From zakk at timedoctor.org Sun Nov 5 18:29:36 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 05 Nov 2006 15:29:36 -0800 Subject: Domain Name 3: Hey You Gyes! Message-ID: <454E73E0.3000608@timedoctor.org> The domain name vhost now actually works, next for floam to fix the website... -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From zakk at timedoctor.org Sun Nov 5 21:51:47 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 05 Nov 2006 18:51:47 -0800 Subject: [quake3] Domain Name 3: Hey You Gyes! In-Reply-To: <454E73E0.3000608@timedoctor.org> References: <454E73E0.3000608@timedoctor.org> Message-ID: <454EA343.70504@timedoctor.org> Zachary Slater wrote: > The domain name vhost now actually works, next for floam to fix the > website... ... And now it works, it was actually Ryan's fault for not switching php on. Bad porter, no biscuit! Please point out any non-functional links, soon http://www.ioquake3.org/ will be the only way. The spice must flow. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From xipher at xipher.us Mon Nov 6 00:46:33 2006 From: xipher at xipher.us (Joshua Hoppes) Date: Sun, 05 Nov 2006 23:46:33 -0600 Subject: [quake3] Domain Name 3: Hey You Gyes! In-Reply-To: <454EA343.70504@timedoctor.org> References: <454E73E0.3000608@timedoctor.org> <454EA343.70504@timedoctor.org> Message-ID: This isn't really a problem, but I did notice the Valid CSS link at the bottom passes a URI to the icculus.org site. -----Original Message----- From: Zachary Slater To: quake3 at icculus.org Date: Sun, 05 Nov 2006 18:51:47 -0800 Subject: Re: [quake3] Domain Name 3: Hey You Gyes! > Zachary Slater wrote: > > The domain name vhost now actually works, next for floam to fix the > > website... > ... > > And now it works, it was actually Ryan's fault for not switching php > on. > Bad porter, no biscuit! > > Please point out any non-functional links, soon > http://www.ioquake3.org/ > will be the only way. The spice must flow. > -- > - Zachary J. Slater > zakk at timedoctor.org > zacharyslater at gmail.com From zakk at timedoctor.org Mon Nov 6 02:07:00 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Sun, 05 Nov 2006 23:07:00 -0800 Subject: [quake3] Domain Name 3: Hey You Gyes! In-Reply-To: References: <454E73E0.3000608@timedoctor.org> <454EA343.70504@timedoctor.org> Message-ID: <454EDF14.7040902@timedoctor.org> Joshua Hoppes wrote: > This isn't really a problem, but I did notice the Valid CSS link at the > bottom passes a URI to the icculus.org site. Thanks, fixed. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From only_mortal at mac.com Mon Nov 6 17:49:29 2006 From: only_mortal at mac.com (Mike Davis) Date: Mon, 6 Nov 2006 23:49:29 +0100 Subject: Timedemo for MacPro 2.66Ghz In-Reply-To: <200610271858.17107.arny@ats.s.bawue.de> References: <200610262020.33621.arny@ats.s.bawue.de> <200610271858.17107.arny@ats.s.bawue.de> Message-ID: <6B9810A4-648F-43E4-9AEE-39825E99DD48@mac.com> Got my new MacPro today and I did a timedemo with "Normal" settings. System has 1GB of RAM and the cheapo NVIDIA GeForce 7300 GT card. OS is latest so the system is up-to-date etc. I downloaded the RC2 Mac build for testing and got 819.2fps with demo 1 (r_smp was 1 of course). Not at all bad and comparable with rates I had on my old dual 2Ghz G5 with a config similar to the "boli" one. From arny at ats.s.bawue.de Thu Nov 9 11:16:17 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 9 Nov 2006 17:16:17 +0100 Subject: Curl download support Message-ID: <200611091716.23393.arny@ats.s.bawue.de> Hi, I've got around testing curl support and my compliments to tjw: this stuff seems to work excellently. One minor issue: Can't you make quake3 use UDP download as fallback if downloading via URL gives an error like 404? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From tjw at webteam.net Thu Nov 9 11:53:45 2006 From: tjw at webteam.net (Tony J. White) Date: Thu, 9 Nov 2006 10:53:45 -0600 Subject: [quake3] Curl download support In-Reply-To: <200611091716.23393.arny@ats.s.bawue.de> References: <200611091716.23393.arny@ats.s.bawue.de> Message-ID: <20061109165345.GA19926@morbo.webteam.net> On Thu, Nov 09, 2006 at 05:16:17PM +0100, Thilo Schulz wrote: > I've got around testing curl support and my compliments to tjw: this stuff > seems to work excellently. > One minor issue: > Can't you make quake3 use UDP download as fallback if downloading via URL > gives an error like 404? I have considered it, but this will not work when "disconnected download" is set since by the time we find out about a cURL error, the client has already dropped the connection. So in the current implementation, the only case when we can fall back to UDP on a cURL error is when: 1) sv_allowDownload is set to allow both UDP and cURL 2) cl_allowDownload is set to allow both UDP and cURL 3) sv_allowDownload is set to NOT disconnect on cURL download I assume most server admins making use of the cURL downloads will use disconnected download mode. (At least they do in ET) IMO it would be better to boldy display a cURL error if there is one so the server admin becomes aware of it. If we just print a warning to console and fall back to UDP, it might cause some confusion for the server admin when people complain that the server is slow instead of giving the admin a descriptive message. -Tony From joehill at sympatico.ca Tue Nov 14 02:16:03 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 14 Nov 2006 02:16:03 -0500 Subject: Urban Terror Con Output Message-ID: <20061114021603.6e51f54d@node1.freeyourmachine.org> Just thought this was kind of cute, the messages that the UT coders put in for the various weapons. This one's my favourite: Tiger managed to slow down [IWW]joehill's SR-8 round just a little. NEEP NEEP! Heh. Head go bye-bye :-D -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Leela: Okay, this has gotta stop. I'm going to remind Fry of his humanity the way only a woman can. Professor: You're going to do his laundry? From 0000spam at gmail.com Fri Nov 17 07:00:26 2006 From: 0000spam at gmail.com (DD) Date: Fri, 17 Nov 2006 13:00:26 +0100 Subject: Long uptime bug and other suggestions Message-ID: I like ioq3, but i still see some bugs are not fixed and some annoying features are still there. Not your fault but it would be great improvement to fix this old bug, please check this out: http://www.quakesrc.org/forums/viewtopic.php?t=5595&start=0 ( Fix for long server uptime behavior ("choppy server")) Also, it would be very good to drop UDP downloading and implement TCP or some redirection. Downloading new maps from server is very slow, at average 16k/s. Increasing rate is not the solution, also, how can you tell novice players what the rate is and when do you tell. Other fix would be to at least implement customizable server response in case downloading is not enabled on client or on the server. Right now it says you cannot connect and you need to get maps elsewhere. Would be nice to have a cvar with custom output, for example server www address. Best regards, dyn From tim at ngus.net Fri Nov 17 07:04:23 2006 From: tim at ngus.net (Tim Angus) Date: Fri, 17 Nov 2006 12:04:23 +0000 Subject: Long uptime bug and other suggestions In-Reply-To: References: Message-ID: <455DA547.7070406@ngus.net> DD wrote: > Not your fault but it would be great improvement to fix this old bug, > please check this out: > http://www.quakesrc.org/forums/viewtopic.php?t=5595&start=0 > ( Fix for long server uptime behavior ("choppy server")) That has been fixed for some time now (I am Timbo). > Also, it would be very good to drop UDP downloading and implement TCP > or some redirection. Downloading new maps from server is very slow, at > average 16k/s. Increasing rate is not the solution, also, how can you > tell novice players what the rate is and when do you tell. Tony J. White implemented HTTP downloading recently, make sure your checkout is up to date. From 0000spam at gmail.com Fri Nov 17 07:15:33 2006 From: 0000spam at gmail.com (DD) Date: Fri, 17 Nov 2006 13:15:33 +0100 Subject: [quake3] Re: Long uptime bug and other suggestions In-Reply-To: <455DA547.7070406@ngus.net> References: <455DA547.7070406@ngus.net> Message-ID: Hi Timbo, thanks for your quick reply! I am using ioquake3-1.33_SVN877-1.i586.rpm on FC3 available from http://www.openverse.com/quake3/ . Maybe i should try FC4 too. I use just server executable and right now i am testing it, also to see if objects will move erratically after a day or two of uptime. If you want to check it out, feel free to join and experiment on this server: 64.34.166.35:30001 . Use " toggle cg_drawtimer " or " cg_drawtimer 1 " to see uptime in minutes. How do i enable HTTP downloading? I didn't see anything on web page so i was thinking it's not implemented. dyn On 11/17/06, Tim Angus wrote: > DD wrote: > > Not your fault but it would be great improvement to fix this old bug, > > please check this out: > > http://www.quakesrc.org/forums/viewtopic.php?t=5595&start=0 > > ( Fix for long server uptime behavior ("choppy server")) > > That has been fixed for some time now (I am Timbo). > > > Also, it would be very good to drop UDP downloading and implement TCP > > or some redirection. Downloading new maps from server is very slow, at > > average 16k/s. Increasing rate is not the solution, also, how can you > > tell novice players what the rate is and when do you tell. > > Tony J. White implemented HTTP downloading recently, make sure your > checkout is up to date. > From 0000spam at gmail.com Fri Nov 17 07:55:15 2006 From: 0000spam at gmail.com (DD) Date: Fri, 17 Nov 2006 13:55:15 +0100 Subject: ioq3 and cheating Message-ID: Can i expect less cheaters on my servers if i replace server executable with ioquake one? Also i observe slighty choppy movement of movers after running same map for more than 12 hours. Do i need to use your qagamei386.so too besides server executable in order to prevent that or it will go away at map changes? From lmsmercykiller at gmail.com Fri Nov 17 08:29:59 2006 From: lmsmercykiller at gmail.com (Stephen Youts) Date: Fri, 17 Nov 2006 07:29:59 -0600 Subject: [quake3] Re: Long uptime bug and other suggestions In-Reply-To: References: <455DA547.7070406@ngus.net> Message-ID: Revision 877 is pretty old -- if you're planning on running an up to date copy I'd advise grabbing ioq3 from the subversion repository and compiling it yourself. As a general rule I would try to avoid running distribution-provided packages. Be sure to get the latest revision before reporting bugs. On 11/17/06, DD <0000spam at gmail.com> wrote: > > Hi Timbo, thanks for your quick reply! > > I am using ioquake3-1.33_SVN877-1.i586.rpm on FC3 available from > http://www.openverse.com/quake3/ . Maybe i should try FC4 too. > > I use just server executable and right now i am testing it, also to > see if objects will move erratically after a day or two of uptime. If > you want to check it out, feel free to join and experiment on this > server: 64.34.166.35:30001 . Use " toggle cg_drawtimer " or " > cg_drawtimer 1 " to see uptime in minutes. > > How do i enable HTTP downloading? I didn't see anything on web page so > i was thinking it's not implemented. > > dyn > > > On 11/17/06, Tim Angus wrote: > > DD wrote: > > > Not your fault but it would be great improvement to fix this old bug, > > > please check this out: > > > http://www.quakesrc.org/forums/viewtopic.php?t=5595&start=0 > > > ( Fix for long server uptime behavior ("choppy server")) > > > > That has been fixed for some time now (I am Timbo). > > > > > Also, it would be very good to drop UDP downloading and implement TCP > > > or some redirection. Downloading new maps from server is very slow, at > > > average 16k/s. Increasing rate is not the solution, also, how can you > > > tell novice players what the rate is and when do you tell. > > > > Tony J. White implemented HTTP downloading recently, make sure your > > checkout is up to date. > > > -- -MercyKiller ================ http://lms.d3files.com http://www.debian.org -------------- next part -------------- An HTML attachment was scrubbed... URL: From ntoronto at cs.byu.edu Sat Nov 18 03:43:14 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 01:43:14 -0700 Subject: Python game code In-Reply-To: References: Message-ID: <455EC7A2.9090202@cs.byu.edu> What sort of interest is there for an option to code the game (not the engine) entirely in Python? Advantages: - MUCH easier to code - Python is brain-dead simple, so that even artists without programming background could make simple changes - Could provide hooks to run custom Python code from just about anywhere (and mods could even inject their own hooks) - basically, you could mod the game without replacing the game files, or run multiple mods simultaneously - Could run Python code directly from the console to debug - Could create very complex game logic very easily I know this is going to rub some C coders the wrong way - but at a higher level of abstraction, where you don't have to think about low-level operations like memory allocation