release-mingw32-x86/client/cl_cgame.o:cl_cgame.c:(.text+0x6ef): > undefined reference to `_Com_Error' > > Cvar_Set is in cvar.o, and Com_Error is in common.o, bot are being linked, but > the references don't seem to be found. Any thoughts? -- From scott at hermitworksentertainment.com Fri May 5 16:07:02 2006 From: scott at hermitworksentertainment.com (Scott Brooks) Date: Fri, 5 May 2006 14:07:02 -0600 Subject: [quake3] mingw cross compile error In-Reply-To: <20060505182736.GT14550@morbo.webteam.net> References: <200605051202.32904.scott@hermitworksentertainment.com> <20060505182736.GT14550@morbo.webteam.net> Message-ID: <200605051407.03233.scott@hermitworksentertainment.com> On Friday 05 May 2006 12:27 pm, Tony J. White wrote: > If it helps, I am able to do a mingw build on revision 740 (after adding > the #include from bug 2695) on my linux system. > > If you want I can make a tarball of my /usr/local/cross-tools directory for > you to try. > > ./i386-mingw32msvc-gcc --version > i386-mingw32msvc-gcc (GCC) 3.4.1 (mingw special) > > -Tony > Ok, I'm running i386-mingw32msvc-gcc (GCC) 3.4.5 (mingw special) I'll re-build cross tools with 3.4.2 since that's the earliest version available in http://heanet.dl.sourceforge.net/sourceforge/mingw/ I'm also going to try on binutils-2.15.91-20040904 since that's the closest binutils to gcc-3.4.2-20040916 What binutils are you running? Thanks From tjw at webteam.net Fri May 5 16:14:21 2006 From: tjw at webteam.net (Tony J. White) Date: Fri, 5 May 2006 15:14:21 -0500 Subject: [quake3] mingw cross compile error In-Reply-To: <200605051407.03233.scott@hermitworksentertainment.com> References: <200605051202.32904.scott@hermitworksentertainment.com> <20060505182736.GT14550@morbo.webteam.net> <200605051407.03233.scott@hermitworksentertainment.com> Message-ID: <20060505201421.GA14550@morbo.webteam.net> On Fri, May 05, 2006 at 02:07:02PM -0600, Scott Brooks wrote: > On Friday 05 May 2006 12:27 pm, Tony J. White wrote: > > If it helps, I am able to do a mingw build on revision 740 (after adding > > the #include from bug 2695) on my linux system. > > > > If you want I can make a tarball of my /usr/local/cross-tools directory for > > you to try. > > > > ./i386-mingw32msvc-gcc --version > > i386-mingw32msvc-gcc (GCC) 3.4.1 (mingw special) > > > > -Tony > > > > Ok, I'm running > i386-mingw32msvc-gcc (GCC) 3.4.5 (mingw special) > > I'll re-build cross tools with 3.4.2 since that's the earliest version > available in http://heanet.dl.sourceforge.net/sourceforge/mingw/ > > I'm also going to try on binutils-2.15.91-20040904 since that's the closest > binutils to gcc-3.4.2-20040916 > > What binutils are you running? ./i386-mingw32msvc-ld --version GNU ld version 2.15.90 20040222 btw, I think this is where I got my version of cross-tools: http://www.libsdl.org/extras/win32/cross/ -Tony From scott at hermitworksentertainment.com Fri May 5 16:26:31 2006 From: scott at hermitworksentertainment.com (Scott Brooks) Date: Fri, 5 May 2006 14:26:31 -0600 Subject: [quake3] mingw cross compile error In-Reply-To: <20060505201421.GA14550@morbo.webteam.net> References: <200605051202.32904.scott@hermitworksentertainment.com> <200605051407.03233.scott@hermitworksentertainment.com> <20060505201421.GA14550@morbo.webteam.net> Message-ID: <200605051426.32085.scott@hermitworksentertainment.com> On Friday 05 May 2006 2:14 pm, Tony J. White wrote: > > ./i386-mingw32msvc-ld --version > GNU ld version 2.15.90 20040222 > > btw, I think this is where I got my version of cross-tools: > http://www.libsdl.org/extras/win32/cross/ > > -Tony Thanks a bunch. I grabbed those bins and everything built just fine. Looks like either I messed something up(very good chance) or gcc 3.4.5 doesn't like to cross compile properly. Thanks again From arny at ats.s.bawue.de Fri May 5 22:03:03 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 6 May 2006 04:03:03 +0200 Subject: R_RemapShader buffer overflow fixed Message-ID: <200605060403.05759.arny@ats.s.bawue.de> Hello, I am pretty sure I have fixed the buffer overflow that this exploit here: http://milw0rm.com/exploits/1750 is using. I have only tested this on a x86_64 architecture though and debugged a bit while connecting to an exploit-enabled server. Someone with normal i386 may want to double check, I'm going to bed now... -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From arny at ats.s.bawue.de Fri May 5 22:16:17 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 6 May 2006 04:16:17 +0200 Subject: [quake3] R_RemapShader buffer overflow fixed In-Reply-To: <200605060403.05759.arny@ats.s.bawue.de> References: <200605060403.05759.arny@ats.s.bawue.de> Message-ID: <200605060416.20003.arny@ats.s.bawue.de> On Saturday 06 May 2006 04:03, Thilo Schulz wrote: > Someone with > normal i386 may want to double check, I'm going to bed now... Ah.. almost forgot to write what the bug was: The COM_StripExtension routine used by both, VMs and engine will chop off the filename extension and copy the input string in its entirety to the output buffer. It doesn't check the length of the buffer though so the out buffer can be easily overflowed.. The irony is that remapShader command from the server falls under the category "a feature long forgotton, never really used and opening the way to exploits".. it is totally screwed up because in cg_servercmds.c it uses CG_Argv() for all three arguments to the trap_R_RemapShader call which is a bit daft if you consider that each call CG_Argv() returns a pointer to the same static buffer which results in the function R_RemapShader being called with all three arguments being the same. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From ludwig.nussel at suse.de Sat May 6 04:05:54 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Sat, 6 May 2006 10:05:54 +0200 Subject: [quake3] R_RemapShader buffer overflow fixed In-Reply-To: <200605060403.05759.arny@ats.s.bawue.de> References: <200605060403.05759.arny@ats.s.bawue.de> Message-ID: <200605061005.54442.ludwig.nussel@suse.de> Thilo Schulz wrote: > I am pretty sure I have fixed the buffer overflow that this exploit here: > http://milw0rm.com/exploits/1750 > is using. I have only tested this on a x86_64 architecture though and debugged > a bit while connecting to an exploit-enabled server. Someone with normal i386 > may want to double check, I'm going to bed now... Patch looks good. A small but dirty one line fix would be to just place a hardcoded MAX_QPATH restriction in COM_StripExtension. Fortunately R_RemapShader is in the engine so this particular exploit can be stopped by updating the binary. However, there are calls to COM_StripExtension in mod code too. If any of those operate on server supplied data we might get an unfixable security problem. To make exploits like this one harder it's a good idea to run the client with NX enabled btw :-) cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From arny at ats.s.bawue.de Sat May 6 05:44:15 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 6 May 2006 11:44:15 +0200 Subject: [quake3] R_RemapShader buffer overflow fixed In-Reply-To: <200605061005.54442.ludwig.nussel@suse.de> References: <200605060403.05759.arny@ats.s.bawue.de> <200605061005.54442.ludwig.nussel@suse.de> Message-ID: <200605061144.18401.arny@ats.s.bawue.de> On Saturday 06 May 2006 10:05, Ludwig Nussel wrote: > To make exploits like this one harder it's a good idea to run the > client with NX enabled btw :-) Correct, but NX protection is still corrupting windows, that means quake3 can effectively not be run on these systems. Apparently they need calls like VirtualAlloc with certain flags that does similar things as mmap()/mprotect(). More info: http://www.mail-archive.com/perl6-internals%40perl.org/msg18460.html http://www.microsoft.com/germany/msdn/library/windows/windowsxp/ImplikationenFuerDenEntwickler.mspx?mfr=true (german) As my 64 bit evaluation edition has expired for like 3 months already I have ordered my copy of Windows XP from my uni and would fix it next week if there's noone faster than me :) -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From Dietrich_Joerg at t-online.de Mon May 8 15:27:14 2006 From: Dietrich_Joerg at t-online.de (Joerg Dietrich) Date: Mon, 08 May 2006 21:27:14 +0200 Subject: PNG support alive an kickin'! Message-ID: <445F9B92.6000703@t-online.de> Hello, today I got Quake3 running with all JPG and TGA textures and 2D graphics converted to PNG. Only the textures of MD3 models did not work as PNGs. I have tested PNG support on x86-32 Linux, x86-32 Windows built with MinGW and MacOS on a PowerPC Mac mini. It compiled and run flawlessly. 64 bit support is untested but it should work too. The PNG image loader doesn't need external libraries, I wrote my own PNG parser, so no libpng is necessary. For decompression I use puff() a small, in-memory inflate function from the contrib directory of zlib. The memory management is done by Quake3, so there should be no leaks. GtkRadiant 1.5 and q3map2 support PNG out of the Box. Just one small change in the configuration file q3.game is necessary because GtkRadiant "wrongly ;)" assumes that Quake3 doesn't support PNG images. I hope that PNG support will be included in the official ioquake3 svn, of course after the release and codefreeze. The source needs some cleaning and than I will upload it to Bugzilla. Joerg From arny at ats.s.bawue.de Mon May 8 19:27:31 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 9 May 2006 01:27:31 +0200 Subject: New bug found... Message-ID: <200605090127.34793.arny@ats.s.bawue.de> Hi, Ludwig and me have found and reported a bug to ID that we haven't disclosed until today on the wish of ID. The bug allows to download *any* file from sv_allowdownload enabled servers (like /etc/passwd) You can find the advisory i sent to FD and bugtraq here: http://lists.grok.org.uk/pipermail/full-disclosure/2006-May/045906.html -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From shane at it.uts.edu.au Mon May 8 19:45:11 2006 From: shane at it.uts.edu.au (Shane Isley) Date: Tue, 09 May 2006 09:45:11 +1000 Subject: [quake3] New bug found... In-Reply-To: <200605090127.34793.arny@ats.s.bawue.de> References: <200605090127.34793.arny@ats.s.bawue.de> Message-ID: <445FD807.3040704@it.uts.edu.au> Thilo Schulz wrote: >Hi, > >Ludwig and me have found and reported a bug to ID that we haven't disclosed >until today on the wish of ID. >The bug allows to download *any* file from sv_allowdownload enabled servers >(like /etc/passwd) >You can find the advisory i sent to FD and bugtraq here: > >http://lists.grok.org.uk/pipermail/full-disclosure/2006-May/045906.html > > > Nice work both of you. Just a shame 1.32c isn't rev777 with all it's fixes and platforms; would have been a hell of a way to do a release. Shane From rstotts at cox.net Mon May 8 20:42:34 2006 From: rstotts at cox.net (Ryan Stotts) Date: Mon, 8 May 2006 19:42:34 -0500 Subject: 777 won't build on win32 mingw Message-ID: <001301c67301$76a82390$650fa8c0@amd> code/renderer/tr_image.c:1: error: syntax error before '<<' token code/renderer/tr_image.c: In function `Upload32': code/renderer/tr_image.c:705: error: structure has no member named `textureFilterAnisotropic' code/renderer/tr_image.c:707: error: structure has no member named `maxAnisotropy' code/renderer/tr_image.c:714: error: structure has no member named `textureFilterAnisotropic' code/renderer/tr_image.c: At top level: code/renderer/tr_image.c:2639: error: syntax error before '==' token code/renderer/tr_image.c:2683: error: redefinition of 'gl_filter_min' code/renderer/tr_image.c:47: error: previous definition of 'gl_filter_min' was here code/renderer/tr_image.c:2684: error: redefinition of 'gl_filter_max' code/renderer/tr_image.c:48: error: previous definition of 'gl_filter_max' was here code/renderer/tr_image.c:2692: error: redefinition of 'R_GammaCorrect' code/renderer/tr_image.c:56: error: previous definition of 'R_GammaCorrect' was here code/renderer/tr_image.c:2703: error: conflicting types for 'textureMode_t' code/renderer/tr_image.c:67: error: previous declaration of 'textureMode_t' was here code/renderer/tr_image.c:2705: error: conflicting types for 'modes' code/renderer/tr_image.c:69: error: previous definition of 'modes' was here code/renderer/tr_image.c:2719: error: redefinition of 'generateHashValue' code/renderer/tr_image.c:83: error: previous definition of 'generateHashValue' was here code/renderer/tr_image.c:2742: error: redefinition of 'GL_TextureMode' code/renderer/tr_image.c:106: error: previous definition of 'GL_TextureMode' was here code/renderer/tr_image.c:2784: error: redefinition of 'R_SumOfUsedImages' code/renderer/tr_image.c:148: error: previous definition of 'R_SumOfUsedImages' was here code/renderer/tr_image.c:2803: error: redefinition of 'R_ImageList_f' code/renderer/tr_image.c:167: error: previous definition of 'R_ImageList_f' was here code/renderer/tr_image.c:2887: error: redefinition of 'ResampleTexture' code/renderer/tr_image.c:251: error: previous definition of 'ResampleTexture' was here code/renderer/tr_image.c:2936: error: redefinition of 'R_LightScaleTexture' code/renderer/tr_image.c:300: error: previous definition of 'R_LightScaleTexture' was here code/renderer/tr_image.c:2994: error: redefinition of 'R_MipMap2' code/renderer/tr_image.c:358: error: previous definition of 'R_MipMap2' was here code/renderer/tr_image.c:3049: error: redefinition of 'R_MipMap' code/renderer/tr_image.c:413: error: previous definition of 'R_MipMap' was here code/renderer/tr_image.c:3097: error: redefinition of 'R_BlendOverTexture' code/renderer/tr_image.c:461: error: previous definition of 'R_BlendOverTexture' was here code/renderer/tr_image.c:3114: error: redefinition of 'mipBlendColors' code/renderer/tr_image.c:478: error: previous definition of 'mipBlendColors' was here code/renderer/tr_image.c:3148: error: redefinition of 'Upload32' code/renderer/tr_image.c:512: error: previous definition of 'Upload32' was here code/renderer/tr_image.c:3374: error: redefinition of 'R_CreateImage' code/renderer/tr_image.c:738: error: previous definition of 'R_CreateImage' was here code/renderer/tr_image.c:3466: error: conflicting types for 'BMPHeader_t' code/renderer/tr_image.c:830: error: previous declaration of 'BMPHeader_t' was here code/renderer/tr_image.c:3469: error: redefinition of 'LoadBMP' code/renderer/tr_image.c:833: error: previous definition of 'LoadBMP' was here code/renderer/tr_image.c:3640: error: redefinition of 'LoadPCX' code/renderer/tr_image.c:1004: error: previous definition of 'LoadPCX' was here code/renderer/tr_image.c:3734: error: redefinition of 'LoadPCX32' code/renderer/tr_image.c:1098: error: previous definition of 'LoadPCX32' was here code/renderer/tr_image.c:3776: error: redefinition of 'LoadTGA' code/renderer/tr_image.c:1140: error: previous definition of 'LoadTGA' was here code/renderer/tr_image.c:4022: error: redefinition of 'LoadJPG' code/renderer/tr_image.c:1386: error: previous definition of 'LoadJPG' was here code/renderer/tr_image.c:4208: error: conflicting types for 'my_destination_mgr' code/renderer/tr_image.c:1572: error: previous declaration of 'my_destination_mgr' was here code/renderer/tr_image.c:4210: error: conflicting types for 'my_dest_ptr' code/renderer/tr_image.c:1574: error: previous declaration of 'my_dest_ptr' was here code/renderer/tr_image.c:4219: error: redefinition of 'init_destination' code/renderer/tr_image.c:1583: error: previous definition of 'init_destination' was here code/renderer/tr_image.c:4251: error: redefinition of 'empty_output_buffer' code/renderer/tr_image.c:1615: error: previous definition of 'empty_output_buffer' was here code/renderer/tr_image.c:4273: error: redefinition of 'jpeg_start_compress' code/renderer/tr_image.c:1637: error: previous definition of 'jpeg_start_compress' was here