and pointers, you can churn out very complex stuff very quickly. Of course, there's a price: Disadvantages: - It's slower than C I'm thinking of broader applications of the engine than just Quake 3 the game. Neil From ntoronto at cs.byu.edu Sat Nov 18 03:48:48 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 01:48:48 -0700 Subject: Weird mouse problem on Edgy In-Reply-To: <455EC7A2.9090202@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> Message-ID: <455EC8F0.1040500@cs.byu.edu> Building from source, Ubuntu 6.10, SDL 1.2, Mesa, etc., etc. Standard Linux stuff. The mouse seems to be limited to the window boundaries even when it's grabbed. That is, I turn to the left, and it stops. When I bring the console down, the mouse pointer is at the leftmost edge of the screen. I turn to the right, and it stops. When I bring the console down, the mouse pointer is at the rightmost edge of the screen. This happens both with 892 and the most current rev. Neil From mrd at alkemio.org Sat Nov 18 08:38:43 2006 From: mrd at alkemio.org (Matthew R. Dempsky) Date: Sat, 18 Nov 2006 07:38:43 -0600 Subject: [quake3] Python game code In-Reply-To: <455EC7A2.9090202@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> Message-ID: <20061118133843.GA31055@odin.dempsky.org> (Please don't mark messages as In-Reply-To other unrelated posts.) On Sat, Nov 18, 2006 at 01:43:14AM -0700, Neil Toronto wrote: > What sort of interest is there for an option to code the game (not the > engine) entirely in Python? Isn't there a Python-to-C compiler? Can you just use that? From arny at ats.s.bawue.de Sat Nov 18 09:04:56 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Sat, 18 Nov 2006 15:04:56 +0100 Subject: [quake3] Weird mouse problem on Edgy In-Reply-To: <455EC8F0.1040500@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> <455EC8F0.1040500@cs.byu.edu> Message-ID: <200611181504.59069.arny@ats.s.bawue.de> On Saturday 18 November 2006 09:48, Neil Toronto wrote: > The mouse seems to be limited to the window boundaries even when it's > grabbed. That is, I turn to the left, and it stops. When I bring the > console down, the mouse pointer is at the leftmost edge of the screen. I > turn to the right, and it stops. When I bring the console down, the > mouse pointer is at the rightmost edge of the screen. Yes I have had this problem too, though it seemed to appear after an update of my x libraries. So probably this is not ioquake3 related. I will need to check with earlier revisions, though. A temporary workaround is to - when you change windows to another program and you go back to ioquake3 - always make sure that the mouse pointer is over the ioquake3 window itself when you retract the console and the program grabs the mouse again. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From ntoronto at cs.byu.edu Sat Nov 18 14:25:24 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 12:25:24 -0700 Subject: [quake3] Python game code In-Reply-To: <20061118133843.GA31055@odin.dempsky.org> References: <455EC7A2.9090202@cs.byu.edu> <20061118133843.GA31055@odin.dempsky.org> Message-ID: <455F5E24.80404@cs.byu.edu> Matthew R. Dempsky wrote: > (Please don't mark messages as In-Reply-To other unrelated posts.) > *sheepish* > On Sat, Nov 18, 2006 at 01:43:14AM -0700, Neil Toronto wrote: > >> What sort of interest is there for an option to code the game (not the >> engine) entirely in Python? >> > > Isn't there a Python-to-C compiler? Can you just use that? > It's called Pyrex, and I'd absolutely use that for the Python-C thunking layer because it's aware of C structs and such. (Before I knew about Pyrex, I attempted a Python interface using just C, and the result was pure evil and prone to reference counting bugs.) It outputs C code, so people who build Quake 3 from source wouldn't even need Pyrex installed if it were used for something static. I'd hesitate to use it to compile the game code for a few reasons: - When you're not doing numerical stuff you don't get much speedup, if any. When your function is mostly non-C types like lists (Python's arrays - you know this, but some don't) and dicts (Python's hash tables) and custom types (vectors, colors, rotation matrices, models, traces), the bytecode interpreter can often run bytecode faster than the equivalent Python C-API code. One reason is that Python's slowness isn't usually due to the interpreter - the language features are just CPU-heavy. - It would be harder to modify the game without a compiler. It would be too easy for a mod to be less cross-platform than the Quake 3 engine. - It's not as bug-free as Python. In particular, sometimes it barfs on syntax when it shouldn't, and sometimes (though rarely) it generates incorrect code. I expect there wouldn't be much speedup in general, because game logic usually isn't heavy on numerical stuff. Pyrex is always an option in case some mod needs it, though. Neil From zakk at timedoctor.org Sat Nov 18 14:46:32 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Sat, 18 Nov 2006 11:46:32 -0800 Subject: [quake3] Python game code In-Reply-To: <455F5E24.80404@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> <20061118133843.GA31055@odin.dempsky.org> <455F5E24.80404@cs.byu.edu> Message-ID: <455F6318.1000904@timedoctor.org> To be clear, this is the kind of thing that will never go into svn, perfect for the patches page, though. -- - Zachary J. Slater zakk at timedoctor.org zacharyslater at gmail.com From ntoronto at cs.byu.edu Sat Nov 18 15:08:07 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 13:08:07 -0700 Subject: [quake3] Python game code In-Reply-To: <455F6318.1000904@timedoctor.org> References: <455EC7A2.9090202@cs.byu.edu> <20061118133843.GA31055@odin.dempsky.org> <455F5E24.80404@cs.byu.edu> <455F6318.1000904@timedoctor.org> Message-ID: <455F6827.1030300@cs.byu.edu> Zachary Slater wrote: > To be clear, this is the kind of thing that will never go into svn, > perfect for the patches page, though. > > Perfectly fine and hunky-dory with me. It has one too many extra dependencies (statically linking Python). I'm just soliciting ideas and getting general reactions for now. From ntoronto at cs.byu.edu Sat Nov 18 15:11:04 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 13:11:04 -0700 Subject: [quake3] Python game code In-Reply-To: <455EC7A2.9090202@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> Message-ID: <455F68D8.8010202@cs.byu.edu> Neil Toronto wrote: > What sort of interest is there for an option to code the game (not the > engine) entirely in Python? > > Advantages: > > - MUCH easier to code - Python is brain-dead simple, so that even > artists without programming background could make simple changes > > - Could provide hooks to run custom Python code from just about > anywhere (and mods could even inject their own hooks) - basically, you > could mod the game without replacing the game files, or run multiple > mods simultaneously > > - Could run Python code directly from the console to debug > > - Could create very complex game logic very easily > > I know this is going to rub some C coders the wrong way - but at a > higher level of abstraction, where you don't have to think about > low-level operations like memory allocation and pointers, you can > churn out very complex stuff very quickly. Of course, there's a price: > > Disadvantages: > > - It's slower than C > > > I'm thinking of broader applications of the engine than just Quake 3 > the game. > > Neil > To illustrate, here's the whole extent of a "slow rockets" mod: import g_weapon g_weapon_create_rocket = None def create_rocket(*args, **kwargs): rocket = g_weapon_create_rocket(*args, **kwargs) rocket.vel /= 2 return rocket g_weapon_create_rocket = g_weapon.create_rocket g_weapon.create_rocket = create_rocket Place the script in a .pk3 file, somehow notify the server that you want it loaded (cvar?), and viola! You can even chain these little things. Neil From oneirotekt at zogblaster.com Sat Nov 18 17:42:05 2006 From: oneirotekt at zogblaster.com (oneirotekt) Date: Sat, 18 Nov 2006 17:42:05 -0500 Subject: [quake3] Python game code In-Reply-To: <455EC7A2.9090202@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> Message-ID: <455F8C3D.2020706@zogblaster.com> Neil Toronto wrote: > What sort of interest is there for an option to code the game (not the > engine) entirely in Python? Chalk me up as "very interested". I'm a designer by trade rather than a programmer, and a cross-platform GPL'd engine that uses Python for its gameplay code is a dream come true for me. Let me know how this develops. From joehill at sympatico.ca Sat Nov 18 18:09:16 2006 From: joehill at sympatico.ca (JoeHill) Date: Sat, 18 Nov 2006 18:09:16 -0500 Subject: [quake3] Python game code In-Reply-To: <455F68D8.8010202@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> Message-ID: <20061118180916.12746abd@node1.freeyourmachine.org> On Sat, 18 Nov 2006 13:11:04 -0700 Neil Toronto got an infinite number of monkeys to type out: > Place the script in a .pk3 file, somehow notify the server that you want > it loaded (cvar?), and viola! You can even chain these little things. Seriously. That's it??!! That's all you need to code a basic mod? Whoa. You know, I just might get a book on coding in Python... ;-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Cop: "He's making a break for it. Get him!" Fry: "No, no, I was just picking my nose." Cop: "He's picking his nose. Get him!" From mrd at alkemio.org Sun Nov 19 01:01:05 2006 From: mrd at alkemio.org (Matthew R. Dempsky) Date: Sun, 19 Nov 2006 00:01:05 -0600 Subject: [quake3] Python game code In-Reply-To: <20061118180916.12746abd@node1.freeyourmachine.org> References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> <20061118180916.12746abd@node1.freeyourmachine.org> Message-ID: <20061119060105.GA9184@odin.dempsky.org> On Sat, Nov 18, 2006 at 06:09:16PM -0500, JoeHill wrote: > On Sat, 18 Nov 2006 13:11:04 -0700 Neil Toronto got an infinite number of monkeys to type out: > > Place the script in a .pk3 file, somehow notify the server that you want > > it loaded (cvar?), and viola! You can even chain these little things. > > Seriously. That's it??!! That's all you need to code a basic mod? I got the impression he was presenting a hypothetical scenario supposing someone had spent the time to replace Quake 3's existing VM with Python's. From ntoronto at cs.byu.edu Sun Nov 19 01:09:22 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Sat, 18 Nov 2006 23:09:22 -0700 Subject: [quake3] Python game code In-Reply-To: <20061119060105.GA9184@odin.dempsky.org> References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> <20061118180916.12746abd@node1.freeyourmachine.org> <20061119060105.GA9184@odin.dempsky.org> Message-ID: <455FF512.805@cs.byu.edu> Matthew R. Dempsky wrote: > On Sat, Nov 18, 2006 at 06:09:16PM -0500, JoeHill wrote: > >> On Sat, 18 Nov 2006 13:11:04 -0700 Neil Toronto got an infinite number of monkeys to type out: >> >>> Place the script in a .pk3 file, somehow notify the server that you want >>> it loaded (cvar?), and viola! You can even chain these little things. >>> >> Seriously. That's it??!! That's all you need to code a basic mod? >> > > I got the impression he was presenting a hypothetical scenario > supposing someone had spent the time to replace Quake 3's existing VM > with Python's. > I got the impression that Joe was saying that tongue-in-cheek. ;-) But yes, *if* someone had spent the time modifying the Quake 3 engine to load Python game files (I'm starting that now, by the way), that's all you'd need to code a basic mod. Is that not nifty? From joehill at sympatico.ca Sun Nov 19 01:40:16 2006 From: joehill at sympatico.ca (JoeHill) Date: Sun, 19 Nov 2006 01:40:16 -0500 Subject: [quake3] Python game code In-Reply-To: <455FF512.805@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> <20061118180916.12746abd@node1.freeyourmachine.org> <20061119060105.GA9184@odin.dempsky.org> <455FF512.805@cs.byu.edu> Message-ID: <20061119014016.2a5653c0@node1.freeyourmachine.org> On Sat, 18 Nov 2006 23:09:22 -0700 Neil Toronto got an infinite number of monkeys to type out: > I got the impression that Joe was saying that tongue-in-cheek. ;-) Me? Never... > But yes, *if* someone had spent the time modifying the Quake 3 engine to > load Python game files (I'm starting that now, by the way), that's all > you'd need to code a basic mod. Is that not nifty? Oh, I don't think 'nifty' quite covers it :D ...as long as Python-DBUS is never involved... -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ War over! Balls thoroughly licked. From daniellord at mac.com Tue Nov 21 11:32:40 2006 From: daniellord at mac.com (Daniel Lord) Date: Tue, 21 Nov 2006 08:32:40 -0800 Subject: [quake3] Python game code In-Reply-To: <455FF512.805@cs.byu.edu> References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> <20061118180916.12746abd@node1.freeyourmachine.org> <20061119060105.GA9184@odin.dempsky.org> <455FF512.805@cs.byu.edu> Message-ID: On Nov 18, 2006, at 22:09, Neil Toronto wrote: > Matthew R. Dempsky wrote: >> On Sat, Nov 18, 2006 at 06:09:16PM -0500, JoeHill wrote: >> >>> On Sat, 18 Nov 2006 13:11:04 -0700 Neil Toronto got an infinite >>> number of monkeys to type out: >>> >>>> Place the script in a .pk3 file, somehow notify the server that >>>> you want it loaded (cvar?), and viola! You can even chain these >>>> little things. >>>> >>> Seriously. That's it??!! That's all you need to code a basic mod? >>> >> >> I got the impression he was presenting a hypothetical scenario >> supposing someone had spent the time to replace Quake 3's existing VM >> with Python's. >> > > I got the impression that Joe was saying that tongue-in-cheek. ;-) > > But yes, *if* someone had spent the time modifying the Quake 3 > engine to load Python game files (I'm starting that now, by the > way), that's all you'd need to code a basic mod. Is that not nifty? Yes it is 'nifty'. If you get a prototype, you should post it to the python and Mac-Python groups. Being a hard-core Python fan boy and hacker, I'd love to get my hands on it. Daniel From ntoronto at cs.byu.edu Tue Nov 21 12:34:49 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 21 Nov 2006 10:34:49 -0700 Subject: [quake3] Python game code In-Reply-To: References: <455EC7A2.9090202@cs.byu.edu> <455F68D8.8010202@cs.byu.edu> <20061118180916.12746abd@node1.freeyourmachine.org> <20061119060105.GA9184@odin.dempsky.org> <455FF512.805@cs.byu.edu> Message-ID: <456338B9.9040003@cs.byu.edu> Daniel Lord wrote: > > On Nov 18, 2006, at 22:09, Neil Toronto wrote: > >> Matthew R. Dempsky wrote: >>> On Sat, Nov 18, 2006 at 06:09:16PM -0500, JoeHill wrote: >>> >>>> On Sat, 18 Nov 2006 13:11:04 -0700 Neil Toronto got an infinite >>>> number of monkeys to type out: >>>> >>>>> Place the script in a .pk3 file, somehow notify the server that >>>>> you want it loaded (cvar?), and viola! You can even chain these >>>>> little things. >>>>> >>>> Seriously. That's it??!! That's all you need to code a basic mod? >>>> >>> >>> I got the impression he was presenting a hypothetical scenario >>> supposing someone had spent the time to replace Quake 3's existing VM >>> with Python's. >>> >> >> I got the impression that Joe was saying that tongue-in-cheek. ;-) >> >> But yes, *if* someone had spent the time modifying the Quake 3 engine >> to load Python game files (I'm starting that now, by the way), that's >> all you'd need to code a basic mod. Is that not nifty? > > Yes it is 'nifty'. If you get a prototype, you should post it to the > python and Mac-Python groups. > Being a hard-core Python fan boy and hacker, I'd love to get my hands > on it. > > Daniel > Will do. I was considering doing that already but wondering which lists to target. I can get this to build only under Linux, so having other people bash it against the Mac would be great. As long as I'm writing, I'll give a status update. :D I've got the engine loading Python files and using them as entry points now. (You set vm_cgame and friends to 3.) It can call them to initialize the game, render frames, etc. - not that the Python game does anything right now - and it receives return values. One especially nice thing is that Python can use zip files in its system path, so the first thing it does after initializing the interpreter is add the engine's search path to sys.path. When a Python game file does something like "import cengine" (the client engine wrapper), the interpreter loads cengine.py from baseq3/pygame.pk3 (or an overriding file). It turns out that it's *really* easy to wrap engine callbacks in a Python module using SWIG. All I have to do is create cengine.h and cengine.c (simple wrapper functions to replace the Quake 3 callback handlers) and a really simple cengine.i (which basically just includes cengine.h), define a make rule that runs "swig -python cengine.i", and I've got a proper Python module that mirrors the functions in cengine.c. SWIG makes a private C-language Python module and a public Python-language facade module. I statically link the private module to the Quake 3 executable and call its initialization function after initializing Python, and all the game code gets access to it. Out of, like, 100 client engine functions, I've done wrappers for, um... 3 of them. :) So, yeah, I can make the client game print stuff to the console. Sweet. The next steps are to organize this a little better and then get the Python game to render something. Neil From arny at ats.s.bawue.de Tue Nov 21 17:38:18 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 21 Nov 2006 23:38:18 +0100 Subject: [quake3] Python game code In-Reply-To: <456338B9.9040003@cs.byu.edu> References: <456338B9.9040003@cs.byu.edu> Message-ID: <200611212338.23235.arny@ats.s.bawue.de> On Tuesday 21 November 2006 18:34, Neil Toronto wrote: > As long as I'm writing, I'll give a status update. :D I've got the > engine loading Python files and using them as entry points now. (You set > vm_cgame and friends to 3.) It can call them to initialize the game, > render frames, etc. - not that the Python game does anything right now > - and it receives return values. One especially nice thing is that > Python can use zip files in its system path, so the first thing it does > after initializing the interpreter is add the engine's search path to > sys.path. When a Python game file does something like "import cengine" > (the client engine wrapper), the interpreter loads cengine.py from > baseq3/pygame.pk3 (or an overriding file). Looks pretty neat. Someone who wanted to use this will have to write the mod code all over again, though. Isn't that a bit large task to do compared to actually get python stuff running? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From linuxmanmikec at gmail.com Tue Nov 21 18:33:23 2006 From: linuxmanmikec at gmail.com (LinuxManMikeC) Date: Tue, 21 Nov 2006 18:33:23 -0500 Subject: [quake3] Python game code In-Reply-To: <200611212338.23235.arny@ats.s.bawue.de> References: <456338B9.9040003@cs.byu.edu> <200611212338.23235.arny@ats.s.bawue.de> Message-ID: <4561ec380611211533h200ee3abgfb24a481665bfce3@mail.gmail.com> On 11/21/06, Thilo Schulz wrote: > On Tuesday 21 November 2006 18:34, Neil Toronto wrote: > > As long as I'm writing, I'll give a status update. :D I've got the > > engine loading Python files and using them as entry points now. (You set > > vm_cgame and friends to 3.) It can call them to initialize the game, > > render frames, etc. - not that the Python game does anything right now > > - and it receives return values. One especially nice thing is that > > Python can use zip files in its system path, so the first thing it does > > after initializing the interpreter is add the engine's search path to > > sys.path. When a Python game file does something like "import cengine" > > (the client engine wrapper), the interpreter loads cengine.py from > > baseq3/pygame.pk3 (or an overriding file). > > Looks pretty neat. Someone who wanted to use this will have to write the mod > code all over again, though. Isn't that a bit large task to do compared to > actually get python stuff running? > > -- > Thilo Schulz > > > Well I think this binding was meant for non-programmers who want to mod the engine, but this brings up a question that I've had since I first read this thread... Wouldn't it be possible to mix C and Python? What would interest me is using Python for scripting character AI and other things that could be changed between maps in a game (like in Star Trek Elite Force and Call of Duty). I would prefer to do the rest of the more common code in C for speed. I know you can mix C and Python, but the design of this binding would decide how hard it would be to implement (I would imagine). Please consider this in your design Neil. Mike Cerveny From ntoronto at cs.byu.edu Tue Nov 21 18:35:32 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 21 Nov 2006 16:35:32 -0700 Subject: [quake3] Python game code In-Reply-To: <200611212338.23235.arny@ats.s.bawue.de> References: <456338B9.9040003@cs.byu.edu> <200611212338.23235.arny@ats.s.bawue.de> Message-ID: <45638D44.1030703@cs.byu.edu> Thilo Schulz wrote: > On Tuesday 21 November 2006 18:34, Neil Toronto wrote: > >> As long as I'm writing, I'll give a status update. :D I've got the >> engine loading Python files and using them as entry points now. (You set >> vm_cgame and friends to 3.) It can call them to initialize the game, >> render frames, etc. - not that the Python game does anything right now >> - and it receives return values. One especially nice thing is that >> Python can use zip files in its system path, so the first thing it does >> after initializing the interpreter is add the engine's search path to >> sys.path. When a Python game file does something like "import cengine" >> (the client engine wrapper), the interpreter loads cengine.py from >> baseq3/pygame.pk3 (or an overriding file). >> > > Looks pretty neat. Someone who wanted to use this will have to write the mod > code all over again, though. Isn't that a bit large task to do compared to > actually get python stuff running? Very perceptive, young Skywalker. Rewriting the game code *is* the largest task. I'm going to do that while I code up the wrapper - basically wrap functions as I need them. Neil From ntoronto at cs.byu.edu Tue Nov 21 19:03:27 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Tue, 21 Nov 2006 17:03:27 -0700 Subject: [quake3] Python game code In-Reply-To: <4561ec380611211533h200ee3abgfb24a481665bfce3@mail.gmail.com> References: <456338B9.9040003@cs.byu.edu> <200611212338.23235.arny@ats.s.bawue.de> <4561ec380611211533h200ee3abgfb24a481665bfce3@mail.gmail.com> Message-ID: <456393CF.9060908@cs.byu.edu> LinuxManMikeC wrote: > On 11/21/06, Thilo Schulz wrote: >> Looks pretty neat. Someone who wanted to use this will have to write >> the mod >> code all over again, though. Isn't that a bit large task to do >> compared to >> actually get python stuff running? >> >> -- >> Thilo Schulz >> >> >> > > Well I think this binding was meant for non-programmers who want to > mod the engine, but this brings up a question that I've had since I > first read this thread... Wouldn't it be possible to mix C and > Python? What would interest me is using Python for scripting > character AI and other things that could be changed between maps in a > game (like in Star Trek Elite Force and Call of Duty). I would prefer > to do the rest of the more common code in C for speed. I know you can > mix C and Python, but the design of this binding would decide how hard > it would be to implement (I would imagine). Please consider this in > your design Neil. > > Mike Cerveny In general, it's a huge PITA to mix C and Python. There are helpers like SWIG and Pyrex, but you'd want to keep the interface between the two languages as small as possible. There are a couple of ways I can think of that this could work out well: 1) Lots of C game code that calls a few Python hooks. 2) Lots of Python code that calls C code to do a few speed-critical things. #1 looks like what you're proposing. The two biggest advantages here are that I'd have less to write since the game code is already in C, and that it should run faster. There are a couple of disadvantages as well: you can't hook into anything and everything (you can with #2), and I haven't figured out how to get both a shared library and the QVM to call Python code without making a big mess of it. At minimum, it would require a bunch of new engine callbacks to wrap a good portion of the Python C API, and mirroring quite a few game C structs as Python classes. #2 is most flexible just because a mod author doesn't have to have an already-established hook in order to do something. The game code is also much shorter and more abstract, and easier for people with a passing familiarity with programming to change and package. The big downside (besides the drain on my time) is that it's potentially a lot slower. How much? I'm not sure there's anything in the game code that takes a great amount of CPU. There aren't any especially hefty algorithms. Most frames just change a few things in a few data structures (advancing moving entities, moving players and such). The biggest CPU hogs, collision detection and rendering, are mostly done in the engine. The particle system could take a lot of time, and is probably a good candidate for C. All the math functions and vector operations will be in C. At least, I *think* that's how the performance landscape looks. Though I did the Alternate Fire and UFT mods, both of which required some fairly major changes to the bot AI code, there's a lot of it I left alone out of sheer terror - but I think the story is the same there. The mover code is also pretty opaque to me. Maybe someone here with more experience could chime in? Neil From joehill at sympatico.ca Tue Nov 21 21:28:28 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 21 Nov 2006 21:28:28 -0500 Subject: Text Mode Svr Mon Message-ID: <20061121212828.032c61b9@node1.freeyourmachine.org> Hi y'all, Kinda...ok, way OT, but... Currently hacking away at getting some sort of working server monitor going in text mode (now that Zack has me hooked on ssh and screen...). Trying to stay away from any fancy-schmancy web or XQF frontends ;) At the moment, I have cron running qstat which outputs to file. One problem: qstat will sort players by teams, but does not show the teams or colours. Question is, before I continue banging my head against a dead horse, is anyone aware of a CLI script which could automate this, or in possession of a clue which apparently I am lacking? Something like qstat but that would run like a daemon perhaps? I did some Googling and found this snippet: while true; do clear; ls -l /path/to/the/file; sleep 1; done ...which, modified to use 'more' gave me *almost* what I wanted, ie. 