code/renderer/tr_image.c:4313: error: redefinition of 'jpeg_write_scanlines' code/renderer/tr_image.c:1677: error: previous definition of 'jpeg_write_scanlines' was here code/renderer/tr_image.c:4359: error: redefinition of 'term_destination' code/renderer/tr_image.c:1723: error: previous definition of 'term_destination' was here code/renderer/tr_image.c:4373: error: redefinition of 'jpegDest' code/renderer/tr_image.c:1737: error: previous definition of 'jpegDest' was here code/renderer/tr_image.c:4396: error: redefinition of 'SaveJPG' code/renderer/tr_image.c:1760: error: previous definition of 'SaveJPG' was here code/renderer/tr_image.c:4509: error: redefinition of 'SaveJPGToBuffer' code/renderer/tr_image.c:1873: error: previous definition of 'SaveJPGToBuffer' was here code/renderer/tr_image.c:4569: error: redefinition of 'R_LoadImage' code/renderer/tr_image.c:1933: error: previous definition of 'R_LoadImage' was here code/renderer/tr_image.c:4610: error: redefinition of 'R_FindImageFile' code/renderer/tr_image.c:1974: error: previous definition of 'R_FindImageFile' was here code/renderer/tr_image.c:4674: error: redefinition of 'R_CreateDlightImage' code/renderer/tr_image.c:2038: error: previous definition of 'R_CreateDlightImage' was here code/renderer/tr_image.c:4707: error: redefinition of 'R_InitFogTable' code/renderer/tr_image.c:2071: error: previous definition of 'R_InitFogTable' was here code/renderer/tr_image.c:4730: error: redefinition of 'R_FogFactor' code/renderer/tr_image.c:2094: error: previous definition of 'R_FogFactor' was here code/renderer/tr_image.c:4763: error: redefinition of 'R_CreateFogImage' code/renderer/tr_image.c:2127: error: previous definition of 'R_CreateFogImage' was here code/renderer/tr_image.c:4805: error: redefinition of 'R_CreateDefaultImage' code/renderer/tr_image.c:2169: error: previous definition of 'R_CreateDefaultImage' was here code/renderer/tr_image.c:4840: error: redefinition of 'R_CreateBuiltinImages' code/renderer/tr_image.c:2204: error: previous definition of 'R_CreateBuiltinImages' was here code/renderer/tr_image.c:4879: error: redefinition of 'R_SetColorMappings' code/renderer/tr_image.c:2243: error: previous definition of 'R_SetColorMappings' was here code/renderer/tr_image.c:4964: error: redefinition of 'R_InitImages' code/renderer/tr_image.c:2328: error: previous definition of 'R_InitImages' was here code/renderer/tr_image.c:4978: error: redefinition of 'R_DeleteTextures' code/renderer/tr_image.c:2342: error: previous definition of 'R_DeleteTextures' was here code/renderer/tr_image.c:5017: error: redefinition of 'CommaParse' code/renderer/tr_image.c:2381: error: previous definition of 'CommaParse' was here code/renderer/tr_image.c:5123: error: redefinition of 'RE_RegisterSkin' code/renderer/tr_image.c:2487: error: previous definition of 'RE_RegisterSkin' was here code/renderer/tr_image.c:5227: error: redefinition of 'R_InitSkins' code/renderer/tr_image.c:2591: error: previous definition of 'R_InitSkins' was here code/renderer/tr_image.c:5245: error: redefinition of 'R_GetSkinByHandle' code/renderer/tr_image.c:2609: error: previous definition of 'R_GetSkinByHandle' was here code/renderer/tr_image.c:5257: error: redefinition of 'R_SkinList_f' code/renderer/tr_image.c:2621: error: previous definition of 'R_SkinList_f' was here code/renderer/tr_image.c:5275: error: syntax error before '>>' token make[1]: *** [build/release-mingw32-x86/client/tr_image.o] Error 1 make[1]: Leaving directory `/q3src' make: *** [build_release] Error 2 win2k, sp4, GNU Make version 3.79.1, gcc version 3.4.2 (should the latter two be updated?) -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Mon May 8 20:43:55 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 9 May 2006 02:43:55 +0200 Subject: [quake3] 777 won't build on win32 mingw In-Reply-To: <001301c67301$76a82390$650fa8c0@amd> References: <001301c67301$76a82390$650fa8c0@amd> Message-ID: <200605090244.09633.arny@ats.s.bawue.de> On Tuesday 09 May 2006 02:42, Ryan Stotts wrote: > code/renderer/tr_image.c:1: error: syntax error before '<<' token You have a conflict in there after updating. Try a re-checkout of the quake3 dir. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From rstotts at cox.net Mon May 8 20:47:23 2006 From: rstotts at cox.net (Ryan Stotts) Date: Mon, 8 May 2006 19:47:23 -0500 Subject: [quake3] New bug found... References: <200605090127.34793.arny@ats.s.bawue.de> <445FD807.3040704@it.uts.edu.au> Message-ID: <001b01c67302$228cf5f0$650fa8c0@amd> > Just a shame 1.32c isn't rev777 with all it's fixes and platforms; would > have been a hell of a way to do a release. A shame indeed. From rstotts at cox.net Mon May 8 20:55:41 2006 From: rstotts at cox.net (Ryan Stotts) Date: Mon, 8 May 2006 19:55:41 -0500 Subject: Update - I fixed my 777 problem. Message-ID: <003101c67303$4b9d6460$650fa8c0@amd> Sorry, I jumped the gun. I apparently had an SVN version conflict with win_local.h (I deleted it and got an updated file and it cleared up the compile error..) I can compile now.. From rstotts at cox.net Mon May 8 21:16:46 2006 From: rstotts at cox.net (Ryan Stotts) Date: Mon, 8 May 2006 20:16:46 -0500 Subject: [quake3] 777 won't build on win32 mingw References: <001301c67301$76a82390$650fa8c0@amd> <200605090244.09633.arny@ats.s.bawue.de> Message-ID: <005101c67306$3e039ce0$650fa8c0@amd> >> code/renderer/tr_image.c:1: error: syntax error before '<<' token >You have a conflict in there after updating. >Try a re-checkout of the quake3 dir. Yes, that was the "other file" I didn't mention in my other email.. All clear now. From lonnie at outstep.com Mon May 8 21:17:41 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 08 May 2006 21:17:41 -0400 Subject: Newbie questions Message-ID: <445FEDB5.3000308@outstep.com> Greetings All, I am new to this list and am very excited about the possible used of the Q3 engine for a project that I have been working towards for a long time now and hope to ask a few "dumb" questions in order to get started, ok. I really need to learn how to write mods so that I can come up with my own "world" while learning so any pointers would be greatly appreciated. One of the things that I an really interested in doing would be to be able to play MPEG, AVI, MOV, etc....movies and animations on a texture from within the game and was wondering if that is possible? Any code snippets or simple examples would be greatly appreciated as well. I hope to learn a lot from all of the expers on the mailing list. -- Thanks and have a good day, Lonnie T. Cumberland Email: Lonnie at outstep.com Lonnie_Cumberland at yahoo.com Recommended sites: http://www.peoplesquest.com "Open Source...... opening the doors for the future in the world of today...." From zakk at timedoctor.org Mon May 8 21:22:22 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 08 May 2006 18:22:22 -0700 Subject: [quake3] Newbie questions In-Reply-To: <445FEDB5.3000308@outstep.com> References: <445FEDB5.3000308@outstep.com> Message-ID: <445FEECE.4020307@timedoctor.org> Lonnie Cumberland wrote: > Greetings All, > > I am new to this list and am very excited about the possible used of the > Q3 engine for a project that I have been working towards for a long time > now and hope to ask a few "dumb" questions in order to get started, ok. > > I really need to learn how to write mods so that I can come up with my > own "world" while learning so any pointers would be greatly appreciated. > > One of the things that I an really interested in doing would be to be > able to play MPEG, AVI, MOV, etc....movies and animations on a texture > from within the game and was wondering if that is possible? > > Any code snippets or simple examples would be greatly appreciated as well. > > I hope to learn a lot from all of the expers on the mailing list. > You can already play the native format, .roq. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From lonnie at outstep.com Mon May 8 22:10:37 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 08 May 2006 22:10:37 -0400 Subject: [quake3] Newbie questions In-Reply-To: <445FEECE.4020307@timedoctor.org> References: <445FEDB5.3000308@outstep.com> <445FEECE.4020307@timedoctor.org> Message-ID: <445FFA1D.9090104@outstep.com> Does this mean that the .rog format could, for example be textured onto one of the faces of a cube that might be rotating in the world? If so, then where might I be able to learn more about these types of mods and examples? I would like to try and find some coding tutorials or examples some place if possible. Also, is there any way to dynamically place 3D text into a world without stringing together a long line of objects that would slow the FPS? Thanks again for answering my email on these questions and have a good night. Lonnie Zachary J. Slater wrote: > Lonnie Cumberland wrote: > >> Greetings All, >> >> I am new to this list and am very excited about the possible used of >> the Q3 engine for a project that I have been working towards for a >> long time now and hope to ask a few "dumb" questions in order to get >> started, ok. >> >> I really need to learn how to write mods so that I can come up with >> my own "world" while learning so any pointers would be greatly >> appreciated. >> >> One of the things that I an really interested in doing would be to be >> able to play MPEG, AVI, MOV, etc....movies and animations on a >> texture from within the game and was wondering if that is possible? >> >> Any code snippets or simple examples would be greatly appreciated as >> well. >> >> I hope to learn a lot from all of the expers on the mailing list. >> > You can already play the native format, .roq. > -- Thanks and have a good day, Lonnie T. Cumberland OutStep Technologies Incorporated Email: Lonnie at outstep.com Lonnie_Cumberland at yahoo.com Recommended sites: http://www.peoplesquest.com "Open Source...... opening the doors for the future in the world of today...." From mattst88 at gmail.com Thu May 11 07:44:04 2006 From: mattst88 at gmail.com (Matt Turner) Date: Thu, 11 May 2006 07:44:04 -0400 Subject: [quake3] New bug found... In-Reply-To: <001b01c67302$228cf5f0$650fa8c0@amd> References: <200605090127.34793.arny@ats.s.bawue.de> <445FD807.3040704@it.uts.edu.au> <001b01c67302$228cf5f0$650fa8c0@amd> Message-ID: No chance of them doing something like this in the future? I'd be great to have PB support in incremental releases of ioq3 released by ID. On 5/8/06, Ryan Stotts wrote: > > > Just a shame 1.32c isn't rev777 with all it's fixes and platforms; would > > have been a hell of a way to do a release. > > A shame indeed. > -------------- next part -------------- An HTML attachment was scrubbed... URL: From tim at ngus.net Thu May 11 08:23:33 2006 From: tim at ngus.net (Tim Angus) Date: Thu, 11 May 2006 13:23:33 +0100 Subject: New bug found... In-Reply-To: References: <200605090127.34793.arny@ats.s.bawue.de> <445FD807.3040704@it.uts.edu.au> <001b01c67302$228cf5f0$650fa8c0@amd> Message-ID: <44632CC5.5080208@ngus.net> Matt Turner wrote: > No chance of them doing something like this in the future? I'd be great > to have PB support in incremental releases of ioq3 released by ID. The PB glue code would then need to be GPLed. From jayschwa at gmail.com Mon May 15 22:56:09 2006 From: jayschwa at gmail.com (Jayschwa) Date: Mon, 15 May 2006 21:56:09 -0500 Subject: Couple minor MSVC tidbits Message-ID: https://bugzilla.icculus.org/show_bug.cgi?id=2708 https://bugzilla.icculus.org/show_bug.cgi?id=2709 I noticed a couple very minor things when scoping out the MSVC files. 1) Executables are named quake3.exe. It looks like they're named ioquake3.exe elsewhere. 2) md5.c is missing from the quake3 project and causes a build error. Cheers, Josh -------------- next part -------------- An HTML attachment was scrubbed... URL: From daniellord at mac.com Mon May 15 23:04:20 2006 From: daniellord at mac.com (Daniel Lord) Date: Mon, 15 May 2006 20:04:20 -0700 Subject: [quake3] Couple minor MSVC tidbits In-Reply-To: References: Message-ID: On May 15, 2006, at 19:56, Jayschwa wrote: > https://bugzilla.icculus.org/show_bug.cgi?id=2708 > https://bugzilla.icculus.org/show_bug.cgi?id=2709 > > I noticed a couple very minor things when scoping out the MSVC files. > > 1) Executables are named quake3.exe. It looks like they're named > ioquake3.exe elsewhere. > 2) md5.c is missing from the quake3 project and causes a build error. Jayschwa, I found the md5.c defect (omission in the cvs source tree) weeks ago and it was fixed in cvs build I got a few days later. Did it break again or is your cvs copy several weeks old? Daniel "I have never won a debate with an ignorant person." -Ali ibn Abi Talib -------------- next part -------------- An HTML attachment was scrubbed... URL: From jayschwa at gmail.com Mon May 15 23:14:08 2006 From: jayschwa at gmail.com (Jayschwa) Date: Mon, 15 May 2006 22:14:08 -0500 Subject: [quake3] Couple minor MSVC tidbits In-Reply-To: References: Message-ID: That's odd. I literally just checked out 781 from the svn, opened the MSVC project, and hit "Build Solution". So no, I have the latest svn revision. Josh On 5/15/06, Daniel Lord wrote: > > > On May 15, 2006, at 19:56, Jayschwa wrote: > > https://bugzilla.icculus.org/show_bug.cgi?id=2708 > https://bugzilla.icculus.org/show_bug.cgi?id=2709 > > I noticed a couple very minor things when scoping out the MSVC files. > > 1) Executables are named quake3.exe. It looks like they're named > ioquake3.exe elsewhere. > 2) md5.c is missing from the quake3 project and causes a build error. > > > Jayschwa, > > I found the md5.c defect (omission in the cvs source tree) weeks ago and > it was fixed in cvs build I got a few days later. Did it break again or is > your cvs copy several weeks old? > > Daniel > "I have never won a debate with an ignorant person." > -Ali ibn Abi Talib > > > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From arny at ats.s.bawue.de Tue May 16 03:06:43 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 16 May 2006 09:06:43 +0200 Subject: [quake3] Couple minor MSVC tidbits In-Reply-To: References: Message-ID: <200605160906.46195.arny@ats.s.bawue.de> On Tuesday 16 May 2006 05:14, Jayschwa wrote: > That's odd. I literally just checked > out 781 from the svn, opened the MSVC project, and hit "Build > Solution". So no, I have the latest svn revision. Yes you're right. snd_codec_ogg.c was missing, too. I am pretty sure that both bugs are fixed in r782. I added the files manually using an editor under Linux and then running unix2dos over it. Please tell me if things have gone wrong. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From jayschwa at gmail.com Tue May 16 03:08:55 2006 From: jayschwa at gmail.com (Jayschwa) Date: Tue, 16 May 2006 02:08:55 -0500 Subject: Playing a cinematic kills sound for future cinematics with OpenAL Message-ID: Hello again, https://bugzilla.icculus.org/show_bug.cgi?id=2710 This is with OpenAL being used: The first time a cinematic is played (such as the id logo), the sound works fine. After that, it doesn't work unless a snd_restart is done. It looks like the stream wasn't being killed when a cinematic finished or got interrupted. I added a one-liner to StopAllSounds to kill the stream. It seems to have done the trick. Bugzilla entry includes patch. Cheers, Josh -------------- next part -------------- An HTML attachment was scrubbed... URL: From lonnie at outstep.com Tue May 16 07:20:52 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Tue, 16 May 2006 07:20:52 -0400 Subject: MOD's building Message-ID: <4469B594.9070601@outstep.com> Greetings All, I have only recently joined this mailing list and starting using this engine and think that it is great for a project that I am working on now. I am looking for a developer for a small specialized "MOD" and am wondering if any of you might be interested or could possibly point me in the right direction to find someone? Thanks and have a good day, Lonnie T. Cumberland Email: Lonnie at outstep.com Lonnie_Cumberland at yahoo.com Recommended sites: http://www.peoplesquest.com "Open Source...... opening the doors for the future in the world of today...." From orcein at gmail.com Tue May 16 20:01:40 2006 From: orcein at gmail.com (Scott Harper) Date: Tue, 16 May 2006 18:01:40 -0600 Subject: Intel Mac Services Message-ID: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> Hello, My name is Scott. I am a mid-level programmer, but most importantly I have an Intel Mac I'm willing to use to help out where I can. I'm not familiar with any of the quake sources, but I at least know enough to download the source, compile it, and run it all from the Terminal. I have looked at the bugzilla page : https://bugzilla.icculus.org/buglist.cgi? query_format=specific&order=relevance +desc&bug_status=__open__&product=Quake+3&content= And there doesn't appear to be anything I can really help out with on there... But I do get a nice clean (well, I guess not really) crash when I run the PPC .app file just moments into the intro movie (on both PPC and Intel hardware). I made some changes to the Info.plist file in the ioquake3.app bundle, and copied the executable to the proper location so now it properly runs ioquake3.i386, but get the same error. If I run from the Terminal (bash), then I get a moderately longer, stable running time, but can't play a level for more than a minute without having it crash, and sometimes it crashes right out of the program. So, where would you like for me to start looking? --Scott From orcein at gmail.com Tue May 16 20:08:04 2006 From: orcein at gmail.com (Scott Harper) Date: Tue, 16 May 2006 18:08:04 -0600 Subject: Crash Error output Message-ID: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> By the way, the text at the end (once it crashes) is as follows: Received signal 10, exiting... ----- CL_Shutdown ----- RE_Shutdown( 1 ) DOUBLE SIGNAL FAULT: Received signal 10, exiting... Shutdown tty console I can put in the rest, but it's mostly just output on loading data files, and players entering the game. --Scott From shane at it.uts.edu.au Tue May 16 20:15:20 2006 From: shane at it.uts.edu.au (Shane Isley) Date: Wed, 17 May 2006 10:15:20 +1000 Subject: [quake3] Crash Error output In-Reply-To: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> Message-ID: <446A6B18.5060701@it.uts.edu.au> Scott Harper wrote: > By the way, the text at the end (once it crashes) is as follows: > > Received signal 10, exiting... > ----- CL_Shutdown ----- > RE_Shutdown( 1 ) > DOUBLE SIGNAL FAULT: Received signal 10, exiting... > Shutdown tty console > > I can put in the rest, but it's mostly just output on loading data > files, and players entering the game. > > --Scott Hi Scott, You may want to add `+set developer 1` to your command line. A poor mans debugger, in that it prints a little more information for you. Regards, Shane From orcein at gmail.com Tue May 16 20:45:17 2006 From: orcein at gmail.com (Scott Harper) Date: Tue, 16 May 2006 18:45:17 -0600 Subject: [quake3] Crash Error output In-Reply-To: <446A6B18.5060701@it.uts.edu.au> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <446A6B18.5060701@it.uts.edu.au> Message-ID: On May 16, 2006, at 6:15 PM, Shane Isley wrote: > Hi Scott, > > You may want to add `+set developer 1` to your command line. A poor > mans debugger, in that it prints a little more information for you. > > Regards, > Shane Cool... here's the complete output. Still not sure what's wrong, though. I don't think it's the restarting OpenAL music thing... Anyway, if there's somewhere in the code I should start looking based on this, please let me know. --Scott ioQ3 1.34-rc1 macosx-i386 May 16 2006 ----- FS_Startup ----- Current search path: /Users/scott/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/mapmedia.pk3 (167 files) ./baseq3/curry.pk3 (4 files) ./baseq3/common-spog.pk3 (29 files) ./baseq3 ---------------------- 4273 files in pk3 files execing default.cfg execing q3config.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" Warning: cvar "r_inGameVideo" given initial values: "0" and "1" ------- Input Initialization ------- Joystick is not active. ------------------------------------ ...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 6: 1024 768 Using 4/4/4 Color bits, 24 depth, 0 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(32-bits) Z(24-bit) stencil(0-bits) MODE: 6, 1024 x 768 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits CPU: rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_LINEAR picmip: 0 texture bits: 32 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/base_door.shader' ...loading 'scripts/gothic_button.shader' ...loading 'scripts/gothic_door.shader' ...loading 'scripts/liquids.shader' ...loading 'scripts/museum.shader' ...loading 'scripts/skies.shader' ...loading 'scripts/terrademoQ3.shader' Can't find gfx/misc/flare.tga Can't find gfx/misc/sun.tga ----- finished R_Init ----- Can't find gfx/misc/console02.tga ------ 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... Architecture doesn't have a bytecode compiler, using interpreter Can't find vm/ui.map Couldn't load symbol file: vm/ui.map ui loaded in 2348480 bytes on the hunk 35 arenas parsed 32 bots parsed Can't find textures/sfx/logo512.tga Can't find gfx/colors/black.tga --- Common Initialization Complete --- Opening IP socket: localhost:27960 NET_GetLocalAddress: Querying for network interfaces IP: 192.168.1.103 (en0) NET_GetLocalAddress: DONE querying for network interfaces Started tty console (use +set ttycon 0 to disable) writing to: /Users/scott/Library/Application Support/Quake3/baseq3/q3key CL_PlayCinematic_f SCR_PlayCinematic( idlogo.RoQ ) trFMV::play(), playing idlogo.RoQ trFMV::stop(), closing video/idlogo.RoQ finished cinematic Can't find models/mapobjects/banner/banner5_2.md3 Can't find models/mapobjects/banner/banner5_1.md3 Can't find textures/sfx/firegorre2.tga Can't find textures/sfx/bolts.tga Can't find menu/art/unknownmap.tga Can't find levelshots/q3dm1.tga Can't find levelshots/q3dm2.tga Can't find levelshots/q3dm3.tga Can't find levelshots/q3tourney1.tga ------ Server Initialization ------ Server: q3tourney1 RE_Shutdown( 0 ) Hunk_Clear: reset the hunk ok ----- FS_Startup ----- Current search path: /Users/scott/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/mapmedia.pk3 (167 files) ./baseq3/curry.pk3 (4 files) ./baseq3/common-spog.pk3 (29 files) ./baseq3 ---------------------- 8546 files in pk3 files CM_LoadMap( maps/q3tourney1.bsp, 0 ) WARNING: CM_AddFacetBevels... invalid bevel WARNING: CM_AddFacetBevels... invalid bevel Loading vm file vm/qagame.qvm... Architecture doesn't have a bytecode compiler, using interpreter Can't find vm/qagame.map Couldn't load symbol file: vm/qagame.map qagame loaded in 4431200 bytes on the hunk ------- Game Initialization ------- gamename: baseq3 gamedate: Sep 30 2002 Not logging to disk. Gametype changed, clearing session data. 1 teams with 2 entities 12 items registered ----------------------------------- Opened log botlib.log ------- BotLib Initialization ------- loaded weapons.c loaded items.c loaded syn.c loaded rnd.c loaded match.c loaded rchat.c ------------ Map Loading ------------ trying to load maps/q3tourney1.aas loaded maps/q3tourney1.aas found 18 level items ------------------------------------- 32 bots parsed 35 arenas parsed Can't find maps/q3tourney1.rcd AAS initialized. ----------------------------------- loaded skill 1 from bots/default_c.c loaded skill 1 from bots/sarge_c.c loaded skill 4 from bots/default_c.c loaded skill 4 from bots/sarge_c.c loaded bots/sarge_i.c loaded bots/sarge_w.c loaded sarge from bots/sarge_t.c SV packet loopback : connect SVC_DirectConnect () Going from CS_FREE to CS_CONNECTED for Scott Evil draw screen without UI loaded writing to: /Users/scott/Library/Application Support/Quake3/baseq3/q3key CL packet loopback: connectResponse draw screen without UI loaded Scott Evil : dropped gamestate, resending SV_SendClientGameState() for Scott Evil Going from CS_CONNECTED to CS_PRIMED for Scott Evil draw screen without UI loaded draw screen without UI loaded draw screen without UI loaded Connected to a pure server. RE_Shutdown( 0 ) ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" Warning: cvar "r_inGameVideo" given initial values: "0" and "1" 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_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' Can't find gfx/misc/flare.tga Can't find gfx/misc/sun.tga ----- finished R_Init ----- Can't find gfx/misc/console02.tga Loading vm file vm/ui.qvm... Architecture doesn't have a bytecode compiler, using interpreter Can't find vm/ui.map Couldn't load symbol file: vm/ui.map ui loaded in 2348480 bytes on the hunk 35 arenas parsed 32 bots parsed Can't find textures/sfx/logo512.tga Can't find gfx/colors/black.tga Loading vm file vm/cgame.qvm... Architecture doesn't have a bytecode compiler, using interpreter Can't find vm/cgame.map Couldn't load symbol file: vm/cgame.map cgame loaded in 5773216 bytes on the hunk Warning: cvar "team_model" given initial values: "james" and "sarge" Warning: cvar "team_headmodel" given initial values: "*james" and "sarge" Can't find levelshots/q3tourney1.tga Can't find textures/sfx/detail.tga CM_LoadMap( maps/q3tourney1.bsp, 1 ) Can't find textures/gothic_block/blocks18b.tga Can't find textures/base_wall/bluemetal2.tga Can't find textures/gothic_trim/metalsupsolid.tga Can't find textures/base_trim/dirty_pewter.tga Can't find textures/base_wall/greenmet2b.tga Can't find textures/gothic_trim/km_arena1tower4_a.tga Can't find textures/gothic_block/blocks11b.tga Can't find textures/gothic_trim/metalsupport4c.tga Can't find textures/gothic_door/archxiandm1dblack.tga Can't find textures/gothic_door/xian_tourneyarch_inside2.tga Can't find textures/gothic_door/archxiandm1b.tga Can't find textures/gothic_block/blocks18c.tga Can't find textures/gothic_trim/pitted_rust.tga Can't find textures/gothic_trim/metalsupport4.tga Can't find textures/gothic_trim/metalsupport4d.tga Can't find textures/gothic_trim/border11.tga Can't find textures/sfx/tesla1.tga Can't find textures/sfx/electricslime.tga Can't find textures/sfx/hologirl.tga Can't find textures/gothic_cath/smalldoor_xiandm9a.tga Can't find textures/gothic_cath/smalldoor_xiandm9i.tga Can't find textures/base_trim/spiderbit3.tga Can't find env/xnight2_rt.tga Can't find env/xnight2_bk.tga Can't find env/xnight2_lf.tga Can't find env/xnight2_ft.tga Can't find env/xnight2_up.tga Can't find env/xnight2_dn.tga Can't find textures/sfx/demonltblackfinal.tga Can't find textures/sfx/demonltblackfinal_glow2.tga Can't find textures/base_light/ceil1_39.tga Can't find textures/base_light/ceil1_39.blend.tga Can't find textures/gothic_light/gothic_light3.tga Can't find textures/gothic_light/gothic_light2_blend.tga Can't find textures/gothic_floor/pent_metalbridge06.tga Can't find textures/gothic_floor/pent_glow.tga Can't find textures/gothic_ceiling/stucco7top.tga Can't find textures/gothic_trim/pitted_rust3.tga Can't find textures/base_light/ceil1_38.tga Can't find textures/base_light/ceil1_38.blend.tga Can't find textures/base_floor/metalbridge06.tga Can't find textures/sfx/jacobs_x.tga Can't find textures/sfx/beam_1.tga Can't find models/mapobjects/Bitch/bitch.tga Can't find models/mapobjects/bitch/orb.tga Can't find models/mapobjects/bitch/forearm.tga Can't find models/mapobjects/bitch/forearm01.tga Can't find models/mapobjects/bitch/forearm02.tga Can't find models/mapobjects/pitted_rust_ps.tga Can't find models/mapobjects/flares/electric.tga Can't find textures/sfx/flame1.tga Can't find textures/sfx/flame2.tga Can't find textures/sfx/flame3.tga Can't find textures/sfx/flame4.tga Can't find textures/sfx/flame5.tga Can't find textures/sfx/flame6.tga Can't find textures/sfx/flame7.tga Can't find textures/sfx/flame8.tga Can't find textures/sfx/flameball.tga Can't find models/mapobjects/gratelamp/gratetorch2.tga Can't find textures/liquids/lavahell.tga stitched 0 LoD cracks ...loaded 1952 faces, 343 meshes, 45 trisurfs, 39 flares Can't find sprites/plasmaa.tga Can't find gfx/2d/lag.tga Can't find gfx/2d/net.tga Can't find gfx/misc/tracer2.tga Can't find gfx/2d/backtile.tga Can't find textures/effects/quadmap2.tga Can't find textures/effects/envmapgold2.tga Can't find textures/effects/invismap.tga Can't find textures/effects/regenmap2.tga Can't find textures/sfx/specular.tga Can't find models/powerups/armor/energy_yel3.tga Can't find models/weapons2/shells/m_shell_2.md3 Can't find models/weapons2/shells/M_shell.tga Can't find models/weapons2/shells/s_shell_2.md3 Can't find models/weapons2/shells/s_shell_1.md3 Can't find models/weapons2/shells/s_shell.tga Can't find models/gibs/abdomen_2.md3 Can't find models/gibs/abdomen_1.md3 Can't find models/gibs/gibs.tga Can't find models/gibs/arm_2.md3 Can't find models/gibs/arm_1.md3 Can't find models/gibs/chest_2.md3 Can't find models/gibs/chest_1.md3 Can't find models/gibs/fist_2.md3 Can't find models/gibs/fist_1.md3 Can't find models/gibs/foot_2.md3 Can't find models/gibs/foot_1.md3 Can't find models/gibs/forearm_2.md3 Can't find models/gibs/forearm_1.md3 Can't find models/gibs/intestine_2.md3 Can't find models/gibs/intestine_1.md3 Can't find models/gibs/leg_2.md3 Can't find models/gibs/leg_1.md3 Can't find models/gibs/skull_2.md3 Can't find models/gibs/skull_1.md3 Can't find models/gibs/brain_2.md3 Can't find models/gibs/brain_1.md3 Can't find models/weaphits/bullet_2.md3 Can't find models/weaphits/bullet_1.md3 Can't find models/weaphits/bullet1.tga Can't find models/weaphits/bullet2.tga Can't find models/weaphits/bullet3.tga Can't find models/weaphits/ring02_2.md3 Can't find models/weaphits/ring02_1.md3 Can't find models/weaphits/boom01_2.md3 Can't find models/weaphits/boom01_1.md3 Can't find models/weaphits/newexplo1.tga Can't find models/misc/telep_2.md3 Can't find models/misc/telep_1.md3 Can't find gfx/misc/teleportEffect2.tga Can't find models/powerups/shield/shield_2.md3 Can't find models/powerups/shield/shield_1.md3 Can't find models/powerups/shield/shield.md3 Can't find models/powerups/health/medium_cross_2.md3 Can't find models/powerups/health/medium_cross_1.md3 Can't find textures/effects/envmapyel.tga Can't find textures/effects/tinfx2b.tga Can't find models/powerups/health/large_cross_2.md3 Can't find models/powerups/health/large_cross_1.md3 Can't find textures/effects/envmapgold.tga Can't find textures/sfx/kenelectric.tga Can't find models/weapons2/gauntlet/gauntlet_2.md3 Can't find models/weapons2/gauntlet/gauntlet_1.md3 Can't find models/weapons2/gauntlet/gauntlet1.tga Can't find models/weapons2/gauntlet/gauntlet_flash_2.md3 Can't find models/weapons2/gauntlet/gauntlet_flash_1.md3 Can't find models/weapons2/gauntlet/gauntlet3.tga Can't find models/weapons2/gauntlet/gauntlet4.tga Can't find models/weapons2/gauntlet/gauntlet_barrel_2.md3 Can't find models/weapons2/gauntlet/gauntlet_barrel_1.md3 Can't find models/weapons2/gauntlet/gauntlet_hand_2.md3 Can't find models/weapons2/gauntlet/gauntlet_hand_1.md3 Can't find models/weapons2/shotgun/shotgun.tga Can't find models/weapons2/shotgun/shotgun_laser.tga Can't find models/powerups/ammo/shotgunam_2.md3 Can't find models/powerups/ammo/shotammo2.tga Can't find textures/effects/tinfx2c.tga Can't find models/weapons2/shotgun/shotgun_flash_2.md3 Can't find models/weapons2/shotgun/shotgun_flash_1.md3 Can't find models/weapons2/shotgun/f_shotgun.tga Can't find models/weapons2/shotgun/shotgun_barrel_2.md3 Can't find models/weapons2/shotgun/shotgun_barrel_1.md3 Can't find models/weapons2/shotgun/shotgun_barrel.md3 Can't find models/weapons2/shotgun/shotgun_hand_2.md3 Can't find models/weapons2/shotgun/shotgun_hand_1.md3 Can't find models/weapons2/machinegun/machinegun.tga