'realtime' output (not quite, I don't want cron running every 30 seconds...), however I'm still lacking the indication of team, either by colour or name. Otherwise, everything's great, this server's never once crapped out on me. Fun times for all...er, well me :-) Thanks! -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Professor: Perhaps it's your outlook that need a good bend, a ninety degree bend to a place where happiness is perpendicular to wonderment. From linuxmanmikec at gmail.com Tue Nov 21 22:53:15 2006 From: linuxmanmikec at gmail.com (LinuxManMikeC) Date: Tue, 21 Nov 2006 22:53:15 -0500 Subject: [quake3] Python game code In-Reply-To: <456393CF.9060908@cs.byu.edu> References: <456338B9.9040003@cs.byu.edu> <200611212338.23235.arny@ats.s.bawue.de> <4561ec380611211533h200ee3abgfb24a481665bfce3@mail.gmail.com> <456393CF.9060908@cs.byu.edu> Message-ID: <4561ec380611211953k2ea30483oe9d5a1369ece6cd4@mail.gmail.com> On 11/21/06, Neil Toronto wrote: > LinuxManMikeC wrote: > > On 11/21/06, Thilo Schulz wrote: > >> Looks pretty neat. Someone who wanted to use this will have to write > >> the mod > >> code all over again, though. Isn't that a bit large task to do > >> compared to > >> actually get python stuff running? > >> > >> -- > >> Thilo Schulz > >> > >> > >> > > > > Well I think this binding was meant for non-programmers who want to > > mod the engine, but this brings up a question that I've had since I > > first read this thread... Wouldn't it be possible to mix C and > > Python? What would interest me is using Python for scripting > > character AI and other things that could be changed between maps in a > > game (like in Star Trek Elite Force and Call of Duty). I would prefer > > to do the rest of the more common code in C for speed. I know you can > > mix C and Python, but the design of this binding would decide how hard > > it would be to implement (I would imagine). Please consider this in > > your design Neil. > > > > Mike Cerveny > > In general, it's a huge PITA to mix C and Python. There are helpers like > SWIG and Pyrex, but you'd want to keep the interface between the two > languages as small as possible. There are a couple of ways I can think > of that this could work out well: > > 1) Lots of C game code that calls a few Python hooks. > > 2) Lots of Python code that calls C code to do a few speed-critical things. > > #1 looks like what you're proposing. The two biggest advantages here are > that I'd have less to write since the game code is already in C, and > that it should run faster. There are a couple of disadvantages as well: > you can't hook into anything and everything (you can with #2), and I > haven't figured out how to get both a shared library and the QVM to call > Python code without making a big mess of it. At minimum, it would > require a bunch of new engine callbacks to wrap a good portion of the > Python C API, and mirroring quite a few game C structs as Python classes. > > #2 is most flexible just because a mod author doesn't have to have an > already-established hook in order to do something. The game code is also > much shorter and more abstract, and easier for people with a passing > familiarity with programming to change and package. The big downside > (besides the drain on my time) is that it's potentially a lot slower. > > How much? I'm not sure there's anything in the game code that takes a > great amount of CPU. There aren't any especially hefty algorithms. Most > frames just change a few things in a few data structures (advancing > moving entities, moving players and such). The biggest CPU hogs, > collision detection and rendering, are mostly done in the engine. The > particle system could take a lot of time, and is probably a good > candidate for C. All the math functions and vector operations will be in C. > > At least, I *think* that's how the performance landscape looks. Though I > did the Alternate Fire and UFT mods, both of which required some fairly > major changes to the bot AI code, there's a lot of it I left alone out > of sheer terror - but I think the story is the same there. The mover > code is also pretty opaque to me. Maybe someone here with more > experience could chime in? > > Neil > > That #1 sounds like what I'm thinking. I would like to use Python only for AI. Being able to also do scripting for all entities would be nice, but at that point most of the game code would be in Python anyway. Now your idea of just using Python for everything would work as I would be able to make my AI scripts for the various levels (also Python) and dynamically load it into the characters based on which map is loaded. I would also have the option of doing complex scripting with all world entities seeing as how the code for it is already in Python (opens up some really wild possibilities). I haven't even modded the Q3 game code yet (only browsed), so I was just thinking out loud. I wouldn't mind doing it all in Python, just that I like C more :-). Guess I'll just wait and see how your Python binding works out both code and performance wise. If it doesn't work for what I want to do then at least I have somewhere to start from. In the mean time I need to start playing with that C code. Mike From rainer.klaffenboeck at inode.at Wed Nov 22 01:48:44 2006 From: rainer.klaffenboeck at inode.at (Rainer Klaffenboeck) Date: Wed, 22 Nov 2006 07:48:44 +0100 Subject: [quake3] Text Mode Svr Mon In-Reply-To: <20061121212828.032c61b9@node1.freeyourmachine.org> References: <20061121212828.032c61b9@node1.freeyourmachine.org> Message-ID: <4563F2CC.8020407@inode.at> JoeHill wrote: > while true; do clear; ls -l /path/to/the/file; sleep 1; done > > ...which, modified to use 'more' gave me *almost* what I wanted, ie. 'realtime' > output (not quite, I don't want cron running every 30 seconds...), however I'm > still lacking the indication of team, either by colour or name. > I think what you are looking for is 'tail -f /path/to/the/file'. 'man tail' for more information. Afaik q3 servers do not send team information, so the sorting of which you're talking is most probably happening server-side. Someone correct me if I'm wrong. Hobbes -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: not available URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 189 bytes Desc: OpenPGP digital signature URL: From joehill at sympatico.ca Wed Nov 22 02:12:26 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 22 Nov 2006 02:12:26 -0500 Subject: [quake3] Text Mode Svr Mon In-Reply-To: <4563F2CC.8020407@inode.at> References: <20061121212828.032c61b9@node1.freeyourmachine.org> <4563F2CC.8020407@inode.at> Message-ID: <20061122021226.2ab96d00@node1.freeyourmachine.org> On Wed, 22 Nov 2006 07:48:44 +0100 Rainer Klaffenboeck got an infinite number of monkeys to type out: > I think what you are looking for is 'tail -f /path/to/the/file'. > 'man tail' for more information. Should have mentioned, tried using tail, it doesn't work because I'm not appending to the file, I'm overwriting it each time cron runs qstat. From what I can tell, even in the manpage, it will only update if the file actually grows, ie. data is added. > Afaik q3 servers do not send team information, so the sorting of which > you're talking is most probably happening server-side. Someone correct > me if I'm wrong. I'm actually running the qstat query on 'localhost', would that make any difference? I was just thinking, perhaps what I should be monitoring is the logfiles. They would have the team info, etc. But then I'm back at square one, because I have no idea how to parse those logs into a useable console output :-( It's not a biggie, I've got pretty much what I wanted, ie. I can see from my screen session now the console, the mapcycle, and now the serverinfo re map, time, etc. That's pretty cool in my books :-) More Googlin'... Thanks! -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "I heard one time you single-handedly defeated a hoard of rampaging of somethings in the something something system." -Fry From ntoronto at cs.byu.edu Wed Nov 22 23:30:27 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Wed, 22 Nov 2006 21:30:27 -0700 Subject: OpenAL music problem Message-ID: <456523E3.6070808@cs.byu.edu> When using OpenAL for the sound, if there is no intro track, the loop won't play either. I believe this is the culprit, from S_AL_StartBackgroundTrack in snd_openal.c: *if*((!intro || !*intro) && (!intro || !*intro)) *return*; That second half should test loop, not intro. Neil From ntoronto at cs.byu.edu Wed Nov 22 23:31:47 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Wed, 22 Nov 2006 21:31:47 -0700 Subject: [quake3] OpenAL music problem In-Reply-To: <456523E3.6070808@cs.byu.edu> References: <456523E3.6070808@cs.byu.edu> Message-ID: <45652433.1020901@cs.byu.edu> Neil Toronto wrote: > When using OpenAL for the sound, if there is no intro track, the loop > won't play either. I believe this is the culprit, from > S_AL_StartBackgroundTrack in snd_openal.c: > > *if*((!intro || !*intro) && (!intro || !*intro)) > *return*; > > That second half should test loop, not intro. > > Neil > Please excuse Thunderbird for converting the bold characters to asterisk-tagged ones when converting to plain text. It should read: if((!intro || !*intro) && (!intro || !*intro)) return; From arny at ats.s.bawue.de Thu Nov 23 06:25:07 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 23 Nov 2006 12:25:07 +0100 Subject: [quake3] OpenAL music problem In-Reply-To: <45652433.1020901@cs.byu.edu> References: <456523E3.6070808@cs.byu.edu> <45652433.1020901@cs.byu.edu> Message-ID: <200611231225.12532.arny@ats.s.bawue.de> On Thursday 23 November 2006 05:31, Neil Toronto wrote: > if((!intro || !*intro) && (!intro || !*intro)) > return; fixed, thanks. I was moving that part of code around a couple of weeks and didn't notice this obvious bug. D'oh! -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From tim at ngus.net Thu Nov 23 07:28:06 2006 From: tim at ngus.net (Tim Angus) Date: Thu, 23 Nov 2006 12:28:06 +0000 Subject: OpenAL music problem In-Reply-To: <200611231225.12532.arny@ats.s.bawue.de> References: <456523E3.6070808@cs.byu.edu> <45652433.1020901@cs.byu.edu> <200611231225.12532.arny@ats.s.bawue.de> Message-ID: <456593D6.8000507@ngus.net> Thilo Schulz wrote: > On Thursday 23 November 2006 05:31, Neil Toronto wrote: >> if((!intro || !*intro) && (!intro || !*intro)) >> return; > > fixed, thanks. > I was moving that part of code around a couple of weeks and didn't notice this > obvious bug. D'oh! Maybe he just wanted to be *really* sure :). From ntoronto at cs.byu.edu Thu Nov 23 12:51:47 2006 From: ntoronto at cs.byu.edu (Neil Toronto) Date: Thu, 23 Nov 2006 10:51:47 -0700 Subject: [quake3] Re: OpenAL music problem In-Reply-To: <456593D6.8000507@ngus.net> References: <456523E3.6070808@cs.byu.edu> <45652433.1020901@cs.byu.edu> <200611231225.12532.arny@ats.s.bawue.de> <456593D6.8000507@ngus.net> Message-ID: <4565DFB3.3090100@cs.byu.edu> Tim Angus wrote: > Thilo Schulz wrote: >> On Thursday 23 November 2006 05:31, Neil Toronto wrote: >>> if((!intro || !*intro) && (!intro || !*intro)) >>> return; >> >> fixed, thanks. >> I was moving that part of code around a couple of weeks and didn't >> notice this obvious bug. D'oh! > > Maybe he just wanted to be *really* sure :). > LOL! Thilo: Hey, no problem! It's the kind of thing that doesn't show up unless a map has no intro, but does have a loop, which is rather unlikely. I stumbled across it while writing Python wrappers for engine callbacks. I want you to know that I lost a good fifteen minutes trying to figure out why my very obviously correct wrapper was failing. I'll be sending an elder demon to your house to extract that much time from your expected life span. Thanks! Neil From arny at ats.s.bawue.de Thu Nov 23 15:24:56 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 23 Nov 2006 21:24:56 +0100 Subject: [quake3] Re: OpenAL music problem In-Reply-To: <4565DFB3.3090100@cs.byu.edu> References: <456523E3.6070808@cs.byu.edu> <456593D6.8000507@ngus.net> <4565DFB3.3090100@cs.byu.edu> Message-ID: <200611232124.59863.arny@ats.s.bawue.de> On Thursday 23 November 2006 18:51, Neil Toronto wrote: > >> I was moving that part of code around a couple of weeks and didn't > >> notice this obvious bug. D'oh! "a couple of weeks ago" I meant. :P > > Maybe he just wanted to be *really* sure :). hehehe > Thilo: Hey, no problem! It's the kind of thing that doesn't show up > unless a map has no intro, but does have a loop, which is rather > unlikely. I stumbled across it while writing Python wrappers for engine > callbacks. To be exact: This intro/looping stuff was broken already before I played with that code for a reason unrelated to this bug found by you. And this double checking was in there back then, already. My "fix" of the looping only made that bug actually noticable. > I want you to know that I lost a good fifteen minutes trying to figure > out why my very obviously correct wrapper was failing. I'll be sending > an elder demon to your house to extract that much time from your > expected life span. Thanks! I bet you'd waste those extra 15 minutes on 3 cigarettes anyways... :P (If you're smoker...) -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From joehill at sympatico.ca Mon Nov 27 10:43:21 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 10:43:21 -0500 Subject: Broken GLX? Message-ID: <20061127104321.6267371a@node1.freeyourmachine.org> Last night I was futzing around, actually trying to build 'Blackshades' (another of Zakk's projects?), looked kinda funky. Anyhow, to build it I thought it was asking for the mesa devel libs, which I installed, but that pulled down libmesa, and all of a sudden ioq3 wouldn't run. Oh F@#$, I thought, but I uninstalled all the mesa stuff, and ioq3 ran again, but it seemed to take a coupla seconds longer. Saw this in the term output, not sure if I saw this before: ...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 6: 1024 768 SDL_SetVideoMode failed: Couldn't find matching GLX visual Using 4/4/4 Color bits, 24 depth, 8 stencil display. GL_RENDERER: GeForce4 Ti 4200/AGP/SSE2/forceSW Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...ignoring GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic I could be just imagining it or my eyes are whacked from lack of sleep, but I swear it doesn't look quite as sharp as before, even though the system settings in-game are all what they should be, AFAICT. Should I be concerned about this error, and if so, any way to get rid of the problem I caused (assuming it's related to my aborted mesa install)? Thanks guys! -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Tonight's special, blackened blackened leftovers From arny at ats.s.bawue.de Mon Nov 27 12:22:35 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Mon, 27 Nov 2006 18:22:35 +0100 Subject: [quake3] Broken GLX? In-Reply-To: <20061127104321.6267371a@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> Message-ID: <200611271822.37713.arny@ats.s.bawue.de> On Monday 27 November 2006 16:43, JoeHill wrote: > Anyhow, to build it I thought it was asking for the mesa devel libs, which > I installed, but that pulled down libmesa, and all of a sudden ioq3 > wouldn't run. Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software GL. Reinstalling the accelerated, hardware-specific drivers should do the trick. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From joehill at sympatico.ca Mon Nov 27 13:28:55 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 13:28:55 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <200611271822.37713.arny@ats.s.bawue.de> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> Message-ID: <20061127132855.1b85cc18@node1.freeyourmachine.org> On Mon, 27 Nov 2006 18:22:35 +0100 Thilo Schulz got an infinite number of monkeys to type out: > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > GL. Reinstalling the accelerated, hardware-specific drivers should do the > trick. Yeah, I googled the error, and that was the suggested solution. I uninstalled and reinstalled the NVidia drivers, but same error. What's confusing me is, if it can't 'find matching GLX visual', how is it still working? One thing I noticed, on my other machine (that I didn't screw with), it uses 8/8/8 Color bits. If that makes any difference, I can't tell if there has been any impact on the graphics or not... :-\ -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Fry: It's like a party in my mouth and everyone's throwing up. From joehill at sympatico.ca Mon Nov 27 14:12:35 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 14:12:35 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <200611271822.37713.arny@ats.s.bawue.de> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> Message-ID: <20061127141235.16c9f687@node1.freeyourmachine.org> On Mon, 27 Nov 2006 18:22:35 +0100 Thilo Schulz got an infinite number of monkeys to type out: > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > GL. One other thing I noticed: [joehill at node1:~>$]locate libGL.so.1 /usr/lib/libGL.so.1.0.8178 /usr/lib/libGL.so.1 and: [joehill at node1:~>$]ls -l /usr/lib/libGL.so.* lrwxrwxrwx 1 root root 17 Nov 27 13:33 /usr/lib/libGL.so.1 -> libGL.so.1.0.8178* -rwxr-xr-x 1 root root 535264 Nov 27 13:33 /usr/lib/libGL.so.1.0.8178* So, is it safe to, say, rename the libGL.so.1 file(s) and reinstall the drivers? Sorry, I know this is offtopic, but I thought I would ask the experts in this ;-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "It was just a matter of knowing the secret of all TV shows: at the end of the episode, everything's always right back to normal." -Fry From bnoordhuis at gmail.com Mon Nov 27 15:35:00 2006 From: bnoordhuis at gmail.com (Ben Noordhuis) Date: Mon, 27 Nov 2006 21:35:00 +0100 Subject: [quake3] Broken GLX? In-Reply-To: <20061127141235.16c9f687@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061127141235.16c9f687@node1.freeyourmachine.org> Message-ID: <54885e060611271234x49f4b7b6he75d30a458158a4@mail.gmail.com> > So, is it safe to, say, rename the libGL.so.1 file(s) and reinstall the drivers? Quit X and run the NVIDIA installer. All should be well afterwards. From joehill at sympatico.ca Mon Nov 27 15:40:18 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 15:40:18 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <200611271822.37713.arny@ats.s.bawue.de> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> Message-ID: <20061127154018.46f9db68@node1.freeyourmachine.org> On Mon, 27 Nov 2006 18:22:35 +0100 Thilo Schulz got an infinite number of monkeys to type out: > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > GL. Reinstalling the accelerated, hardware-specific drivers should do the > trick. Even more weird...if I run ioquake3 + set fs_game q3ut3 (urban terror), I don't get the error, but still the same Color bits. ...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, 16 depth, 0 stencil display. Anyhow, I can still play, but if anyone has any suggestions as to how to get rid of this error, lemme know. Thanks all! -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Dr. Zoidberg: "A successor to the professor?" From zakk at timedoctor.org Mon Nov 27 15:47:17 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Mon, 27 Nov 2006 12:47:17 -0800 Subject: [quake3] Broken GLX? In-Reply-To: <20061127154018.46f9db68@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061127154018.46f9db68@node1.freeyourmachine.org> Message-ID: <456B4ED5.3000308@timedoctor.org> The libgl last used is stored in the per-mod q3config.cfg From joehill at sympatico.ca Mon Nov 27 16:25:17 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 16:25:17 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <54885e060611271234x49f4b7b6he75d30a458158a4@mail.gmail.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061127141235.16c9f687@node1.freeyourmachine.org> <54885e060611271234x49f4b7b6he75d30a458158a4@mail.gmail.com> Message-ID: <20061127162517.4ce6d271@node1.freeyourmachine.org> On Mon, 27 Nov 2006 21:35:00 +0100 Ben Noordhuis got an infinite number of monkeys to type out: > Quit X and run the NVIDIA installer. All should be well afterwards. Did that, twice now. Well, I uninstalled and reinstalled. Then I uninstalled, and remembering that *sometimes* the NVidia installer can leave some cruft around requiring a reboot, I did so, reinstalled. Still same error. Are you saying I should run the installer with the drivers already installed? Thanks for your replies, guys, I shoulda known from experience not to mess with Mesa :-( -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "Hey, sexy mama. Wanna kill all the humans?" -Bender From joehill at sympatico.ca Mon Nov 27 16:26:37 2006 From: joehill at sympatico.ca (JoeHill) Date: Mon, 27 Nov 2006 16:26:37 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <456B4ED5.3000308@timedoctor.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061127154018.46f9db68@node1.freeyourmachine.org> <456B4ED5.3000308@timedoctor.org> Message-ID: <20061127162637.30c4db4a@node1.freeyourmachine.org> On Mon, 27 Nov 2006 12:47:17 -0800 Zachary Slater got an infinite number of monkeys to type out: > The libgl last used is stored in the per-mod q3config.cfg Ya, that's when I got the idea to delete the old baseq3/q3config, and run it again. Same error. I seem to have quite a talent for breaking things :-\ -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Futurama is brought to you by Thompson's Teeth, the only teeth strong enough to eat other teeth. From 0000spam at gmail.com Mon Nov 27 19:32:29 2006 From: 0000spam at gmail.com (DD) Date: Tue, 28 Nov 2006 01:32:29 +0100 Subject: [quake3] Re: Long uptime bug and other suggestions In-Reply-To: References: <455DA547.7070406@ngus.net> Message-ID: Thanks for your suggestion. I am compiling my own now and server is running SVN973 (ioQ3 1.33 linux-i386 Nov 19 2006) and all works perfectly. Long uptime 'choppy' bug is present only if i leave one map running without a restart for 10 or more hours. Well, i guess at that time you start to notice it. If maps rotate by timelimit or fraglimit it's all smooth even after a week of uptime (tested from 18 to 25 nov 2006). Players are reporting better responsiveness and more precision which is very important when playing with our extreme game mode. HTTP download is not for regular clients so i decided to change the text about no maps present and to disable server downloading. This is mainly because we don't have time to send a player some map, server rotates to next one sooner. Would be nice to have some server variable for custom 'maps not present' message, so client can go to the web site and download. But i can recompile with new message, so it's not a problem. At same time i would like to thank you all who are working on ioquake3. Much appreciated! =) DD On 11/17/06, Stephen Youts wrote: > Revision 877 is pretty old -- if you're planning on running an up to date > copy I'd advise grabbing ioq3 from the subversion repository and compiling > it yourself. > > As a general rule I would try to avoid running distribution-provided > packages. Be sure to get the latest revision before reporting bugs. > > > On 11/17/06, DD <0000spam at gmail.com> wrote: > > Hi Timbo, thanks for your quick reply! > > > > I am using ioquake3-1.33_SVN877-1.i586.rpm on FC3 available from > > http://www.openverse.com/quake3/ . Maybe i should try FC4 > too. > > > > I use just server executable and right now i am testing it, also to > > see if objects will move erratically after a day or two of uptime. If > > you want to check it out, feel free to join and experiment on this > > server: 64.34.166.35:30001 . Use " toggle cg_drawtimer " or " > > cg_drawtimer 1 " to see uptime in minutes. > > > > How do i enable HTTP downloading? I didn't see anything on web page so > > i was thinking it's not implemented. > > > > dyn > > > > > > On 11/17/06, Tim Angus wrote: > > > DD wrote: > > > > Not your fault but it would be great improvement to fix this old bug, > > > > please check this out: > > > > > http://www.quakesrc.org/forums/viewtopic.php?t=5595&start=0 > > > > ( Fix for long server uptime behavior ("choppy server")) > > > > > > That has been fixed for some time now (I am Timbo). > > > > > > > Also, it would be very good to drop UDP downloading and implement TCP > > > > or some redirection. Downloading new maps from server is very slow, at > > > > average 16k/s. Increasing rate is not the solution, also, how can you > > > > tell novice players what the rate is and when do you tell. > > > > > > Tony J. White implemented HTTP downloading recently, make sure your > > > checkout is up to date. > > > > > > > > > -- > -MercyKiller > ================ > http://lms.d3files.com > http://www.debian.org From arny at ats.s.bawue.de Tue Nov 28 01:53:55 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Nov 2006 07:53:55 +0100 Subject: [quake3] Re: Long uptime bug and other suggestions In-Reply-To: References: Message-ID: <200611280753.58373.arny@ats.s.bawue.de> On Tuesday 28 November 2006 01:32, DD wrote: > I am compiling my own now and server is running SVN973 (ioQ3 1.33 > linux-i386 Nov 19 2006) and all works perfectly. Long uptime 'choppy' > bug is present only if i leave one map running without a restart for > 10 or more hours. Well, i guess at that time you start to notice it. > If maps rotate by timelimit or fraglimit it's all smooth even after a > week of uptime (tested from 18 to 25 nov 2006). with ioquake3, as far as I know, the choppy bug should not appear at all unless ran over a much more extensive period. > HTTP download is not for regular clients so i decided to change the > text about no maps present and to disable server downloading. This is > mainly because we don't have time to send a player some map, server > rotates to next one sooner. Given a broadband connection at the client and a well connected server, downloading of new maps via cURL can be done within the warmup period. You can also disable UDP downloads and only allow HTTP downloads. This is what I would do. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From tim at ngus.net Tue Nov 28 04:34:35 2006 From: tim at ngus.net (Tim Angus) Date: Tue, 28 Nov 2006 09:34:35 +0000 Subject: Long uptime bug and other suggestions In-Reply-To: <200611280753.58373.arny@ats.s.bawue.de> References: <200611280753.58373.arny@ats.s.bawue.de> Message-ID: <456C02AB.2020105@ngus.net> Thilo Schulz wrote: > with ioquake3, as far as I know, the choppy bug should not appear at all > unless ran over a much more extensive period. Actually this is still an issue. If you run a *single map* without any changes for a long period of time the choppiness returns. As I recall this would be difficult (impossible?) to fix without client side changes. As this is a somewhat extreme use case nobody bothered addressing this particular issue. The much more serious choppiness bug that occurs regardless of the number of map changes is definitely fixed and has been for some time. This shouldn't appear regardless of the length of time the server is run for. After some time (22 days I think) the server will actually restart itself anyway, as a lame kind of way of handling timestamp overflows. From arny at ats.s.bawue.de Tue Nov 28 06:12:33 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Tue, 28 Nov 2006 12:12:33 +0100 Subject: [quake3] Re: Long uptime bug and other suggestions In-Reply-To: <456C02AB.2020105@ngus.net> References: <200611280753.58373.arny@ats.s.bawue.de> <456C02AB.2020105@ngus.net> Message-ID: <200611281212.35933.arny@ats.s.bawue.de> On Tuesday 28 November 2006 10:34, Tim Angus wrote: > After some time (22 days I think) the server will actually restart > itself anyway, as a lame kind of way of handling timestamp overflows. May this be the reason to why my map rotation seems to be f*cked up every once in a while? -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From joehill at sympatico.ca Tue Nov 28 14:24:19 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 28 Nov 2006 14:24:19 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <200611271822.37713.arny@ats.s.bawue.de> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> Message-ID: <20061128142419.1f589eec@node1.freeyourmachine.org> On Mon, 27 Nov 2006 18:22:35 +0100 Thilo Schulz got an infinite number of monkeys to type out: > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > GL. Reinstalling the accelerated, hardware-specific drivers should do the > trick. Okay, this goes from 'oh crap' to 'oh f#$@', to now...WTF?? I was experiencing other issues with my OS, so I thought, hell, let's start clean. Yep, clean install, didn't take long, but... Same problem. GLXGears gives me no errors and reports 900 fps fullscreen, 3000 at the default size, so GL *is* working on *some* level. Tried every suggestion I could find on the web, tried all different versions of NVidia drivers. Even tried the DKMS version from PLF, those were the worst, but did give some interesting error messages: ...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 SDL_SetVideoMode failed: Couldn't find matching GLX visual SDL_SetVideoMode failed: Couldn't find matching GLX visual Using 8/8/8 Color bits, 16 depth, 0 stencil display. GL_RENDERER: Mesa GLX Indirect *********************************************************** You are using software Mesa (no hardware acceleration)! Driver DLL used: libGL.so.1 If this is intentional, add "+set r_allowSoftwareGL 1" to the command line when starting the game. *********************************************************** ...WARNING: could not set the given mode (3) ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- Sys_Error: GLimp_Init() - could not load OpenGL subsystem Got rid of *those* right quick. Now the game will run again, but still renders the textures using software. Reconfigured xorg a million times, deleted or renamed all q3 config files, is there any other config possibly lurking in my /home? Something to do with mesa? This just does not *make any sense* (like the 'Chewbacca Defense'). I am at a complete loss as to how to proceed, if there's anything anyone can think of to try, I'm willing. I *really* want my ioquake3 back (I was up til six AM fighting with this)... Thank you for listening... :-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Leela: "He's crude and gross and he treats me like a slave." Fry: "Then dump his one-eyed ass." From daniellord at mac.com Tue Nov 28 15:38:43 2006 From: daniellord at mac.com (Daniel Lord) Date: Tue, 28 Nov 2006 12:38:43 -0800 Subject: [ioquake] SMP build on OS X? In-Reply-To: <20061128142419.1f589eec@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> Message-ID: <53F3EE4C-2085-4BBA-A2F7-748D1BF23413@mac.com> Compile succeeded for the universal binary on my Mac Book Pro (Intel) and seems to run fine. However, I noticed an SMP build directory which didn't seem to be utilized (perhaps I am wrong) and, since the Macbook Pro uses a dual core (i.e. SMP), I'd like to build for it. The OS X build instructions don't set BUILD_CLIENT_SMP so I am assuming the build is not SMP capable. If I set BUILD_CLIENT_SMP = 1 i in the Makefile will that suffice? I know in the past, one only needed to change a cvar to enable SMP support. Is that the case here or do I need to modify the build shell script and make file? Daniel Lord --- Fortes Fortuna Adiuvat (Fortune favors the brave) --The Mac users motto From joehill at sympatico.ca Tue Nov 28 15:57:20 2006 From: joehill at sympatico.ca (JoeHill) Date: Tue, 28 Nov 2006 15:57:20 -0500 Subject: [quake3] [ioquake] SMP build on OS X? In-Reply-To: <53F3EE4C-2085-4BBA-A2F7-748D1BF23413@mac.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <53F3EE4C-2085-4BBA-A2F7-748D1BF23413@mac.com> Message-ID: <20061128155720.7a721db3@node1.freeyourmachine.org> On Tue, 28 Nov 2006 12:38:43 -0800 Daniel Lord got an infinite number of monkeys to type out: > Daniel Lord Hi, sorry, but could you start a new thread for this? I'm really hoping to get some help with GLX, and when you hijack a thread, it greatly reduces the chances of getting it. Changing the subject line does absolutely nothing, it just makes the thread confusing. Messages are not sorted by subject, but by thread id. Thanks, man. :-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "From this day forth, Robot House is on dodecatuple secret probation." -Dean Vernon From tjw at webteam.net Tue Nov 28 16:05:03 2006 From: tjw at webteam.net (Tony J. White) Date: Tue, 28 Nov 2006 15:05:03 -0600 Subject: [quake3] [ioquake] SMP build on OS X? In-Reply-To: <53F3EE4C-2085-4BBA-A2F7-748D1BF23413@mac.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <53F3EE4C-2085-4BBA-A2F7-748D1BF23413@mac.com> Message-ID: <20061128210503.GF9797@morbo.webteam.net> On Tue, Nov 28, 2006 at 12:38:43PM -0800, Daniel Lord wrote: > Compile succeeded for the universal binary on my Mac Book Pro (Intel) and seems > to run fine. > > However, I noticed an SMP build directory which didn't seem to be utilized > (perhaps I am wrong) and, since the Macbook Pro uses a dual core (i.e. SMP), > I'd like to build for it. > The OS X build instructions don't set BUILD_CLIENT_SMP so I am assuming the > build is not SMP capable. > If I set BUILD_CLIENT_SMP = 1 i in the Makefile will that suffice? > > I know in the past, one only needed to change a cvar to enable SMP support. > Is that the case here or do I need to modify the build shell script and make > file? The universal binary is always built with SMP support (-DSMP is in the cflags). It's off by default though, you still have to enable it with the r_smp cvar. -Tony From zakk at timedoctor.org Tue Nov 28 21:26:08 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 28 Nov 2006 18:26:08 -0800 Subject: rc3 Message-ID: <456CEFC0.3020604@timedoctor.org> Fellow nerds, rc3 is up: Lunix installer: http://ioquake3.org/files/ioquake3-1.34-rc3.run Please test that, especially on Ubuntu, and get back to me so I know if it is kosher to put up. Zip/Tarball: http://ioquake3.org/files/ioquake3_1.34-rc3.tar.bz2 http://ioquake3.org/files/ioquake3_1.34-rc3.zip More soon! From linuxmanmikec at gmail.com Tue Nov 28 22:35:10 2006 From: linuxmanmikec at gmail.com (LinuxManMikeC) Date: Tue, 28 Nov 2006 22:35:10 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <20061128142419.1f589eec@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> Message-ID: <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> On 11/28/06, JoeHill wrote: > On Mon, 27 Nov 2006 18:22:35 +0100 > Thilo Schulz got an infinite number of monkeys to type out: > > > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > > GL. Reinstalling the accelerated, hardware-specific drivers should do the > > trick. > > Okay, this goes from 'oh crap' to 'oh f#$@', to now...WTF?? > > I was experiencing other issues with my OS, so I thought, hell, let's start > clean. > > Yep, clean install, didn't take long, but... > > Same problem. GLXGears gives me no errors and reports 900 fps fullscreen, 3000 > at the default size, so GL *is* working on *some* level. > > Tried every suggestion I could find on the web, tried all different versions of > NVidia drivers. Even tried the DKMS version from PLF, those were the worst, but > did give some interesting error messages: > > ...loading libGL.so.1: > Calling SDL_Init(SDL_INIT_VIDEO)... > SDL_Init(SDL_INIT_VIDEO) passed. > Initializing OpenGL display > ...setting mode 3: 640 480 > SDL_SetVideoMode failed: Couldn't find matching GLX visual > SDL_SetVideoMode failed: Couldn't find matching GLX visual > Using 8/8/8 Color bits, 16 depth, 0 stencil display. > GL_RENDERER: Mesa GLX Indirect > > > *********************************************************** > You are using software Mesa (no hardware acceleration)! > Driver DLL used: libGL.so.1 > If this is intentional, add > "+set r_allowSoftwareGL 1" > to the command line when starting the game. > *********************************************************** > ...WARNING: could not set the given mode (3) > ----- CL_Shutdown ----- > RE_Shutdown( 1 ) > ----------------------- > Sys_Error: GLimp_Init() - could not load OpenGL subsystem > > Got rid of *those* right quick. Now the game will run again, but still renders > the textures using software. > > Reconfigured xorg a million times, deleted or renamed all q3 config files, is > there any other config possibly lurking in my /home? Something to do with mesa? > > This just does not *make any sense* (like the 'Chewbacca Defense'). I am at a > complete loss as to how to proceed, if there's anything anyone can think of to > try, I'm willing. I *really* want my ioquake3 back (I was up til six AM fighting > with this)... > > Thank you for listening... :-) > > -- > JoeHill / RLU #282046 > +++++++++++++++++++++++++++ > Leela: "He's crude and gross and he treats me like a slave." Fry: "Then dump > his one-eyed ass." > How about crating a new user (thus a fresh home dir) and try running Quake as the new user. That way you would know if it's some odd config hiding in your home directory that's causing the problems. Mike From joehill at sympatico.ca Wed Nov 29 00:23:14 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 00:23:14 -0500 Subject: Oops! Message-ID: <20061129002314.0f0ebde2@node1.freeyourmachine.org> Apparently I'm bouncing mail, really sorry, with all the commotion with GLX and reinstalling my system, forgot to reconfigure postfix. Should be good now, I hope, copied the config from my old main.cf over. Though, if the mail is bouncing...why am I seeing them? And why is the 'bouncer' address my ISP?? Sigh. Sorry. Someday I'll get a clue :-\ -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "Hey, you know what'd cheer you up? You should get yourself a puppy." -Amy "A puppy? Nibbler loved to eat puppies...." -Leela From joehill at sympatico.ca Wed Nov 29 00:37:22 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 00:37:22 -0500 Subject: [quake3] Oops! In-Reply-To: <20061129002314.0f0ebde2@node1.freeyourmachine.org> References: <20061129002314.0f0ebde2@node1.freeyourmachine.org> Message-ID: <20061129003722.7a162db5@node1.freeyourmachine.org> On Wed, 29 Nov 2006 00:23:14 -0500 JoeHill got an infinite number of monkeys to type out: > Someday I'll get a clue :-\ From syslog: Nov 29 00:35:23 node1 postfix/qmgr[28212]: DEDA9E42D7: from=, size=3783, nrcpt=1 (queue active) Nov 29 00:35:23 node1 postfix/smtpd[28409]: disconnect from node1.freeyourmachine.org[127.0.0.1] Nov 29 00:35:24 node1 postfix/local[28413]: DEDA9E42D7: to=, orig_to=, relay=local, delay=1, status=sent (delivered to mailbox) Nov 29 00:35:24 node1 postfix/qmgr[28212]: DEDA9E42D7: removed No bouncin' here :-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Bender: "Hey, guess what you're accessories to?" From joehill at sympatico.ca Wed Nov 29 00:53:27 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 00:53:27 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> Message-ID: <20061129005327.061e1060@node1.freeyourmachine.org> On Tue, 28 Nov 2006 22:35:10 -0500 LinuxManMikeC got an infinite number of monkeys to type out: > How about crating a new user (thus a fresh home dir) and try running > Quake as the new user. That way you would know if it's some odd > config hiding in your home directory that's causing the problems. It was worth a shot, but still software mode only for textures. '***'s added for comments: ...