Can't find models/powerups/ammo/machinegunam_2.md3 Can't find textures/effects/tinfx2d.tga Can't find models/weapons2/machinegun/machinegun_flash_2.md3 Can't find models/weapons2/machinegun/machinegun_flash_1.md3 Can't find models/weapons2/machinegun/f_machinegun.tga Can't find models/weapons2/machinegun/machinegun_hand_2.md3 Can't find models/weapons2/machinegun/machinegun_hand_1.md3 ^1WARNING: reused image gfx/colors/black.tga with mixed mipmap parm ^1WARNING: reused image gfx/colors/black.tga with mixed allowPicmip parm ^1WARNING: reused image gfx/colors/black.tga with mixed mipmap parm ^1WARNING: reused image gfx/colors/black.tga with mixed allowPicmip parm ^1WARNING: reused image gfx/colors/black.tga with mixed mipmap parm ^1WARNING: reused image gfx/colors/black.tga with mixed allowPicmip parm Can't find models/weapons2/rocketl/rocketl.TGA Can't find models/weapons2/rocketl/rocketl2.tga Can't find models/powerups/ammo/rocketam_2.md3 Can't find models/powerups/ammo/rockammo2.tga Can't find models/weapons2/rocketl/rocketl_flash_2.md3 Can't find models/weapons2/rocketl/rocketl_flash_1.md3 Can't find models/weapons2/rocketl/f_rocketl.tga Can't find models/weapons2/rocketl/rocketl_barrel_2.md3 Can't find models/weapons2/rocketl/rocketl_barrel_1.md3 Can't find models/weapons2/rocketl/rocketl_barrel.md3 Can't find models/weapons2/rocketl/rocketl_hand_2.md3 Can't find models/weapons2/rocketl/rocketl_hand_1.md3 Can't find models/ammo/rocket/rocket_2.md3 Can't find models/ammo/rocket/rocket_1.md3 Can't find models/ammo/rocket/rockfls1.tga Can't find models/ammo/rocket/rockfls2.tga Can't find models/ammo/rocket/rockflar.tga Can't find models/ammo/rocket/rocket.tga Can't find models/ammo/rocket/rocketfn.tga Can't find models/weaphits/rlboom/rlboom_1.tga Can't find models/weaphits/rlboom/rlboom_2.tga Can't find models/weaphits/rlboom/rlboom_3.tga Can't find models/weaphits/rlboom/rlboom_4.tga Can't find models/weaphits/rlboom/rlboom_5.tga Can't find models/weaphits/rlboom/rlboom_6.tga Can't find models/weaphits/rlboom/rlboom_7.tga Can't find models/weaphits/rlboom/rlboom_8.tga ^1WARNING: reused image gfx/colors/black.tga with mixed mipmap parm ^1WARNING: reused image gfx/colors/black.tga with mixed allowPicmip parm Can't find models/powerups/instant/quad_2.md3 Can't find textures/effects/envmapblue.tga Can't find models/powerups/instant/quad_ring_2.md3 Can't find models/powerups/instant/regen_2.md3 Can't find textures/effects/envmapred.tga Can't find models/powerups/instant/regen_ring_2.md3 Can't find gfx/damage/bullet_mrk.tga Can't find gfx/damage/burn_med_mrk.tga Can't find gfx/damage/hole_lg_mrk.tga Can't find sprites/splash.tga Can't find models/mapobjects/podium/podium4_2.md3 Can't find models/mapobjects/podium/podium4_1.md3 Can't find models/mapobjects/podium/podskullfx.tga Can't find models/mapobjects/podium/podiumfx1.tga Can't find models/mapobjects/podium/podiumfx1b.tga Can't find sprites/explode1/fs2-0000.tga Can't find sprites/explode1/fs2-0001.tga Can't find sprites/explode1/fs2-0002.tga Can't find sprites/explode1/fs2-0003.tga Can't find sprites/explode1/fs2-0004.tga Can't find sprites/explode1/fs2-0005.tga Can't find sprites/explode1/fs2-0006.tga Can't find sprites/explode1/fs2-0007.tga Can't find sprites/explode1/fs2-0008.tga Can't find sprites/explode1/fs2-0009.tga Can't find sprites/explode1/fs2-0010.tga Can't find sprites/explode1/fs2-0011.tga Can't find sprites/explode1/fs2-0012.tga Can't find sprites/explode1/fs2-0013.tga Can't find sprites/explode1/fs2-0014.tga Can't find sprites/explode1/fs2-0015.tga Can't find sprites/explode1/fs2-0016.tga Can't find sprites/explode1/fs2-0017.tga Can't find sprites/explode1/fs2-0018.tga Can't find sprites/explode1/fs2-0019.tga Can't find sprites/explode1/fs2-0020.tga Can't find sprites/explode1/fs2-0021.tga Can't find sprites/explode1/fs2-0022.tga Can't find sound/player/announce/Scott Evil.wav ^1ERROR: Could not open "sound/player/announce/Scott Evil.wav" ^3WARNING: Using default sound for sound/player/announce/Scott Evil.wav Can't find textures/sfx/bolts.tga CL_InitCGame: 1.37 seconds 436 msec to draw all images Com_TouchMemory: 0 msec clientCommand: Scott Evil : 1 : cp 14528 -779038571 -779038571 @ -779038571 1579909281 -1604520113 -85513598 1205013702 -776517292 ^3Restarted OpenAL music writing to: /Users/scott/Library/Application Support/Quake3/baseq3/q3key clientCommand: Scott Evil : 2 : userinfo "\name\Scott Evil\rate\3000 \snaps\20\model\klesk/flisk\headmodel\klesk/flisk\team_model\klesk/ flisk\team_headmodel\klesk/flisk\color1\2\color2\5\handicap\100\sex \male\cl_anonymous\0\cg_predictItems\1\cg_scorePlums\1 \cg_smoothClients\0\g_gametype\2\teamtask\0\cl_guid \A01DBE761108BD843979DB550B216E43\teamoverlay\1" Going from CS_PRIMED to CS_ACTIVE for Scott Evil serverCommand: 1 : print "Scott Evil^7 entered the game " Scott Evil^7 entered the game serverCommand: 2 : print "Sarge^7 entered the game " Sarge^7 entered the game Received signal 10, exiting... ----- CL_Shutdown ----- clientCommand: Scott Evil : 3 : disconnect Going to CS_ZOMBIE for Scott Evil RE_Shutdown( 1 ) DOUBLE SIGNAL FAULT: Received signal 10, exiting... From auerswal at unix-ag.uni-kl.de Wed May 17 05:06:15 2006 From: auerswal at unix-ag.uni-kl.de (Erik Auerswald) Date: Wed, 17 May 2006 11:06:15 +0200 Subject: [quake3] Crash Error output In-Reply-To: <446A6B18.5060701@it.uts.edu.au> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <446A6B18.5060701@it.uts.edu.au> Message-ID: <20060517090615.GB11888@sushi.unix-ag.uni-kl.de> Hi, On Wed, May 17, 2006 at 10:15:20AM +1000, Shane Isley wrote: > You may want to add `+set developer 1` to your command line. A poor mans > debugger, in that it prints a little more information for you. That can be accompanied by `+set logfile 1` to write the information to disk. Erik From arny at ats.s.bawue.de Wed May 17 10:02:58 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Wed, 17 May 2006 16:02:58 +0200 Subject: [quake3] Intel Mac Services In-Reply-To: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> Message-ID: <200605171603.00666.arny@ats.s.bawue.de> On Wednesday 17 May 2006 02:01, Scott Harper wrote: > So, where would you like for me to start looking? I think the best thing you could do would to try to debug this thing with a debugger. GDB should work on OSX, too... To work around fullscreen mode and the crashing which will effectively freeze you with a black screen, you can start the debugging remotely using ssh or something. As soon as it crashes, it should indicate the position where it crashed if you included debugging symbols in the output file. A "backtrace" and a few printouts of a few variables at runtime would already give alot of clues more than your description. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From tim at ngus.net Wed May 17 10:13:31 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 17 May 2006 15:13:31 +0100 Subject: Intel Mac Services In-Reply-To: <200605171603.00666.arny@ats.s.bawue.de> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> Message-ID: <446B2F8B.5010701@ngus.net> Thilo Schulz wrote: > To work around fullscreen mode and the crashing which will effectively freeze > you with a black screen, you can start the debugging remotely using ssh or > something. Or just run with +set r_fullscreen 0 +set in_mouse 0. From tjw at webteam.net Wed May 17 10:14:30 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 17 May 2006 09:14:30 -0500 Subject: [quake3] Crash Error output In-Reply-To: References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <446A6B18.5060701@it.uts.edu.au> Message-ID: <20060517141429.GT3666@morbo.webteam.net> On Tue, May 16, 2006 at 06:45:17PM -0600, Scott Harper wrote: > Loading vm file vm/ui.qvm... > Architecture doesn't have a bytecode compiler, using interpreter Edit your Makefile and uncomment line 267: VM_PPC=vm_ppc_new The downside of this is that ui.qvm will crash when you try to view the server list, but at least you should be able to play the game if you connect directly. See: https://bugzilla.icculus.org/show_bug.cgi?id=2519 As for the x86 Mac build, some work needs to be done to the Makefile so that it at least builds the correct VM. Currently it doesn't activate the x86 vm if the target is darwin. -Tony From arny at ats.s.bawue.de Wed May 17 10:14:58 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Wed, 17 May 2006 16:14:58 +0200 Subject: [quake3] Crash Error output In-Reply-To: References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <446A6B18.5060701@it.uts.edu.au> Message-ID: <200605171615.01894.arny@ats.s.bawue.de> On Wednesday 17 May 2006 02:45, Scott Harper wrote: > Anyway, if there's somewhere in the code I should start looking based > on this, please let me know. > Received signal 10, exiting... > ----- CL_Shutdown ----- > clientCommand: Scott Evil : 3 : disconnect > Going to CS_ZOMBIE for Scott Evil > RE_Shutdown( 1 ) > DOUBLE SIGNAL FAULT: Received signal 10, exiting... On POSIX compliant systems, signal 10 is SIGUSR1. The question would be: where does that signal come from? a quick grep on the ioquake3 source didn't turn up anything conclusive. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From tjw at webteam.net Wed May 17 10:36:33 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 17 May 2006 09:36:33 -0500 Subject: [quake3] Crash Error output In-Reply-To: <200605171615.01894.arny@ats.s.bawue.de> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <446A6B18.5060701@it.uts.edu.au> <200605171615.01894.arny@ats.s.bawue.de> Message-ID: <20060517143633.GU3666@morbo.webteam.net> On Wed, May 17, 2006 at 04:14:58PM +0200, Thilo Schulz wrote: > On Wednesday 17 May 2006 02:45, Scott Harper wrote: > > Anyway, if there's somewhere in the code I should start looking based > > on this, please let me know. > > > Received signal 10, exiting... > > ----- CL_Shutdown ----- > > clientCommand: Scott Evil : 3 : disconnect > > Going to CS_ZOMBIE for Scott Evil > > RE_Shutdown( 1 ) > > DOUBLE SIGNAL FAULT: Received signal 10, exiting... > > On POSIX compliant systems, signal 10 is SIGUSR1. The question would be: where > does that signal come from? a quick grep on the ioquake3 source didn't turn > up anything conclusive. Signal 10 is SIGBUS on OS X which I think usually means illegal memory access. I have no idea what the difference is between this and a regular signal 11 segfault. According to the Linux man page this is defined POSIX 1003.1-2001 and SUS, but not POSIX.1. -Tony From arny at ats.s.bawue.de Wed May 17 11:53:25 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Wed, 17 May 2006 17:53:25 +0200 Subject: [quake3] Crash Error output In-Reply-To: <20060517143633.GU3666@morbo.webteam.net> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605171615.01894.arny@ats.s.bawue.de> <20060517143633.GU3666@morbo.webteam.net> Message-ID: <200605171753.28883.arny@ats.s.bawue.de> On Wednesday 17 May 2006 16:36, Tony J. White wrote: > Signal 10 is SIGBUS on OS X which I think usually means illegal memory > access. I have no idea what the difference is between this and a regular > signal 11 segfault. > > According to the Linux man page this is defined POSIX 1003.1-2001 and SUS, > but not POSIX.1. Ah, I didn't notice it occuring twice. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From orcein at gmail.com Wed May 17 14:31:21 2006 From: orcein at gmail.com (Scott Harper) Date: Wed, 17 May 2006 12:31:21 -0600 Subject: [quake3] Intel Mac Services In-Reply-To: <200605171603.00666.arny@ats.s.bawue.de> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> Message-ID: I suppose I should be ashamed to admit this, but... I've never used a debugger outside an IDE before... -.-;; I'm a master at XCode debugging and NetBeans debugging. I've even done a little in Eclipse. But I've never flat-out used GDB from the terminal. (Mac OS X defauls to bash.) Any hints? There's SO much documentation and code to go through, I fear it could take at least a week or two until I know what I'm doing if I have to go about this the long way (ie: finding docs and tutorials online, AND looking through the code, etc...) I can be found on IM (AIM, MSN, Yahoo) under the name "Lareon" if someone wants to find me that way to help out. Or, I can be on the IRC sometime; just let me know what time frame to be there (GMT works for me as a general stating point). I hope I don't come across as lazy in all this... I have some other projects I'm working on, but feel that a good universal build of Q3 is noble enough to take some time away from them... I just can't justify ALL my time away for it. --Scott On May 17, 2006, at 8:02 AM, Thilo Schulz wrote: > On Wednesday 17 May 2006 02:01, Scott Harper wrote: >> So, where would you like for me to start looking? > > I think the best thing you could do would to try to debug this > thing with a > debugger. > GDB should work on OSX, too... > To work around fullscreen mode and the crashing which will > effectively freeze > you with a black screen, you can start the debugging remotely using > ssh or > something. > As soon as it crashes, it should indicate the position where it > crashed if you > included debugging symbols in the output file. A "backtrace" and a few > printouts of a few variables at runtime would already give alot of > clues more > than your description. > > -- > Thilo Schulz From daniellord at mac.com Wed May 17 15:02:27 2006 From: daniellord at mac.com (Daniel Lord) Date: Wed, 17 May 2006 12:02:27 -0700 Subject: [quake3] Intel Mac Services In-Reply-To: References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> Message-ID: <670F9AE6-53BE-4A3D-8548-98866DDFF834@mac.com> On May 17, 2006, at 11:31, Scott Harper wrote: > I suppose I should be ashamed to admit this, but... I've never used > a debugger outside an IDE before... -.-;; I'm a master at XCode > debugging and NetBeans debugging. I've even done a little in > Eclipse. But I've never flat-out used GDB from the terminal. (Mac > OS X defauls to bash.) > I know my way a bit around gdb a bit. I shun IDEs for the most part (expect for scripting languages like Python) for the reasons you hint at: because I lose "touch" with the code. > Any hints? There's SO much documentation and code to go through, I > fear it could take at least a week or two until I know what I'm > doing if I have to go about this the long way (ie: finding docs and > tutorials online, AND looking through the code, etc...) > > I can be found on IM (AIM, MSN, Yahoo) under the name "Lareon" if > someone wants to find me that way to help out. Or, I can be on the > IRC sometime; just let me know what time frame to be there (GMT > works for me as a general stating point). I'll help out in a bit--pressing contract work consumes the 'lions'd share' of my time at the moment as well as community Python contributions. > I hope I don't come across as lazy in all this... I have some > other projects I'm working on, but feel that a good universal build > of Q3 is noble enough to take some time away from them... I just > can't justify ALL my time away for it. > I hear ya. Maybe we can all make a whoel greater than the sum of the parts. I'll be in touch when I have time to devote to this (I ma an optimist so I dod not say 'if') 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 tjw at webteam.net Wed May 17 15:04:05 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 17 May 2006 14:04:05 -0500 Subject: [quake3] Intel Mac Services In-Reply-To: References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> Message-ID: <20060517190405.GX3666@morbo.webteam.net> On Wed, May 17, 2006 at 12:31:21PM -0600, Scott Harper wrote: > I suppose I should be ashamed to admit this, but... I've never used a debugger > outside an IDE before... -.-;; I'm a master at XCode debugging and NetBeans > debugging. I've even done a little in Eclipse. But I've never flat-out used > GDB from the terminal. (Mac OS X defauls to bash.) > > Any hints? Crash course: 1) ssh into your mac from another machine 2) cd to your directory that contains quake3.x86 3) run 'gdb' 4) at the gdb> prompt run 'file quake3.x86' then 'run' 5) get quake3 to crash 6) run 'bt' at your gdb prompt That should give you a backtrace of the function calls leading up to the crash. You may need to 'make debug' to get the symbol names in the binary though. Perhaps the ssh part can be left off if you can get quake3 to run in a window like Tim suggested, but I was under the impression that windowed mode didn't work on OS X. -Tony From orcein at gmail.com Wed May 17 15:32:29 2006 From: orcein at gmail.com (Scott Harper) Date: Wed, 17 May 2006 13:32:29 -0600 Subject: [quake3] Intel Mac Services In-Reply-To: <20060517190405.GX3666@morbo.webteam.net> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> <20060517190405.GX3666@morbo.webteam.net> Message-ID: Cool, that worked very well! ^_^ (Guess it's nothing to be TOO happy about, but y'know the first time you do something the "real" way... it feels prett good. ^^;;) Anyway, the windowed mode worked just fine, and I got a nice trace as so (with a little of the stuff before, 'cause some of it looked useful). That OALSource::ACComplexInputDataProc() makes me think it's some sort of audio issue? Which makes sense, because the audio always (I noticed today) died just moments before the crash... I don't suppose there's a reference online about "Jumping into Q3 Source" that would help me sift through the code? This is the first exposure I've ever had to trying to help a project where many people were involved, so I'm very new to how it all works... Sorry for bringing along all these newbie questions. My education in software development is still pretty new, and more rooted in the world of Java than C/C++. (That's what many universities are using lately...) And everything I know about the unix side of my OS I've had to pick up as I've gone along... ^^;; I hope I'm not irritating too many of y'all. --Scott ----- finished R_Init ----- Loading vm file vm/ui.qvm... Architecture doesn't have a bytecode compiler, using interpreter ui loaded in 2348480 bytes on the hunk 35 arenas parsed 32 bots parsed Loading vm file vm/cgame.qvm... Architecture doesn't have a bytecode compiler, using interpreter cgame loaded in 5773216 bytes on the hunk stitched 0 LoD cracks ...loaded 5823 faces, 189 meshes, 49 trisurfs, 37 flares CL_InitCGame: 1.51 seconds 688 msec to draw all images Com_TouchMemory: 0 msec Scott Evil^7 entered the game Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x00000011 [Switching to process 27400 thread 0x7c3f] 0x990d23c5 in OALSource::ACComplexInputDataProc () (gdb) bt #0 0x990d23c5 in OALSource::ACComplexInputDataProc () #1 0x93e79e81 in AudioConverterChain::CallInputProc () #2 0x93e79b1e in AudioConverterChain::FillBufferFromInputProc () #3 0x93e79376 in BufferedAudioConverter::GetInputBytes () #4 0x93e79207 in CBRConverter::RenderOutput () #5 0x93e78f6b in BufferedAudioConverter::FillBuffer () #6 0x93e7932a in BufferedAudioConverter::GetInputBytes () #7 0x93e79207 in CBRConverter::RenderOutput () #8 0x93e78f6b in BufferedAudioConverter::FillBuffer () #9 0x93e790f9 in AudioConverterChain::RenderOutput () #10 0x93e78f6b in BufferedAudioConverter::FillBuffer () #11 0x93e78df8 in AudioConverterFillComplexBuffer () #12 0x990d28b6 in OALSource::DoRender () #13 0x70042ab8 in AUPeakLimiterEntry () #14 0x70042d07 in AUPeakLimiterEntry () #15 0x7004650a in AUMixer3DEntry () #16 0x7004752e in AUMixer3DEntry () #17 0x700085ac in DefaultOutputAUEntry () #18 0x7000fa5c in AUHighShelfFilterEntry () #19 0x70008e45 in DefaultOutputAUEntry () #20 0x700d9e09 in AUNetSendEntry () #21 0x700d94bb in AUNetSendEntry () #22 0x93e79e81 in AudioConverterChain::CallInputProc () #23 0x93e79b1e in AudioConverterChain::FillBufferFromInputProc () #24 0x93e79376 in BufferedAudioConverter::GetInputBytes () #25 0x93e79207 in CBRConverter::RenderOutput () #26 0x93e78f6b in BufferedAudioConverter::FillBuffer () #27 0x93e790f9 in AudioConverterChain::RenderOutput () #28 0x93e78f6b in BufferedAudioConverter::FillBuffer () #29 0x93e78df8 in AudioConverterFillComplexBuffer () #30 0x700089dd in DefaultOutputAUEntry () #31 0x700085ac in DefaultOutputAUEntry () #32 0x70007a51 in DefaultOutputAUEntry () #33 0x91462c76 in HP_IOProc::Call () #34 0x9146229e in IOA_Device::CallIOProcs () #35 0x91462029 in HP_IOThread::PerformIO () #36 0x9146057b in HP_IOThread::WorkLoop () #37 0x914601d1 in HP_IOThread::ThreadEntry () #38 0x9145480d in CAPThread::Entry () #39 0x90024a27 in _pthread_body () On May 17, 2006, at 1:04 PM, Tony J. White wrote: > On Wed, May 17, 2006 at 12:31:21PM -0600, Scott Harper wrote: >> I suppose I should be ashamed to admit this, but... I've never >> used a debugger >> outside an IDE before... -.-;; I'm a master at XCode debugging >> and NetBeans >> debugging. I've even done a little in Eclipse. But I've never >> flat-out used >> GDB from the terminal. (Mac OS X defauls to bash.) >> >> Any hints? > > Crash course: > > 1) ssh into your mac from another machine > 2) cd to your directory that contains quake3.x86 > 3) run 'gdb' > 4) at the gdb> prompt run 'file quake3.x86' then 'run' > 5) get quake3 to crash > 6) run 'bt' at your gdb prompt > > That should give you a backtrace of the function calls leading up > to the > crash. You may need to 'make debug' to get the symbol names in the > binary > though. > > Perhaps the ssh part can be left off if you can get quake3 to run > in a window > like Tim suggested, but I was under the impression that windowed > mode didn't > work on OS X. > > -Tony From tjw at webteam.net Wed May 17 15:48:11 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 17 May 2006 14:48:11 -0500 Subject: [quake3] Intel Mac Services In-Reply-To: References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> <20060517190405.GX3666@morbo.webteam.net> Message-ID: <20060517194811.GY3666@morbo.webteam.net> On Wed, May 17, 2006 at 01:32:29PM -0600, Scott Harper wrote: > Cool, that worked very well! ^_^ (Guess it's nothing to be TOO happy about, > but y'know the first time you do something the "real" way... it feels prett > good. ^^;;) > > Anyway, the windowed mode worked just fine, and I got a nice trace as so (with > a little of the stuff before, 'cause some of it looked useful). > > That OALSource::ACComplexInputDataProc() makes me think it's some sort of audio > issue? Which makes sense, because the audio always (I noticed today) died just > moments before the crash... Yes, it appears to be a bug in the OpenAL framework that shipped in 10.4.6. Possibly just the Intel version? I don't seem to run into this on my PPC. http://opensource.creative.com/pipermail/openal-devel/2006-April/004250.html According to that post it is fixed in the OpenAL CVS. -Tony From only_mortal at mac.com Wed May 17 16:48:21 2006 From: only_mortal at mac.com (Mike Davis) Date: Wed, 17 May 2006 22:48:21 +0200 Subject: [quake3] Intel Mac Services In-Reply-To: <20060517194811.GY3666@morbo.webteam.net> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> <20060517190405.GX3666@morbo.webteam.net> <20060517194811.GY3666@morbo.webteam.net> Message-ID: Reduce the audio quality from inside the game. i had an OpenAL crash which I worked around. On 17 May 2006, at 21:48, Tony J. White wrote: > On Wed, May 17, 2006 at 01:32:29PM -0600, Scott Harper wrote: >> Cool, that worked very well! ^_^ (Guess it's nothing to be TOO >> happy about, >> but y'know the first time you do something the "real" way... it >> feels prett >> good. ^^;;) >> >> Anyway, the windowed mode worked just fine, and I got a nice trace >> as so (with >> a little of the stuff before, 'cause some of it looked useful). >> >> That OALSource::ACComplexInputDataProc() makes me think it's some >> sort of audio >> issue? Which makes sense, because the audio always (I noticed >> today) died just >> moments before the crash... > > > Yes, it appears to be a bug in the OpenAL framework that shipped in > 10.4.6. > Possibly just the Intel version? I don't seem to run into this on > my PPC. > > http://opensource.creative.com/pipermail/openal-devel/2006-April/ > 004250.html > > According to that post it is fixed in the OpenAL CVS. > > -Tony From fuddl at gmx.de Wed May 17 16:49:14 2006 From: fuddl at gmx.de (Bruno Kleinert) Date: Wed, 17 May 2006 22:49:14 +0200 Subject: [quake3] Crash Error output In-Reply-To: <200605171753.28883.arny@ats.s.bawue.de> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605171615.01894.arny@ats.s.bawue.de> <20060517143633.GU3666@morbo.webteam.net> <200605171753.28883.arny@ats.s.bawue.de> Message-ID: <20060517224914.1df87750@localhost.localdomain> This one time, at band camp, Thilo Schulz wrote: > On Wednesday 17 May 2006 16:36, Tony J. White wrote: > > Signal 10 is SIGBUS on OS X which I think usually means illegal memory > > access. I have no idea what the difference is between this and a regular > > signal 11 segfault. > > > > According to the Linux man page this is defined POSIX 1003.1-2001 and SUS, > > but not POSIX.1. > > Ah, I didn't notice it occuring twice. > > -- > Thilo Schulz hi there! is gcc used on macs to compile ioquake3? on my ultra sparc i noticed, that gcc4 causes particular programs to run into bus errors, which seem to be caused by wrong memory alignment in gcc >= 4. compiling with gcc <= 3.4 doesn't cause these bus errors! sorry, if this information isn't helpful in any way, but the SIGBUS problem sounded so familiar to me... good luck! - fuddl -- Among elephants it's not considered cool nor in any good taste to drain other elephants -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From orcein at gmail.com Wed May 17 16:56:56 2006 From: orcein at gmail.com (Scott Harper) Date: Wed, 17 May 2006 14:56:56 -0600 Subject: [quake3] Intel Mac Services In-Reply-To: References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> <20060517190405.GX3666@morbo.webteam.net> <20060517194811.GY3666@morbo.webteam.net> Message-ID: <8FCC4516-9E51-48EE-8F06-ACD9EBD7C4F2@gmail.com> On May 17, 2006, at 2:48 PM, Mike Davis wrote: > Reduce the audio quality from inside the game. i had an OpenAL > crash which I worked around. Doesn't seem to do anything to fix the bug. Sounds like it is the issue of OpenAL being pooched on Intel Macs. PuppyGames even posted a mailing list complaint on the subject. I'm trying to work out how to get the new version of OpenAL -- the alloegedly stable one. --Scott From orcein at gmail.com Wed May 17 17:04:51 2006 From: orcein at gmail.com (Scott Harper) Date: Wed, 17 May 2006 15:04:51 -0600 Subject: [quake3] Intel Mac Services In-Reply-To: <20060517194811.GY3666@morbo.webteam.net> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605171603.00666.arny@ats.s.bawue.de> <20060517190405.GX3666@morbo.webteam.net> <20060517194811.GY3666@morbo.webteam.net> Message-ID: > Yes, it appears to be a bug in the OpenAL framework that shipped in > 10.4.6. > Possibly just the Intel version? I don't seem to run into this on > my PPC. > > http://opensource.creative.com/pipermail/openal-devel/2006-April/ > 004250.html > > According to that post it is fixed in the OpenAL CVS. And it may well be for all I know... >.< Sorry... Let me back up. I went to OpenAL.org, used svn, grabbed the latest code (of EVERYTHING), and there's no simple, clean-cut build setup for that. There are simply three directories: "branches", "tags", and "trunk". There's no makefile in these, either. Just more directories. There's the occasional one with macosx in its name, and even some XCode project files. I've build about all the ones I can find, and copied the resulting framework to the /Library/Frameworks/ directory. None solve the crash, though SOME cause it to happen sooner, assuming the location to which I'm copying is actually getting it to use the proper framework. Anyone know how I should be going about building the OpenAL framework? --Scott From arny at ats.s.bawue.de Wed May 17 17:17:34 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Wed, 17 May 2006 23:17:34 +0200 Subject: [quake3] Intel Mac Services In-Reply-To: References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <20060517190405.GX3666@morbo.webteam.net> Message-ID: <200605172317.37820.arny@ats.s.bawue.de> Hello, The gdb is no magic of the devil. It is actually very easy to use without having to learn pages of documentation. When I first got into it, I was actually surprised all there is common sense. By the way.. guess what I found at google at *first try* with these keywords: +gdb +quickstart On Wednesday 17 May 2006 21:32, Scott Harper wrote: > I don't suppose there's a reference online about "Jumping into Q3 > Source" that would help me sift through the code? This is the first > exposure I've ever had to trying to help a project where many people > were involved, so I'm very new to how it all works... Sorry for > bringing along all these newbie questions. If you want to learn how it works, set a breakpoint at the start of the main() function and step through your program. Depending on how much time you want to spare you can decide on how deeply you want to debug into these functions, or into which part of the engine. > My education in software > development is still pretty new, and more rooted in the world of Java > than C/C++. (That's what many universities are using lately...) Sad but true. Had to do Java practical, too.. I didn't really like it as I definitely prefer C :) > everything I know about the unix side of my OS I've had to pick up as > I've gone along... ^^ Learning by doing is the best way of learning new stuff, IMHO. If your time is limited, it's probably not a smart decision to read the entire documentation where they explain how a program can be used to tip over bags of rice in china. Documentation is good for reference, no question. But if you're new to something, you're better off with the basics. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From tim at ngus.net Wed May 17 18:03:17 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 17 May 2006 23:03:17 +0100 Subject: Intel Mac Services In-Reply-To: <200605172317.37820.arny@ats.s.bawue.de> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <20060517190405.GX3666@morbo.webteam.net> <200605172317.37820.arny@ats.s.bawue.de> Message-ID: <20060517230317.4c99f1d3.tim@ngus.net> On Wed, 17 May 2006 23:17:34 +0200 Thilo wrote: > The gdb is no magic of the devil. It is actually very easy to use > without having to learn pages of documentation. When I first got into > it, I was actually surprised all there is common sense. > > By the way.. guess what I found at google at *first try* with these > keywords: +gdb +quickstart gdb really needs a decent GUI frontend though. If you're stepping through a lot of code "n" and "list" don't really cut it IMO. The KDE gdb frontend isn't bad, but it's still a way off the VS debugger (its only saving grace :). From arny at ats.s.bawue.de Wed May 17 18:09:32 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 18 May 2006 00:09:32 +0200 Subject: [quake3] Re: Intel Mac Services In-Reply-To: <20060517230317.4c99f1d3.tim@ngus.net> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <200605172317.37820.arny@ats.s.bawue.de> <20060517230317.4c99f1d3.tim@ngus.net> Message-ID: <200605180009.37490.arny@ats.s.bawue.de> On Thursday 18 May 2006 00:03, Tim Angus wrote: > gdb really needs a decent GUI frontend though. If you're stepping > through a lot of code "n" and "list" don't really cut it IMO. The KDE > gdb frontend isn't bad, but it's still a way off the VS debugger (its > only saving grace :). I use cgdb which is curses based. You need to manually enable some keyboard shortcuts but once you've learnt a few of them it is ok for that stuff. It's definitely not as good as the KDE gdb frontend, though. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From orcein at gmail.com Wed May 17 19:01:25 2006 From: orcein at gmail.com (Scott Harper) Date: Wed, 17 May 2006 17:01:25 -0600 Subject: [quake3] Intel Mac Services In-Reply-To: <200605172317.37820.arny@ats.s.bawue.de> References: <0F2B094C-BE84-4527-942E-7CCC2A279000@gmail.com> <20060517190405.GX3666@morbo.webteam.net> <200605172317.37820.arny@ats.s.bawue.de> Message-ID: <5E0F6E5B-1303-48E4-B528-940B762AAD0B@gmail.com> On May 17, 2006, at 3:17 PM, Thilo Schulz wrote: > By the way.. guess what I found at google at *first try* with these > keywords: > +gdb +quickstart Huh.... quickstart. Never would've thought of that. Thanks! ^_^ --Scott From lonnie at outstep.com Wed May 17 20:33:19 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Wed, 17 May 2006 20:33:19 -0400 Subject: interfacing with external dll Message-ID: <446BC0CF.6060903@outstep.com> Greetings All, I was recently looking over the code released at icculus for Q3 and am trying to learn more about it along with some additionaly reading on the Q3 engine and came up with a question. Based upon what I have read, the Q3 engine uses something called QVM and not a DLL. If I under stand this correctly then does this mean that ther is no way to interface to other DLL's for different functionality? I want to interface to another DLL for a special application that will be embedded for some great new things but I'm not sure how this can be done in the Q3 engine. Thanks and have a good day, Lonnie T. Cumberland Email: Lonnie at outstep.com Lonnie_Cumberland at yahoo.com Recommended sites: http://www.peoplesquest.com "Open Source...... opening the doors for the future in the world of today...." From scott at scottbrooks.ca Thu May 18 01:05:45 2006 From: scott at scottbrooks.ca (Scott Brooks) Date: Wed, 17 May 2006 23:05:45 -0600 Subject: [quake3] interfacing with external dll In-Reply-To: <446BC0CF.6060903@outstep.com> References: <446BC0CF.6060903@outstep.com> Message-ID: On 17-May-06, at 6:33 PM, Lonnie Cumberland wrote: > > Based upon what I have read, the Q3 engine uses something called > QVM and not a DLL. If I under stand this correctly then does this > mean that ther is no way to interface to other DLL's for different > functionality? > I want to interface to another DLL for a special application that > will be embedded for some great new things but I'm not sure how > this can be done in the Q3 engine. > > Your best bet to interface to another DLL would be to look at how renderer interfaces with OpenGL. Generally you would link the DLL into the client code, and then create the trap_* statements to access the DLL from cgame(client side game code), game(game code), or ui modules(user interface) From ludwig.nussel at suse.de Thu May 18 03:11:10 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Thu, 18 May 2006 09:11:10 +0200 Subject: [quake3] Crash Error output In-Reply-To: <20060517224914.1df87750@localhost.localdomain> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605171753.28883.arny@ats.s.bawue.de> <20060517224914.1df87750@localhost.localdomain> Message-ID: <200605180911.10099.ludwig.nussel@suse.de> On Wednesday 17 May 2006 22:49, Bruno Kleinert wrote: > is gcc used on macs to compile ioquake3? on my ultra sparc i noticed, > that gcc4 causes particular programs to run into bus errors, which seem > to be caused by wrong memory alignment in gcc >= 4. compiling with gcc > <= 3.4 doesn't cause these bus errors! q3 did have quite some alignment issues, I doubt we already catched all of them. Please provide a backtrace if possible. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From arny at ats.s.bawue.de Thu May 18 05:12:53 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 18 May 2006 11:12:53 +0200 Subject: [quake3] interfacing with external dll In-Reply-To: <446BC0CF.6060903@outstep.com> References: <446BC0CF.6060903@outstep.com> Message-ID: <200605181112.55588.arny@ats.s.bawue.de> On Thursday 18 May 2006 02:33, Lonnie Cumberland wrote: > Based upon what I have read, the Q3 engine uses something called QVM and > not a DLL. If I under stand this correctly then does this mean that ther > is no way to interface to other DLL's for different functionality? Look again. For debugging purposes, quake3 always has supported interfacing to DLLs instead of QVMs. > I want to interface to another DLL for a special application that will > be embedded for some great new things but I'm not sure how this can be > done in the Q3 engine. What are these great new things? If you want to change the behaviour of the game logic, you can use the already coded mechanisms. If you want to implement great engine feature X you must change your sourcecode to explicitly make use of functions in that DLL and either link against it at compile time, or dlopen() it at runtime. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From orcein at gmail.com Thu May 18 12:16:43 2006 From: orcein at gmail.com (Scott Harper) Date: Thu, 18 May 2006 10:16:43 -0600 Subject: [quake3] Crash Error output In-Reply-To: <200605180911.10099.ludwig.nussel@suse.de> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605171753.28883.arny@ats.s.bawue.de> <20060517224914.1df87750@localhost.localdomain> <200605180911.10099.ludwig.nussel@suse.de> Message-ID: This is about the same backtrace as last time (under the Re: Intel Mac Services thread), but have it again. No skin off my back. ^_^ Also, Mac absolutely uses gcc, and gcc 4 is the default build platform for the current OS. It would also be fairly unwise for me to use gcc3, and it isn't capable of generating a Intel binary file. IIRC, that's why Apple uses gcc4 now. --Scott Program received signal EXC_BAD_ACCESS, Could not access memory. Reason: KERN_PROTECTION_FAILURE at address: 0x00000011 [Switching to process 245 thread 0x7c3f] 0x990d23c5 in OALSource::ACComplexInputDataProc () (gdb) bt #0 0x990d23c5 in OALSource::ACComplexInputDataProc () #1 0x93e79e81 in AudioConverterChain::CallInputProc () #2 0x93e79d49 in AudioConverterChain::FillBufferFromInputProc () #3 0x93e79376 in BufferedAudioConverter::GetInputBytes () #4 0x93e79207 in CBRConverter::RenderOutput () #5 0x93e78f6b in BufferedAudioConverter::FillBuffer () #6 0x93e790f9 in AudioConverterChain::RenderOutput () #7 0x93e78f6b in BufferedAudioConverter::FillBuffer () #8 0x93e78df8 in AudioConverterFillComplexBuffer () #9 0x990d28b6 in OALSource::DoRender () #10 0x70042ab8 in AUPeakLimiterEntry () #11 0x70042d07 in AUPeakLimiterEntry () #12 0x7004650a in AUMixer3DEntry () #13 0x7004752e in AUMixer3DEntry () #14 0x700085ac in DefaultOutputAUEntry () #15 0x7000fa5c in AUHighShelfFilterEntry () #16 0x70008e45 in DefaultOutputAUEntry () #17 0x700d9e09 in AUNetSendEntry () #18 0x700d94bb in AUNetSendEntry () #19 0x93e79e81 in AudioConverterChain::CallInputProc () #20 0x93e79b1e in AudioConverterChain::FillBufferFromInputProc () #21 0x93e79376 in BufferedAudioConverter::GetInputBytes () #22 0x93e79207 in CBRConverter::RenderOutput () #23 0x93e78f6b in BufferedAudioConverter::FillBuffer () #24 0x93e790f9 in AudioConverterChain::RenderOutput () #25 0x93e78f6b in BufferedAudioConverter::FillBuffer () #26 0x93e78df8 in AudioConverterFillComplexBuffer () #27 0x700089dd in DefaultOutputAUEntry () #28 0x700085ac in DefaultOutputAUEntry () #29 0x70007a51 in DefaultOutputAUEntry () #30 0x91462c76 in HP_IOProc::Call () #31 0x9146229e in IOA_Device::CallIOProcs () #32 0x91462029 in HP_IOThread::PerformIO () #33 0x9146057b in HP_IOThread::WorkLoop () #34 0x914601d1 in HP_IOThread::ThreadEntry () #35 0x9145480d in CAPThread::Entry () #36 0x90024a27 in _pthread_body () On May 18, 2006, at 1:11 AM, Ludwig Nussel wrote: > On Wednesday 17 May 2006 22:49, Bruno Kleinert wrote: >> is gcc used on macs to compile ioquake3? on my ultra sparc i noticed, >> that gcc4 causes particular programs to run into bus errors, which >> seem >> to be caused by wrong memory alignment in gcc >= 4. compiling with >> gcc >> <= 3.4 doesn't cause these bus errors! > > q3 did have quite some alignment issues, I doubt we already catched > all of them. Please provide a backtrace if possible. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > From lonnie at outstep.com Thu May 18 13:41:13 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Thu, 18 May 2006 10:41:13 -0700 Subject: mod developer Message-ID: <20060518104113.2q5nzv530g0c8o4s@207.226.17.187> Hello All, Does anyone know where I might locate a mod developer that can help to work on a project that will be using the icculus version of Q3 engine for and for a fee if needed? Thanks and have a good day, Lonnie T. Cumberland Email: Lonnie at outstep.com Lonnie_Cumberland at yahoo.com Recommended sites: http://www.peoplesquest.com From ludwig.nussel at suse.de Fri May 19 03:34:46 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Fri, 19 May 2006 09:34:46 +0200 Subject: [quake3] Crash Error output In-Reply-To: References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605180911.10099.ludwig.nussel@suse.de> Message-ID: <200605190934.46473.ludwig.nussel@suse.de> On Thursday 18 May 2006 18:16, Scott Harper wrote: > This is about the same backtrace as last time (under the Re: Intel > Mac Services thread), but have it again. No skin off my back. ^_^ I am more interested in a backtrace on SPARC as we know for sure that unaligned access causes crashes there. Anyways, your backtrace doesn't tell anything as it's only about openal. Maybe "thread apply all bt" gives a better one. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From orcein at gmail.com Fri May 19 13:02:01 2006 From: orcein at gmail.com (Scott Harper) Date: Fri, 19 May 2006 11:02:01 -0600 Subject: [quake3] Crash Error output In-Reply-To: <200605190934.46473.ludwig.nussel@suse.de> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605180911.10099.ludwig.nussel@suse.de> <200605190934.46473.ludwig.nussel@suse.de> Message-ID: <612B7DCA-2187-4BE4-BE12-1031F44D9BFC@gmail.com> Okay, sorry for the confusion. I'm not sure how to get a backtrace on SPARC from Quake. But here's the backtrace on all the threads at the time: Sadly, I don't think it will lead to anything terribly useful. Also, are those AppleEvents I'm seeing...? --Scott (gdb) thread apply all bt Thread 4 (process 278 thread 0x7c3f): #0 0x990d23c5 in OALSource::ACComplexInputDataProc () #1 0x93e79e81 in AudioConverterChain::CallInputProc () #2 0x93e79d49 in AudioConverterChain::FillBufferFromInputProc () #3 0x93e79376 in BufferedAudioConverter::GetInputBytes () #4 0x93e79207 in CBRConverter::RenderOutput () #5 0x93e78f6b in BufferedAudioConverter::FillBuffer () #6 0x93e790f9 in AudioConverterChain::RenderOutput () #7 0x93e78f6b in BufferedAudioConverter::FillBuffer () #8 0x93e78df8 in AudioConverterFillComplexBuffer () #9 0x990d28b6 in OALSource::DoRender () #10 0x70042ab8 in AUPeakLimiterEntry () #11 0x70042d07 in AUPeakLimiterEntry () #12 0x7004650a in AUMixer3DEntry () #13 0x7004752e in AUMixer3DEntry () #14 0x700085ac in DefaultOutputAUEntry () #15 0x7000fa5c in AUHighShelfFilterEntry () #16 0x70008e45 in DefaultOutputAUEntry () #17 0x700d9e09 in AUNetSendEntry () #18 0x700d94bb in AUNetSendEntry () #19 0x93e79e81 in AudioConverterChain::CallInputProc () #20 0x93e79b1e in AudioConverterChain::FillBufferFromInputProc () #21 0x93e79376 in BufferedAudioConverter::GetInputBytes () #22 0x93e79207 in CBRConverter::RenderOutput () #23 0x93e78f6b in BufferedAudioConverter::FillBuffer () #24 0x93e790f9 in AudioConverterChain::RenderOutput () #25 0x93e78f6b in BufferedAudioConverter::FillBuffer () #26 0x93e78df8 in AudioConverterFillComplexBuffer () #27 0x700089dd in DefaultOutputAUEntry () #28 0x700085ac in DefaultOutputAUEntry () #29 0x70007a51 in DefaultOutputAUEntry () #30 0x91462c76 in HP_IOProc::Call () #31 0x9146229e in IOA_Device::CallIOProcs () #32 0x91462029 in HP_IOThread::PerformIO () #33 0x9146057b in HP_IOThread::WorkLoop () #34 0x914601d1 in HP_IOThread::ThreadEntry () #35 0x9145480d in CAPThread::Entry () #36 0x90024a27 in _pthread_body () Thread 3 (process 278 thread 0x6723): #0 0x9000a4e7 in mach_msg_trap () #1 0x9000a448 in mach_msg () #2 0x9082369a in CFRunLoopRunSpecific () #3 0x90822eb5 in CFRunLoopRunInMode () #4 0x914549f2 in HALRunLoop::OwnThread () #5 0x9145480d in CAPThread::Entry () #6 0x90024a27 in _pthread_body () Thread 2 (process 278 thread 0x3e07): #0 0x9000a4e7 in mach_msg_trap () #1 0x9000a448 in mach_msg () #2 0x932f0998 in glcDebugListener () #3 0x90024a27 in _pthread_body () Thread 1 (process 278 local thread 0xf03): #0 0x9000a4e7 in mach_msg_trap () #1 0x9000a448 in mach_msg () #2 0x9082369a in CFRunLoopRunSpecific () #3 0x90822eb5 in CFRunLoopRunInMode () #4 0x92ef9c5c in RunCurrentEventLoopInMode () #5 0x92ef929a in ReceiveNextEventCommon () #6 0x92ef91ba in BlockUntilNextEventMatchingListInMode () #7 0x9339aa91 in _DPSNextEvent () #8 0x9339a67e in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #9 0x00e22f7e in QZ_PumpEvents (this=0x2018600) at SDL_QuartzEvents.m:736 #10 0x00e350e2 in SDL_PumpEvents () at SDL_events.c:363 #11 0x00e35113 in SDL_PollEvent (event=0xbfffa6dc) at SDL_events.c:382 #12 0x000f78c8 in Sys_SendKeyEvents () at code/unix/sdl_glimp.c:339 #13 0x000e9b0a in Sys_GetEvent () at code/unix/unix_main.c:1137 #14 0x0002e0d7 in Com_GetRealEvent () at code/qcommon/common.c:1965 #15 0x0002e5bb in Com_EventLoop () at code/qcommon/common.c:2044 #16 0x0002e9b5 in Com_Frame () at code/qcommon/common.c:2743 #17 0x000e8e2a in SDL_main (argc=4, argv=0x1906880) at code/unix/ unix_main.c:1452 #18 0x000f9891 in -[SDLMain applicationDidFinishLaunching:] (self=0x191c420, _cmd=0x10ec54, note=0x190cdc0) at macosx/SDLMain.m:294 #19 0x9271804f in _nsnote_callback () #20 0x9084c649 in __CFXNotificationPost () #21 0x90843e80 in _CFXNotificationPostNotification () #22 0x927106b4 in -[NSNotificationCenter postNotificationName:object:userInfo:] () #23 0x9271759d in -[NSNotificationCenter postNotificationName:object:] () #24 0x9339d4c0 in -[NSApplication _postDidFinishNotification] () #25 0x9339d3aa in -[NSApplication _sendFinishLaunchingNotification] () #26 0x9339cea9 in -[NSApplication(NSAppleEventHandling) _handleAEOpen:] () #27 0x9339ca74 in -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] () #28 0x9271dd35 in -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] () #29 0x9271db5f in _NSAppleEventManagerGenericHandler () #30 0x9150dfb5 in aeDispatchAppleEvent () #31 0x9150dee6 in dispatchEventAndSendReply () #32 0x9150ddb2 in aeProcessAppleEvent () #33 0x92efc2cc in AEProcessAppleEvent () #34 0x9339ac69 in _DPSNextEvent () #35 0x9339a67e in -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] () #36 0x93394403 in -[NSApplication run] () #37 0x000f9fe5 in main (argc=4, argv=0xbffff9e4) at macosx/SDLMain.m:222 On May 19, 2006, at 1:34 AM, Ludwig Nussel wrote: > On Thursday 18 May 2006 18:16, Scott Harper wrote: >> This is about the same backtrace as last time (under the Re: Intel >> Mac Services thread), but have it again. No skin off my back. ^_^ > > I am more interested in a backtrace on SPARC as we know for sure > that unaligned access causes crashes there. > > Anyways, your backtrace doesn't tell anything as it's only about > openal. Maybe "thread apply all bt" gives a better one. > > cu > Ludwig > > -- > (o_ Ludwig Nussel > //\ SUSE LINUX Products GmbH, Development > V_/_ http://www.suse.de/ > From daniellord at mac.com Fri May 19 13:21:21 2006 From: daniellord at mac.com (Daniel Lord) Date: Fri, 19 May 2006 10:21:21 -0700 Subject: [quake3] Crash Error output In-Reply-To: <612B7DCA-2187-4BE4-BE12-1031F44D9BFC@gmail.com> References: <3CE374DD-9078-40EE-8222-8FA02AC52534@gmail.com> <200605180911.10099.ludwig.nussel@suse.de> <200605190934.46473.ludwig.nussel@suse.de> <612B7DCA-2187-4BE4-BE12-1031F44D9BFC@gmail.com> Message-ID: On May 19, 2006, at 10:02, Scott Harper wrote: > Okay, sorry for the confusion. I'm not sure how to get a backtrace > on SPARC from Quake. But here's the backtrace on all the threads > at the time: > > Sadly, I don't think it will lead to anything terribly useful. > Also, are those AppleEvents I'm seeing...? *** > #26 0x9339cea9 in -[NSApplication(NSAppleEventHandling) > _handleAEOpen:] () > #27 0x9339ca74 in -[NSApplication(NSAppleEventHandling) > _handleCoreEvent:withReplyEvent:] () > #28 0x9271dd35 in -[NSAppleEventManager > dispatchRawAppleEvent:withRawReply:handlerRefCon:] () > #29 0x9271db5f in _NSAppleEventManagerGenericHandler () > #30 0x9150dfb5 in aeDispatchAppleEvent () > #31 0x9150dee6 in dispatchEventAndSendReply () > #32 0x9150ddb2 in aeProcessAppleEvent () > #33 0x92efc2cc in AEProcessAppleEvent () > #34 0x9339ac69 in _DPSNextEvent () > #35 0x9339a67e in -[NSApplication > nextEventMatchingMask:untilDate:inMode:dequeue:] () > #36 0x93394403 in -[NSApplication run] () > #37 0x000f9fe5 in main (argc=4, argv=0xbffff9e4) at macosx/ > SDLMain.m:222 No worries. That is the setup for core event handing on OS X. All applications on OS X get sent an open event and the Carbon and App Kit frameworks that automatically even for an app that does not have Apple Events enabled. On OS X that should not cause a crash even if nothing was done in the custom code. "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 ewetoo at gmail.com Sat May 20 00:05:15 2006 From: ewetoo at gmail.com (ewe2) Date: Sat, 20 May 2006 14:05:15 +1000 Subject: PPC Team Arena lockups Message-ID: <91d14f320605192105q6338074dn14eb721056c7ede5@mail.gmail.com> I've been trying out Team Arena on my ibook G4, and singleplayer mode is locking up with the message: ignoring pre map_restart / outdated client message it appears to be the result of an overflow somewhere as movement during the warmup phase or keypresses between levels will set this off. Sorry that I can't give you more detail than that! -- Emacs is an alright OS, but it lacks a decent editor. From ewetoo at gmail.com Sat May 20 01:17:26 2006 From: ewetoo at gmail.com (ewe2) Date: Sat, 20 May 2006 15:17:26 +1000 Subject: PPC Team Arena lockups In-Reply-To: <91d14f320605192105q6338074dn14eb721056c7ede5@mail.gmail.com> References: <91d14f320605192105q6338074dn14eb721056c7ede5@mail.gmail.com> Message-ID: <91d14f320605192217y4da1b951u90351d1dcf88eecc@mail.gmail.com> On 5/20/06, ewe2 wrote: > I've been trying out Team Arena on my ibook G4, and singleplayer mode > is locking up with the message: > > ignoring pre map_restart / outdated client message > > it appears to be the result of an overflow somewhere as movement > during the warmup phase or keypresses between levels will set this > off. Sorry that I can't give you more detail than that! OK, I've had an actual crash with some feedback, looks like an openal bug: Quake3's own error is ERROR: while buffering data for music stream - Invalid operation. Date/Time: 2006-05-20 14:56:09.168 +1000 OS Version: 10.4.6 (Build 8I127) Report Version: 4 Command: ioquake3.ppc Path: /Applications/ioquake3.app/Contents/MacOS/ioquake3.ppc Parent: sh [951] Version: 1.3.3 (1.3.3) PID: 952 Thread: 0 Exception: EXC_BAD_ACCESS (0x0001) Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000 Thread 0 Crashed: 0 com.idsoftware.Quake3 0x00048834 S_CodecReadStream + 0 (snd_codec.c:178) 1 com.idsoftware.Quake3 0x0004b428 S_AL_Update + 1360 (snd_openal.c:1499) 2 com.idsoftware.Quake3 0x00015c5c CL_Frame + 1328 (cl_main.c:2115) 3 com.idsoftware.Quake3 0x0002ffe4 Com_Frame + 984 (common.c:2813) 4 com.idsoftware.Quake3 0x000efcb4 SDL_main + 424 (unix_main.c:1452) 5 com.idsoftware.Quake3 0x00107fb8 -[SDLMain applicationDidFinishLaunching:] + 68 (SDLMain.m:229) 6 com.apple.Foundation 0x92931ad8 _nsnote_callback + 180 7 com.apple.CoreFoundation 0x908034c4 __CFXNotificationPost + 368 8 com.apple.CoreFoundation 0x907fb5a0 _CFXNotificationPostNotification + 684 9 com.apple.Foundation 0x9291bee0 -[NSNotificationCenter postNotificationName:object:userInfo:] + 92 10 com.apple.AppKit 0x936dd5b8 -[NSApplication _postDidFinishNotification] + 112 11 com.apple.AppKit 0x936dd4a4 -[NSApplication _sendFinishLaunchingNotification] + 92 12 com.apple.AppKit 0x936dcfec -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 264 13 com.apple.AppKit 0x936dcb94 -[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 0x936db2dc _DPSNextEvent + 856 21 com.apple.AppKit 0x936dadc8 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 116 22 com.apple.AppKit 0x936d730c -[NSApplication run] + 472 23 com.idsoftware.Quake3 0x00107f40 CustomApplicationMain + 296 (SDLMain.m:206) 24 com.idsoftware.Quake3 0x00108204 main + 276 (SDLMain.m:308) 25 com.idsoftware.Quake3 0x00002564 _start + 340 (crt.c:272) 26 com.idsoftware.Quake3 0x0000240c 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 0x907dc114 __CFRunLoopRun + 832 3 com.apple.CoreFoundation 0x907dba18 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: 0x0000000000048834 srr1: 0x000000000200f930 vrsave: 0x0000000000000000 cr: 0x44004424 xer: 0x0000000020000004 lr: 0x000000000004ac18 ctr: 0x0000000000000001 r0: 0x000000000004b428 r1: 0x00000000bfffd0e0 r2: 0x0000000044004424 r3: 0x0000000000000000 r4: 0x0000000000001000 r5: 0x0000000000593efc r6: 0x00000000ffffffff r7: 0x0000000000000050 r8: 0x0000000000000000 r9: 0x00000000a0006620 r10: 0x0000000000000004 r11: 0x0000000044004422 r12: 0x000000009000660c r13: 0x000000000058aea0 r14: 0x0000000000120000 r15: 0x0000000000900000 r16: 0x0000000000900000 r17: 0x0000000000900000 r18: 0x00000000ffffffff r19: 0x00000000008f8e6c r20: 0x000000000058aea0 r21: 0x0000000000530000 r22: 0x0000000000000000 r23: 0x000000000058a3ec r24: 0x000000000058a90c r25: 0x0000000000000060 r26: 0x000000000058a904 r27: 0x0000000000590000 r28: 0x0000000000000000 r29: 0x0000000000590000 r30: 0x0000000000593efc r31: 0x00000000bfffd190 -- Emacs is an alright OS, but it lacks a decent editor. From depp at zdome.net Sun May 21 01:53:20 2006 From: depp at zdome.net (Dietrich Epp) Date: Sat, 20 May 2006 22:53:20 -0700 Subject: Mac OS X Message-ID: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> I'd like to try to clean up the Mac OS X code. These are the first issues that came to mind, in order. - Quake 3 no longer searches its own directory for data. - Error messages only go to the console. - Widescreen displays' native resolutions are not supported. - The graphics are simply broken. Are there other Mac OS X coders? Might I step on someone's toes if I start submitting patches? Here's how I would clean up Mac OS X support: - I would create a code/macosx directory with an Xcode project. - I would ditch SDL. Honestly, it breaks user interface expectations on Mac OS X. - I would make the code much like Quake and Quake II from http:// fruitz-of-dojo.de/. Those ports really behave the way you'd expect a Mac OS X game to behave. Unfortunately, I don't know how much time I'll be able to spend on this, and I'm kind of flaky. --Dietrich From arny at ats.s.bawue.de Sun May 21 07:13:51 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sun, 21 May 2006 13:13:51 +0200 Subject: [quake3] Mac OS X In-Reply-To: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> Message-ID: <200605211314.05679.arny@ats.s.bawue.de> On Sunday 21 May 2006 07:53, Dietrich Epp wrote: > I'd like to try to clean up the Mac OS X code. great! > Are there other Mac OS X coders? Might I step on someone's toes if I > start submitting patches? I don't think so. We had another one recently announcing he'd like to do some work on MacOSX, but he's not experienced in C and debugging. > Here's how I would clean up Mac OS X support: Have a look at the bugtracker here: https://bugzilla.icculus.org/buglist.cgi?query_format=specific&order=relevance+desc&bug_status=__open__&product=Quake+3&content= There are still some other problems to be reckoned with. > - I would ditch SDL. Honestly, it breaks user interface expectations > on Mac OS X. That's a no-no. What are user interface expectations on Mac OS X? At the moment, there are three different ways for accessing the graphics / input stuff: Windows native, unix native and SDL. So essentially, all three would have to be maintained. It's planned to remove the windows specific stuff, too and have it go over SDL. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 189 bytes Desc: not available URL: From jholt at mac.com Sun May 21 09:06:41 2006 From: jholt at mac.com (Joe) Date: Sun, 21 May 2006 09:06:41 -0400 Subject: [quake3] Mac OS X In-Reply-To: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> Message-ID: <642CBEBC-2BB7-42AA-9C70-E2A3327EA197@mac.com> If you're interested in a non-SDL code base that's quite a bit cleaner than the id-released code, you can anon svn my version: svn co http://svn.bennington.edu/svn/quake3 It builds and runs on Windows XP (Visual Studio) and Mac OS X (Xcode 2.2) PPC and Intel. It was used in a CS class I taught this Spring where we intentionally wanted to start with the pure id sources and clean and hack from there (e.g., we wanted to see how the Mac and Windows-specific code worked). The coolest fix is that we got it working on Intel Macs. We're not likely to do any more work on it, but I'm leaving the repository up for reference. As Thilo says, the icculus development is all about SDL, so don't go messing with that. Joe On May 21, 2006, at 1:53 AM, Dietrich Epp wrote: > I'd like to try to clean up the Mac OS X code. These are the first > issues that came to mind, in order. > > - Quake 3 no longer searches its own directory for data. > - Error messages only go to the console. > - Widescreen displays' native resolutions are not supported. > - The graphics are simply broken. > > Are there other Mac OS X coders? Might I step on someone's toes if > I start submitting patches? Here's how I would clean up Mac OS X > support: > > - I would create a code/macosx directory with an Xcode project. > - I would ditch SDL. Honestly, it breaks user interface > expectations on Mac OS X. > - I would make the code much like Quake and Quake II from http:// > fruitz-of-dojo.de/. Those ports really behave the way you'd expect > a Mac OS X game to behave. > > Unfortunately, I don't know how much time I'll be able to spend on > this, and I'm kind of flaky. > > --Dietrich From zakk at timedoctor.org Sun May 21 12:29:27 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 21 May 2006 09:29:27 -0700 Subject: [quake3] Mac OS X In-Reply-To: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> Message-ID: <44709567.4000706@timedoctor.org> No patches that remove SDL will be accepted. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From depp at zdome.net Sun May 21 15:40:33 2006 From: depp at zdome.net (Dietrich Epp) Date: Sun, 21 May 2006 12:40:33 -0700 Subject: [quake3] Mac OS X In-Reply-To: <200605211314.05679.arny@ats.s.bawue.de> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> <200605211314.05679.arny@ats.s.bawue.de> Message-ID: <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> Okay, I get what you're saying about SDL. I'd rather use SDL than not submit patches. I'm working on a patch to fix the data search path for Mac OS X, modifying as little as I can. I'm running into problems compiling, and I have some questions. Why are the header files for SDL in subversion? They appear to be two years out of date and cause compilation problems. For example: SDL_strlen is used in the code, but not defined in the headers. Same question goes for JPEG sources. Couldn't it be assumed that people compiling from subversion can get the JPEG sources on their own? Also: What's with Sys_MonkeyShouldBeSpanked? --Dietrich On May 21, 2006, at 4:13, Thilo Schulz wrote: > On Sunday 21 May 2006 07:53, Dietrich Epp wrote: >> I'd like to try to clean up the Mac OS X code. > > great! > >> Are there other Mac OS X coders? Might I step on someone's toes if I >> start submitting patches? > > I don't think so. We had another one recently announcing he'd like > to do some > work on MacOSX, but he's not experienced in C and debugging. > >> Here's how I would clean up Mac OS X support: > > Have a look at the bugtracker here: > https://bugzilla.icculus.org/buglist.cgi? > query_format=specific&order=relevance > +desc&bug_status=__open__&product=Quake+3&content= > There are still some other problems to be reckoned with. > >> - I would ditch SDL. Honestly, it breaks user interface expectations >> on Mac OS X. > > That's a no-no. > What are user interface expectations on Mac OS X? > At the moment, there are three different ways for accessing the > graphics / > input stuff: Windows native, unix native and SDL. > So essentially, all three would have to be maintained. > It's planned to remove the windows specific stuff, too and have it > go over > SDL. > > -- > Thilo Schulz From depp at zdome.net Sun May 21 18:14:08 2006 From: depp at zdome.net (Dietrich Epp) Date: Sun, 21 May 2006 15:14:08 -0700 Subject: Mac OS X patch Message-ID: <725A94F3-88F7-408D-8380-F7E643243BAB@zdome.net> I made a patch to add non-broken Mac OS X support. https://bugzilla.icculus.org/show_bug.cgi?id=2715 From what I've seen of the source, minimum target is 10.3 (because of dlopen). Users will have to install both OpenAL and SDL frameworks, if necessary. The patch only has the Mac OS X client, it doesn't yet have the dedicated server or game libraries. Here are the files changed: M code/unix/unix_main.c A code/macosx A code/macosx/SDLMain.m A + code/macosx/Quake3.icns A code/macosx/Quake3.xcodeproj A code/macosx/Quake3.xcodeproj/project.pbxproj A code/macosx/Quake3-Info.plist A code/macosx/SDLMain.h M code/qcommon/q_platform.h M code/client/qal.h --Dietrich From daniellord at mac.com Sun May 21 18:42:45 2006 From: daniellord at mac.com (Daniel Lord) Date: Sun, 21 May 2006 15:42:45 -0700 Subject: [quake3] Mac OS X In-Reply-To: <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> <200605211314.05679.arny@ats.s.bawue.de> <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> Message-ID: <6286C192-C817-4FAD-9742-1E2CC421C826@mac.com> > Also: What's with Sys_MonkeyShouldBeSpanked? A little Id humor I think. IIRC, a grep of the source shows it is never called anywhere, unless my memory of that fails me. Don't have the source set up on Mac-tel right now to try that. Daniel "Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." ?Samuel Beckett From mattst88 at gmail.com Sun May 21 22:36:26 2006 From: mattst88 at gmail.com (Matt Turner) Date: Sun, 21 May 2006 22:36:26 -0400 Subject: [quake3] Mac OS X In-Reply-To: <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> <200605211314.05679.arny@ats.s.bawue.de> <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> Message-ID: I'd have to agree with this. I can't see why the SDL/OpenAL headers need to be included. This is not done with any other project that I've followed, and for good reason. I think it can be reasonably expected that any user wanting to compile ioq3 is compent enough to find the SDL and AL headers themselves. Hell, glext.h too, for that matter. On 5/21/06, Dietrich Epp wrote: > > Okay, I get what you're saying about SDL. I'd rather use SDL than > not submit patches. I'm working on a patch to fix the data search > path for Mac OS X, modifying as little as I can. I'm running into > problems compiling, and I have some questions. > > Why are the header files for SDL in subversion? They appear to be > two years out of date and cause compilation problems. For example: > SDL_strlen is used in the code, but not defined in the headers. > > Same question goes for JPEG sources. Couldn't it be assumed that > people compiling from subversion can get the JPEG sources on their own? > > Also: What's with Sys_MonkeyShouldBeSpanked? > > --Dietrich > > On May 21, 2006, at 4:13, Thilo Schulz wrote: > > > On Sunday 21 May 2006 07:53, Dietrich Epp wrote: > >> I'd like to try to clean up the Mac OS X code. > > > > great! > > > >> Are there other Mac OS X coders? Might I step on someone's toes if I > >> start submitting patches? > > > > I don't think so. We had another one recently announcing he'd like > > to do some > > work on MacOSX, but he's not experienced in C and debugging. > > > >> Here's how I would clean up Mac OS X support: > > > > Have a look at the bugtracker here: > > https://bugzilla.icculus.org/buglist.cgi? > > query_format=specific&order=relevance > > +desc&bug_status=__open__&product=Quake+3&content= > > There are still some other problems to be reckoned with. > > > >> - I would ditch SDL. Honestly, it breaks user interface expectations > >> on Mac OS X. > > > > That's a no-no. > > What are user interface expectations on Mac OS X? > > At the moment, there are three different ways for accessing the > > graphics / > > input stuff: Windows native, unix native and SDL. > > So essentially, all three would have to be maintained. > > It's planned to remove the windows specific stuff, too and have it > > go over > > SDL. > > > > -- > > Thilo Schulz > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From zakk at timedoctor.org Sun May 21 22:39:34 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Sun, 21 May 2006 19:39:34 -0700 Subject: [quake3] Mac OS X In-Reply-To: References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> <200605211314.05679.arny@ats.s.bawue.de> <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> Message-ID: <44712466.7080609@timedoctor.org> If they're too out of date to compile the project with, then they should be updated. They will not be removed. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From icculus at icculus.org Mon May 22 00:23:42 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Sun, 21 May 2006 21:23:42 -0700 Subject: [quake3] Mac OS X In-Reply-To: References: <2DFE4ABE-F8CC-42D8-9119-2F61BCE7DCDD@zdome.net> <200605211314.05679.arny@ats.s.bawue.de> <52CA1A7B-EAC4-406A-9A29-56FF3BB31EED@zdome.net> Message-ID: <44713CCE.6050705@icculus.org> > I'd have to agree with this. I can't see why the SDL/OpenAL headers > need to be included. This is not done with any other project that I've > followed, and for good reason. Oh, what reason was that? Because it was easier to track down all the dependencies yourself? For multiple platforms? With customized builds of those dependencies? > I think it can be reasonably expected > that any user wanting to compile ioq3 is compent enough to find the SDL > and AL headers themselves. Hell, glext.h too, for that matter. Yeah, until you have a glext.h that is outdated. Then we get a bug report that's not our bug. Or just the usual crowds that wouldn't know what to do if gcc reported that it couldn't find glext.h in the first place. If the SDL headers are out of date (why are we using SDL_strlen() in Quake 3, anyhow?), then we can update them, but these are included so that we don't have to track down these dependencies. Linux people, who almost universally just simply can't grasp why we'd even think about including these, don't actually use them (and if they are, it's a bug in the build system). They are only there for Mac OS X, and eventually Windows. Matching libraries are included too. --ryan. From ludwig.nussel at suse.de Tue May 23 13:54:46 2006 From: ludwig.nussel at suse.de (Ludwig Nussel) Date: Tue, 23 May 2006 19:54:46 +0200 Subject: openal sound bug Message-ID: <200605231954.46635.ludwig.nussel@suse.de> Hi, On the map "chronic" (http://www.freefunfiles.com/software/videogames/mods/chronic.html) there is a room with music. AFAICT there are two sound sources playing the same sound. Without openal the sound is fine, both sources play synchronously. With openal it's totally out of sync and sometimes even turns into a horrible noise. cu Ludwig -- (o_ Ludwig Nussel //\ SUSE LINUX Products GmbH, Development V_/_ http://www.suse.de/ From Dietrich_Joerg at t-online.de Thu May 25 04:52:55 2006 From: Dietrich_Joerg at t-online.de (Joerg Dietrich) Date: Thu, 25 May 2006 10:52:55 +0200 Subject: PNG image loader patch submitted to bugzilla! Message-ID: <44757067.9050309@t-online.de> Hello, a few minutes ago I submitted a patch to bugzilla which adds PNG support to icculus.org/quake3 . See Bug No. 2718 - "PNG image loader support" for details. I hope it gets accepted to the svn after the 1.34 release. Joerg From robust at gentoo.se Thu May 25 11:26:58 2006 From: robust at gentoo.se (Robert Lundmark) Date: Thu, 25 May 2006 17:26:58 +0200 Subject: [quake3] PNG image loader patch submitted to bugzilla! In-Reply-To: <44757067.9050309@t-online.de> References: <44757067.9050309@t-online.de> Message-ID: <1148570818.14323.2.camel@robust.homelinux.net.homelinux.net> Nice work! I really hope that it gets included! tor 2006-05-25 klockan 10:52 +0200 skrev Joerg Dietrich: > Hello, > > a few minutes ago I submitted a patch to bugzilla which > adds PNG support to icculus.org/quake3 . > See Bug No. 2718 - "PNG image loader support" for details. > I hope it gets accepted to the svn after the 1.34 release. > > Joerg > From Dietrich_Joerg at t-online.de Sat May 27 07:07:51 2006 From: Dietrich_Joerg at t-online.de (Joerg Dietrich) Date: Sat, 27 May 2006 13:07:51 +0200 Subject: Patch for the sound codec Message-ID: <44783307.8090901@t-online.de> Hello, I submitted a patch for the sound codec to bugzilla : Bug 2721 - "Errors in sound codec and Ogg Vorbis decoder" It corrects some minor bugs in the sound codec. Now the Ogg Vorbis decoder works on big endian machines like PowerPC Macs too. The sound codec behaves different now. Before it returned an error if it could not find a sound with the exact same name given. Now it tries to load a sound with the same name and a different extension too. This allows to recompress sounds from WAV to OGG without recompiling the maps. I recommend the inclusion of this patch into the actual release candidate because of the error corrections. Joerg From zakk at timedoctor.org Mon May 29 03:33:48 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 29 May 2006 00:33:48 -0700 Subject: Good news! I'm an idiot! (OS X PPC) Message-ID: <447AA3DC.5010003@timedoctor.org> So for the past N months I've tried to play quake 3 on mac os x, ppc, with a hosed config. Almost all of the graphical errors I was seeing were totally bogus. I'll try to harass a release out asap, though the JIT VM thing being fixed (See the news item on the site) is awesome too. (hopefully Timbo will put out an OS X tremulous) -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From vincent at cojot.name Mon May 29 04:28:16 2006 From: vincent at cojot.name (vincent at cojot.name) Date: Mon, 29 May 2006 10:28:16 +0200 (CEST) Subject: [quake3] Good news! I'm an idiot! (OS X PPC) In-Reply-To: <447AA3DC.5010003@timedoctor.org> References: <447AA3DC.5010003@timedoctor.org> Message-ID: On Mon, 29 May 2006, Zachary J. Slater wrote: > So for the past N months I've tried to play quake 3 on mac os x, ppc, with a > hosed config. Almost all of the graphical errors I was seeing were totally > bogus. Zakk.. Could you detail that? I have some graphical artifcats on sparc too and I don't think my configs are hosed there.. However, seeing what was wrong in your config might give me a hint about where to look in the code.. Thanks, -- ,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-, Vincent S. Cojot, Computer Engineering. STEP project. _.,-*~'`^`'~*-,._.,-*~ Ecole Polytechnique de Montreal, Comite Micro-Informatique. _.,-*~'`^`'~*-,. Linux Xview/OpenLook resources page _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~' http://step.polymtl.ca/~coyote _.,-*~'`^`'~*-,._ coyote at NOSPAM4cojot.name They cannot scare me with their empty spaces Between stars - on stars where no human race is I have it in me so much nearer home To scare myself with my own desert places. - Robert Frost From zakk at timedoctor.org Mon May 29 13:53:04 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Mon, 29 May 2006 10:53:04 -0700 Subject: [quake3] Good news! I'm an idiot! (OS X PPC) In-Reply-To: References: <447AA3DC.5010003@timedoctor.org> Message-ID: <447B3500.2050809@timedoctor.org> vincent at cojot.name wrote: > On Mon, 29 May 2006, Zachary J. Slater wrote: > >> So for the past N months I've tried to play quake 3 on mac os x, ppc, >> with a hosed config. Almost all of the graphical errors I was seeing >> were totally bogus. > > Zakk.. Could you detail that? I have some graphical artifcats on sparc > too and I don't think my configs are hosed there.. However, seeing what > was wrong in your config might give me a hint about where to look in the > code.. > > Thanks, > http://timedoctor.org/~zakk/q3scrn/ -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From lonnie at outstep.com Mon May 29 16:12:02 2006 From: lonnie at outstep.com (Lonnie Cumberland) Date: Mon, 29 May 2006 16:12:02 -0400 Subject: stripped mod for Linux Message-ID: <447B5592.1000406@outstep.com> Greetings All, I am trying to locate a stripped down mod that I can compile on my Linux system for the Icculus Quake 3 version and am wondering if someone might have something like that since I cannot seem to figure out which files to the engine and which one go to the mod development in the sources. What I would just like to do is to load a bsp file, a few dynamic "entities" and move around the world. Any ideas or suggestions would be greatly appreciated. Thanks, Lonnie From tjw at webteam.net Tue May 30 14:31:23 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 30 May 2006 13:31:23 -0500 Subject: cl_packetdelay Message-ID: <20060530183123.GJ9979@morbo.webteam.net> The 2.60 patch for Enemy Territory added the following cheat-protected cvars: cl_packetdelay - artificially set the client's latency cl_packetloss - mimic packet loss I'm dabbling with a re-implementation of Neil Toronto's unlagged in code/server/ and I need to clone at least cl_packetdelay for testing. Does anyone have any tips for doing this? The only way I can think to do it would be to create a queue for all outgoing packets marked with timestamp and make all CL_Netchan_Transmit() calls use the queue. Would there be an easier and/or cleaner way? -Tony From zakk at timedoctor.org Tue May 30 15:59:46 2006 From: zakk at timedoctor.org (Zachary J. Slater) Date: Tue, 30 May 2006 12:59:46 -0700 Subject: [quake3] cl_packetdelay In-Reply-To: <20060530183123.GJ9979@morbo.webteam.net> References: <20060530183123.GJ9979@morbo.webteam.net> Message-ID: <447CA432.6070100@timedoctor.org> Tony J. White wrote: > The 2.60 patch for Enemy Territory added the following cheat-protected cvars: > > cl_packetdelay - artificially set the client's latency > cl_packetloss - mimic packet loss > > I'm dabbling with a re-implementation of Neil Toronto's unlagged in > code/server/ and I need to clone at least cl_packetdelay for testing. > > Does anyone have any tips for doing this? The only way I can think to do it > would be to create a queue for all outgoing packets marked with timestamp > and make all CL_Netchan_Transmit() calls use the queue. Would there be an > easier and/or cleaner way? > > -Tony > http://icculus.org/~zakk/q3run/unlagged-2.01-src-gpl.zip -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ntoronto at cs.byu.edu Tue May 30 16:06:20 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 30 May 2006 14:06:20 -0600 Subject: [quake3] cl_packetdelay In-Reply-To: <447CA432.6070100@timedoctor.org> References: <20060530183123.GJ9979@morbo.webteam.net> <447CA432.6070100@timedoctor.org> Message-ID: <447CA5BC.1060201@cs.byu.edu> Yeah, that could work. You could either push some of the mod code stuff up (I think the client-side delay is in cg_snapshot.c and the server-side delay is in g_active.c) if you want it in the engine, or just leave it where it is. Its only problem is resolution. You get 1000/sv_fps millisecond (usually 50ms) resolution from delaying snapshots, and usually about 8ms resolution from delaying client commands. On the plus side, the effects of lag on the game are exactly the same no matter which direction it happens in (client->server or server->client), so you could combine the two for a decent approximation. Neil Zachary J. Slater wrote: > Tony J. White wrote: > >> The 2.60 patch for Enemy Territory added the following >> cheat-protected cvars: >> >> cl_packetdelay - artificially set the client's latency >> cl_packetloss - mimic packet loss >> >> I'm dabbling with a re-implementation of Neil Toronto's unlagged in >> code/server/ and I need to clone at least cl_packetdelay for testing. >> >> Does anyone have any tips for doing this? The only way I can think >> to do it >> would be to create a queue for all outgoing packets marked with >> timestamp >> and make all CL_Netchan_Transmit() calls use the queue. Would there >> be an easier and/or cleaner way? >> >> -Tony >> > > http://icculus.org/~zakk/q3run/unlagged-2.01-src-gpl.zip > From tjw at webteam.net Tue May 30 16:43:39 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 30 May 2006 15:43:39 -0500 Subject: [quake3] cl_packetdelay In-Reply-To: <447CA5BC.1060201@cs.byu.edu> References: <20060530183123.GJ9979@morbo.webteam.net> <447CA432.6070100@timedoctor.org> <447CA5BC.1060201@cs.byu.edu> Message-ID: <20060530204339.GA11772@morbo.webteam.net> On Tue, May 30, 2006 at 02:06:20PM -0600, Neil Toronto wrote: > Yeah, that could work. You could either push some of the mod code stuff up (I > think the client-side delay is in cg_snapshot.c and the server-side delay is in > g_active.c) if you want it in the engine, or just leave it where it is. > Its only problem is resolution. You get 1000/sv_fps millisecond (usually 50ms) > resolution from delaying snapshots, and usually about 8ms resolution from > delaying client commands. Oh thanks. I hadn't noticed cg_latentSnaps. The cl_packetdealy and sv_packetdelay in ET _seem_ to work on the individual packet level not just delaying server frame snapshots since you can tune them precisely to the millisecond. I think I will try queuing NET_SendPacket() first to try to mimic what's in ET. If it's too complex, I'll just use your cg_latentSnaps for testing. > > On the plus side, the effects of lag on the game are exactly the same no matter > which direction it happens in (client->server or server->client), so you could > combine the two for a decent approximation. The comments in the ET 2.60 release notes indicate that the settings only effect transmitting, so you need to set both sv_packetdelay and cl_packetdelay to create realistic latency. However like you say, it sure didn't seem necessary when testing in ET. Setting cl_packetdelay only seemed to create the desired effect (at least for testing unlagged). -Tony > > Neil > > Zachary J. Slater wrote: > > >Tony J. White wrote: > > > >>The 2.60 patch for Enemy Territory added the following cheat-protected cvars: > >> > >>cl_packetdelay - artificially set the client's latency > >>cl_packetloss - mimic packet loss > >> > >>I'm dabbling with a re-implementation of Neil Toronto's unlagged in > >>code/server/ and I need to clone at least cl_packetdelay for testing. > >> > >>Does anyone have any tips for doing this? The only way I can think to do it > >>would be to create a queue for all outgoing packets marked with timestamp > >>and make all CL_Netchan_Transmit() calls use the queue. Would there be an > >>easier and/or cleaner way? > >> > >>-Tony > >> > > > >http://icculus.org/~zakk/q3run/unlagged-2.01-src-gpl.zip > > > -- From jlanagan at gmail.com Wed May 31 19:33:54 2006 From: jlanagan at gmail.com (Jay Lanagan) Date: Wed, 31 May 2006 19:33:54 -0400 Subject: new osx ppc binary Message-ID: 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