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, 16 depth, 0 stencil display. *** And I can tell ya, those look like 4 bit textures ;-) Looks like I'm playin' ol' Halflife... *** GL_RENDERER: unknown board/AGP/SSE2 *** Usually this says NVidia GeForce /AGP/SSE2/forceSW, (which sounds bad) but I'm trying out some beta NVidia drivers for the moment. Doesn't make any diff :-( *** Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...ignoring GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic GL_VENDOR: NVIDIA Corporation GL_RENDERER: unknown board/AGP/SSE2 GL_VERSION: 1.5.8 NVIDIA 96.25 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_MAX_TEXTURE_SIZE: 4096 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(16-bits) Z(16-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 ...but I can tell ya, those ain't no 32 bit textures! I just don't get why this is happening. Everything mesa is now removed from my system, at least as far as I know (removed all packages by force, I'm willing to try anything at this point). Thanks for the suggestion! -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Farnsworth: Oh no! I should do something....but i am already in my pajamas. From zakk at timedoctor.org Wed Nov 29 02:41:34 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Tue, 28 Nov 2006 23:41:34 -0800 Subject: [quake3] rc3 In-Reply-To: <456CEFC0.3020604@timedoctor.org> References: <456CEFC0.3020604@timedoctor.org> Message-ID: <456D39AE.2020008@timedoctor.org> Zachary Slater wrote: > Fellow nerds, > rc3 is up: > > Lunix installer: > http://ioquake3.org/files/ioquake3-1.34-rc3.run > > Please test that, especially on Ubuntu, and get back to me so I know if > it is kosher to put up. > > Zip/Tarball: > http://ioquake3.org/files/ioquake3_1.34-rc3.tar.bz2 > > http://ioquake3.org/files/ioquake3_1.34-rc3.zip > > More soon! The installer is now linked from the main page. I have confirmation that it works with dash, hooray! From bnoordhuis at gmail.com Wed Nov 29 05:42:48 2006 From: bnoordhuis at gmail.com (Ben Noordhuis) Date: Wed, 29 Nov 2006 11:42:48 +0100 Subject: [quake3] Broken GLX? In-Reply-To: <20061129005327.061e1060@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> <20061129005327.061e1060@node1.freeyourmachine.org> Message-ID: <54885e060611290242v2f62d59ct4de5f8477dee94d1@mail.gmail.com> On 11/29/06, JoeHill wrote: > Using 4/4/4 Color bits, 16 depth, 0 stencil display. There might be a small bug in unix/sdl_glimp.c, somewhere around line 660: sdlcolorbits = 4; if (tcolorbits == 24) sdlcolorbits = 8; The comparison should be >= instead of == because tcolorbits can be 32. From joehill at sympatico.ca Wed Nov 29 10:10:00 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 10:10:00 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <54885e060611290242v2f62d59ct4de5f8477dee94d1@mail.gmail.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> <20061129005327.061e1060@node1.freeyourmachine.org> <54885e060611290242v2f62d59ct4de5f8477dee94d1@mail.gmail.com> Message-ID: <20061129101000.6ed76cc1@node1.freeyourmachine.org> On Wed, 29 Nov 2006 11:42:48 +0100 Ben Noordhuis got an infinite number of monkeys to type out: > > Using 4/4/4 Color bits, 16 depth, 0 stencil display. > > There might be a small bug in unix/sdl_glimp.c, somewhere around line 660: > > sdlcolorbits = 4; > if (tcolorbits == 24) > sdlcolorbits = 8; > > The comparison should be >= instead of == because tcolorbits can be 32. That's only in the source, right? I can't find that file on my system... Oh, man if this is it... -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Professor: "Good news, everyone, the university is bringing me up on disclipinary charges. Wait, that's not good news at all." From joehill at sympatico.ca Wed Nov 29 10:51:50 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 10:51:50 -0500 Subject: [quake3] Broken GLX? In-Reply-To: <54885e060611290242v2f62d59ct4de5f8477dee94d1@mail.gmail.com> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061128142419.1f589eec@node1.freeyourmachine.org> <4561ec380611281935u5af33f2at8ef387bcee69df44@mail.gmail.com> <20061129005327.061e1060@node1.freeyourmachine.org> <54885e060611290242v2f62d59ct4de5f8477dee94d1@mail.gmail.com> Message-ID: <20061129105150.1575da7c@node1.freeyourmachine.org> On Wed, 29 Nov 2006 11:42:48 +0100 Ben Noordhuis got an infinite number of monkeys to type out: > There might be a small bug in unix/sdl_glimp.c, somewhere around line 660: Holy crap. Line 559. You know the code that well??!! Anhow, I see what you mean, but what would cause this bug to rear it's ugly head so suddenly? And, now, I find out, on two different machines... Weird. I also noticed this in sdl_glimp.c: if ((i % 4) == 1) { // reduce stencilbits if (tstencilbits == 24) tstencilbits = 16; else if (tstencilbits == 16) tstencilbits = 8; else tstencilbits = 0; } Now, that appears *before* the line of code you reference, if that matters where it appears, I dunno ;-) ...and, in the term output I have this: Using 4/4/4 Color bits, 16 depth, 0 stencil display. and this: PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits) So it looks (to these clueless, weary eyes) like there's a problem even before it gets to setting the sdlcolorbits to 8 (or 4)...wait, can that be right? So seeing 'Using 8/8/8 Color bits' is normal? Because that may not be the problem at all then, but rather the stencilbits, no? Regadless you have no idea what it's like to wake up (ya, ya, I know, I was up late fuxxoring around with *this*...) to a response like this. I really appreciate all the suggestions, help, and, er, 'tolerance' of all who've replied. Heh. What's your first clue I'm addicted to this game? ;-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Zoidberg: That's where I'm meeting Uncle Zoid for lunch to discuss my Hollywood dream. The next time you see me, don't be surprised if I've eaten. From jjk3 at msstate.edu Wed Nov 29 11:45:02 2006 From: jjk3 at msstate.edu (Joel Parker) Date: Wed, 29 Nov 2006 10:45:02 -0600 Subject: Freeze on game exit Message-ID: <1164818702.6079.9.camel@joel-laptop> I'm getting a freeze when I try to exit the game. I click Exit on the game menu, then get the credits screen. When I click my mouse there to finally exit, though, the game and my mouse cursor both freeze. I then need to use ctrl-alt-backspace to get out of the game (and X). This is with the standard ioquake3 Linux binary from the website (the one from 1.34 rev 989) on Ubuntu Edgy. It happens with both Q3 and Team Arena. I've attached the console log from when I run the game. Thanks, -- Joel Parker -------------- next part -------------- ioQ3 1.34-rc2 linux-i386 Sep 5 2006 ----- FS_Startup ----- Current search path: /home/joeljkp/.q3a/baseq3 /usr/local/games/ioquake3/baseq3/pak8.pk3 (9 files) /usr/local/games/ioquake3/baseq3/pak7.pk3 (4 files) /usr/local/games/ioquake3/baseq3/pak6.pk3 (64 files) /usr/local/games/ioquake3/baseq3/pak5.pk3 (7 files) /usr/local/games/ioquake3/baseq3/pak4.pk3 (272 files) /usr/local/games/ioquake3/baseq3/pak3.pk3 (4 files) /usr/local/games/ioquake3/baseq3/pak2.pk3 (148 files) /usr/local/games/ioquake3/baseq3/pak1.pk3 (26 files) /usr/local/games/ioquake3/baseq3/pak0.pk3 (3539 files) /usr/local/games/ioquake3/baseq3 ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg com_zoneMegs will be changed upon restarting. couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- ------- 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 9: 1600 1200 Using 8/8/8 Color bits, 24 depth, 0 stencil display. GL_RENDERER: GeForce FX Go5200/AGP/SSE2 Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...ignoring GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce FX Go5200/AGP/SSE2 GL_VERSION: 2.0.2 NVIDIA 87.76 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_gpu_program_parameters GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_MAX_TEXTURE_SIZE: 4096 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 9, 1600 x 1200 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: disabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Allocated 96 sources. OpenAL info: Vendor: OpenAL Community Version: 1.1 Renderer: Software Extensions: ALC_EXT_capture AL_EXT_capture AL_EXT_vorbis AL_EXT_MP3 AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel Sound initialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed --- Common Initialization Complete --- Opening IP socket: localhost:27960 Hostname: joel-laptop IP: 127.0.1.1 Started tty console (use +set ttycon 0 to disable) ----- CL_Shutdown ----- ----- CL_Shutdown ----- Shutdown tty console From tjw at webteam.net Wed Nov 29 12:46:13 2006 From: tjw at webteam.net (Tony J. White) Date: Wed, 29 Nov 2006 11:46:13 -0600 Subject: [quake3] Freeze on game exit In-Reply-To: <1164818702.6079.9.camel@joel-laptop> References: <1164818702.6079.9.camel@joel-laptop> Message-ID: <20061129174613.GP9797@morbo.webteam.net> On Wed, Nov 29, 2006 at 10:45:02AM -0600, Joel Parker wrote: > I'm getting a freeze when I try to exit the game. I click Exit on the > game menu, then get the credits screen. When I click my mouse there to > finally exit, though, the game and my mouse cursor both freeze. I then > need to use ctrl-alt-backspace to get out of the game (and X). > > This is with the standard ioquake3 Linux binary from the website (the > one from 1.34 rev 989) on Ubuntu Edgy. It happens with both Q3 and Team > Arena. > > I've attached the console log from when I run the game. > ioQ3 1.34-rc2 linux-i386 Sep 5 2006 You're not running the latest, that would be: ioQ3 1.34-rc3 linux-i386 Nov 28 2006 > Started tty console (use +set ttycon 0 to disable) > ----- CL_Shutdown ----- > ----- CL_Shutdown ----- > Shutdown tty console That's odd, it should be: Started tty console (use +set ttycon 0 to disable) ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- Shutdown tty console The renderer not shutting down is the problem, but I can't see how that would happen and can't reproduce. Try using the rc3 binary to see if it still happens. Also does it happen every time, and does it matter if you exit before loading a map? -Tony From skateinmars at momo.servegame.org Wed Nov 29 15:12:40 2006 From: skateinmars at momo.servegame.org (Jean-Philippe) Date: Wed, 29 Nov 2006 21:12:40 +0100 Subject: [quake3] rc3 In-Reply-To: <456CEFC0.3020604@timedoctor.org> References: <456CEFC0.3020604@timedoctor.org> Message-ID: <456DE9B8.5010504@momo.servegame.org> Zachary Slater a ?crit : > Fellow nerds, > rc3 is up: > > Lunix installer: > http://ioquake3.org/files/ioquake3-1.34-rc3.run > > Please test that, especially on Ubuntu, and get back to me so I know if > it is kosher to put up. > > Zip/Tarball: > http://ioquake3.org/files/ioquake3_1.34-rc3.tar.bz2 > > http://ioquake3.org/files/ioquake3_1.34-rc3.zip > > More soon! I didn't try to compile for the tarball, but the .run works fine on my Ubuntu Edgy. Thanks for your good work ! From tim at ngus.net Wed Nov 29 15:21:50 2006 From: tim at ngus.net (Tim Angus) Date: Wed, 29 Nov 2006 20:21:50 +0000 Subject: Commit policy Message-ID: <20061129202150.444aaa8a.tim@ngus.net> Just to clarify some things: * All development should take place on the trunk. This includes bug fixes, new features and experimental stuff. * Release branches should not receive any commits that aren't also made to the trunk. Normally you /shouldn't/ commit to release branches as such commits are periodically merged from the trunk. These merges are harder to perform if there are sporadic commits made in the interim. * Under NO CIRCUMSTANCES ever commit to a tag. A tag is a static snapshot which is intended to be unchanging. From zakk at timedoctor.org Wed Nov 29 16:10:31 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 29 Nov 2006 13:10:31 -0800 Subject: [quake3] Commit policy In-Reply-To: <20061129202150.444aaa8a.tim@ngus.net> References: <20061129202150.444aaa8a.tim@ngus.net> Message-ID: <456DF747.3070409@timedoctor.org> Tim Angus wrote: > Just to clarify some things: > > * All development should take place on the trunk. This includes bug > fixes, new features and experimental stuff. > > * Release branches should not receive any commits that aren't also made > to the trunk. Normally you /shouldn't/ commit to release branches as > such commits are periodically merged from the trunk. These merges are > harder to perform if there are sporadic commits made in the interim. > > * Under NO CIRCUMSTANCES ever commit to a tag. A tag is a static > snapshot which is intended to be unchanging. Not only that, but due to this morning's fun I've just had to disable all ci access but for myself and Timbo, until we figure out how to revert back to 993 properly. From icculus at icculus.org Wed Nov 29 18:22:44 2006 From: icculus at icculus.org (Ryan C. Gordon) Date: Wed, 29 Nov 2006 18:22:44 -0500 Subject: [quake3] Commit policy In-Reply-To: <456DF747.3070409@timedoctor.org> References: <20061129202150.444aaa8a.tim@ngus.net> <456DF747.3070409@timedoctor.org> Message-ID: <456E1644.7030501@icculus.org> > Not only that, but due to this morning's fun I've just had to disable > all ci access but for myself and Timbo, until we figure out how to > revert back to 993 properly. The repository has been rolled back to revision #993 at zakk's request. This _may_ cause problems for your working copy if you already updated past 993...if so, please do a fresh checkout. If you hadn't updated yet, you're probably fine. The next commit should be revision #994, so it should be generally like we stuck the repo through a time machine. I've never done this before, so please report any unforeseen problems to zakk and he'll let me know. --ryan. From zakk at timedoctor.org Wed Nov 29 18:26:13 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 29 Nov 2006 15:26:13 -0800 Subject: [quake3] Commit policy In-Reply-To: <456E1644.7030501@icculus.org> References: <20061129202150.444aaa8a.tim@ngus.net> <456DF747.3070409@timedoctor.org> <456E1644.7030501@icculus.org> Message-ID: <456E1715.3070601@timedoctor.org> Ryan C. Gordon wrote: > I've never done this before, so please report any unforeseen problems to > zakk and he'll let me know. > > --ryan. > > Thanks so much Ryan! From zakk at timedoctor.org Wed Nov 29 18:33:38 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 29 Nov 2006 15:33:38 -0800 Subject: [quake3] Commit policy In-Reply-To: <456E1715.3070601@timedoctor.org> References: <20061129202150.444aaa8a.tim@ngus.net> <456DF747.3070409@timedoctor.org> <456E1644.7030501@icculus.org> <456E1715.3070601@timedoctor.org> Message-ID: <456E18D2.8040709@timedoctor.org> Zachary Slater wrote: > Ryan C. Gordon wrote: > >> I've never done this before, so please report any unforeseen problems >> to zakk and he'll let me know. >> >> --ryan. >> >> > > Thanks so much Ryan! Also, I just made the 994 commit :) Everyone's svn passwords are re-enabled. From jjk3 at msstate.edu Wed Nov 29 19:07:35 2006 From: jjk3 at msstate.edu (Joel Parker) Date: Wed, 29 Nov 2006 18:07:35 -0600 Subject: [quake3] Freeze on game exit In-Reply-To: <20061129174613.GP9797@morbo.webteam.net> References: <1164818702.6079.9.camel@joel-laptop> <20061129174613.GP9797@morbo.webteam.net> Message-ID: <1164845255.7542.1.camel@joel-laptop> On Wed, 2006-11-29 at 11:46 -0600, Tony J. White wrote: > On Wed, Nov 29, 2006 at 10:45:02AM -0600, Joel Parker wrote: > > I'm getting a freeze when I try to exit the game. I click Exit on the > > game menu, then get the credits screen. When I click my mouse there to > > finally exit, though, the game and my mouse cursor both freeze. I then > > need to use ctrl-alt-backspace to get out of the game (and X). [snip] > Try using the rc3 binary to see if it still happens. > > Also does it happen every time, and does it matter if you exit before > loading a map? Ok, I just tried with rc3. The freeze still happens. This is without starting a map, just starting the game and exiting again. Here's the latest log. -- Joel Parker -------------- next part -------------- ioQ3 1.34-rc3 linux-i386 Nov 28 2006 ----- FS_Startup ----- Current search path: /home/joeljkp/.q3a/baseq3 /usr/local/games/ioquake3/baseq3/pak8.pk3 (9 files) /usr/local/games/ioquake3/baseq3/pak7.pk3 (4 files) /usr/local/games/ioquake3/baseq3/pak6.pk3 (64 files) /usr/local/games/ioquake3/baseq3/pak5.pk3 (7 files) /usr/local/games/ioquake3/baseq3/pak4.pk3 (272 files) /usr/local/games/ioquake3/baseq3/pak3.pk3 (4 files) /usr/local/games/ioquake3/baseq3/pak2.pk3 (148 files) /usr/local/games/ioquake3/baseq3/pak1.pk3 (26 files) /usr/local/games/ioquake3/baseq3/pak0.pk3 (3539 files) /usr/local/games/ioquake3/baseq3 ---------------------- 4073 files in pk3 files execing default.cfg execing q3config.cfg com_zoneMegs will be changed upon restarting. couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok ----- Client Initialization ----- ----- Initializing Renderer ---- ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- ------- 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 9: 1600 1200 Using 8/8/8 Color bits, 24 depth, 0 stencil display. GL_RENDERER: GeForce FX Go5200/AGP/SSE2 Initializing OpenGL extensions ...ignoring GL_S3_s3tc ...ignoring GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ...ignoring GL_EXT_texture_filter_anisotropic GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce FX Go5200/AGP/SSE2 GL_VERSION: 2.0.2 NVIDIA 87.76 GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_gpu_program_parameters GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_MAX_TEXTURE_SIZE: 4096 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits) MODE: 9, 1600 x 1200 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: disabled compressed textures: disabled Initializing Shaders ...loading 'scripts/lightningnew.shader' ...loading 'scripts/explode1.shader' ...loading 'scripts/gfx.shader' ...loading 'scripts/tim.shader' ...loading 'scripts/base.shader' ...loading 'scripts/base_button.shader' ...loading 'scripts/base_floor.shader' ...loading 'scripts/base_light.shader' ...loading 'scripts/base_object.shader' ...loading 'scripts/base_support.shader' ...loading 'scripts/base_trim.shader' ...loading 'scripts/base_wall.shader' ...loading 'scripts/common.shader' ...loading 'scripts/ctf.shader' ...loading 'scripts/eerie.shader' ...loading 'scripts/gothic_block.shader' ...loading 'scripts/gothic_floor.shader' ...loading 'scripts/gothic_light.shader' ...loading 'scripts/gothic_trim.shader' ...loading 'scripts/gothic_wall.shader' ...loading 'scripts/hell.shader' ...loading 'scripts/liquid.shader' ...loading 'scripts/menu.shader' ...loading 'scripts/models.shader' ...loading 'scripts/organics.shader' ...loading 'scripts/sfx.shader' ...loading 'scripts/shrine.shader' ...loading 'scripts/skin.shader' ...loading 'scripts/sky.shader' ...loading 'scripts/test.shader' ----- finished R_Init ----- ------ Initializing Sound ------ Allocated 96 sources. OpenAL info: Vendor: OpenAL Community Version: 1.1 Renderer: Software Extensions: ALC_EXT_capture AL_EXT_capture AL_EXT_vorbis AL_EXT_MP3 AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel Sound initialization successful. -------------------------------- Loading vm file vm/ui.qvm... VM file ui compiled to 594408 bytes of code ui loaded in 1368576 bytes on the hunk 35 arenas parsed 32 bots parsed --- Common Initialization Complete --- Opening IP socket: localhost:27960 Hostname: joel-laptop IP: 127.0.1.1 Started tty console (use +set ttycon 0 to disable) ----- CL_Shutdown ----- ----- CL_Shutdown ----- Shutdown tty console From joehill at sympatico.ca Wed Nov 29 21:19:58 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 21:19:58 -0500 Subject: [quake3] Broken GLX? (possible solution?) In-Reply-To: <200611271822.37713.arny@ats.s.bawue.de> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> Message-ID: <20061129211958.29bf407a@node1.freeyourmachine.org> On Mon, 27 Nov 2006 18:22:35 +0100 Thilo Schulz got an infinite number of monkeys to type out: > Looks like your HW-accelerated libGL.so kinda got replaced by Mesa Software > GL. Reinstalling the accelerated, hardware-specific drivers should do the > trick. Okay, I tried the PLF NVidia binaries again, followed the instructions, and again got: ...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". SDL_SetVideoMode failed: Couldn't find matching GLX visual Xlib: extension "GLX" missing on display ":0.0". Xlib: extension "GLX" missing on display ":0.0". SDL_SetVideoMode failed: Couldn't find matching GLX visual ... Couldn't get a visual ...WARNING: could not set the given mode (3) ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- Sys_Error: GLimp_Init() - could not load OpenGL subsystem Okay, so I reenable 'Load "GLX", even though the PLF installer says *not* to. ...loading libGL.so.1: Calling SDL_Init(SDL_INIT_VIDEO)... SDL_Init(SDL_INIT_VIDEO) passed. Initializing OpenGL display ...setting mode 3: 640 480 SDL_SetVideoMode failed: Couldn't find matching GLX visual SDL_SetVideoMode failed: Couldn't find matching GLX visual Using 8/8/8 Color bits, 16 depth, 0 stencil display. GL_RENDERER: Mesa GLX Indirect *********************************************************** You are using software Mesa (no hardware acceleration)! Driver DLL used: libGL.so.1 If this is intentional, add "+set r_allowSoftwareGL 1" to the command line when starting the game. *********************************************************** ...WARNING: could not set the given mode (3) ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- Sys_Error: GLimp_Init() - could not load OpenGL subsystem Huh?? Howz that possible? It's referencing a file that is from NVidia, AFAICT. [joehill at node1:~>$]locate libGL.so.1 /usr/lib/nvidia/libGL.so.1.0.8776 /usr/lib/nvidia/libGL.so.1 /usr/X11R6/lib/libGL.so.1.2 /usr/X11R6/lib/libGL.so.1 all of which were installed by NVidia. They are not Mesa libs. So, my question is, if it's saying 'Driver DLL used: libGL.so.1', what is it looking at, and why is it seeing that file as a Mesa lib? [joehill at node1:~>$]rpm -qa | grep mesa [joehill at node1:~>$]rpm -qa | grep Mesa [joehill at node1:~>$] No Mesa here... Sorry if this is getting tiresome, lemme know if you feel this is just not your issue to deal with. I'm not sure myself where this falls, but I know that this is the only place I've found where the *only* answer *wasn't* to 'reinstall the NVidia drivers'. Thanks guys. -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ Fry: Leela, Bender, we're going grave-robbing. Bender: I'll get my kit! From zakk at timedoctor.org Wed Nov 29 21:26:45 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Wed, 29 Nov 2006 18:26:45 -0800 Subject: [quake3] Broken GLX? (possible solution?) In-Reply-To: <20061129211958.29bf407a@node1.freeyourmachine.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061129211958.29bf407a@node1.freeyourmachine.org> Message-ID: <456E4165.7020504@timedoctor.org> JoeHill wrote: > Sorry if this is getting tiresome, lemme know if you feel this is just not your > issue to deal with. I'm not sure myself where this falls, but I know that > this is the only place I've found where the *only* answer *wasn't* to 'reinstall > the NVidia drivers'. > > Thanks guys. Please take this off this list yeah, #nvidia on freenode. From joehill at sympatico.ca Wed Nov 29 22:04:33 2006 From: joehill at sympatico.ca (JoeHill) Date: Wed, 29 Nov 2006 22:04:33 -0500 Subject: [quake3] Broken GLX? (possible solution?) In-Reply-To: <456E4165.7020504@timedoctor.org> References: <20061127104321.6267371a@node1.freeyourmachine.org> <200611271822.37713.arny@ats.s.bawue.de> <20061129211958.29bf407a@node1.freeyourmachine.org> <456E4165.7020504@timedoctor.org> Message-ID: <20061129220433.381c4c31@node1.freeyourmachine.org> On Wed, 29 Nov 2006 18:26:45 -0800 Zachary Slater got an infinite number of monkeys to type out: > Please take this off this list yeah, #nvidia on freenode. Okay. Thanks again for the help and suggestions, and for the great game, that I plan on getting working again real soon, no matter the cost! Well, apart from loading Windows... ;-) -- JoeHill / RLU #282046 +++++++++++++++++++++++++++ "Oh my god, you knocked Fox off the air!" -TV worker guy "Like anyone on earth cares." -Fry From arny at ats.s.bawue.de Thu Nov 30 03:11:36 2006 From: arny at ats.s.bawue.de (Thilo Schulz) Date: Thu, 30 Nov 2006 09:11:36 +0100 Subject: [quake3] Freeze on game exit In-Reply-To: <1164845255.7542.1.camel@joel-laptop> References: <1164818702.6079.9.camel@joel-laptop> <20061129174613.GP9797@morbo.webteam.net> <1164845255.7542.1.camel@joel-laptop> Message-ID: <200611300911.38257.arny@ats.s.bawue.de> On Thursday 30 November 2006 01:07, Joel Parker wrote: > Here's the latest log. I'm afraid, this is not a trace. There's like 0 information contained in there. Please compile from sources via "make debug" and then start it in gdb and enter "bt" as soon as the progtam crashes. -- Thilo Schulz -------------- next part -------------- A non-text attachment was scrubbed... Name: not available Type: application/pgp-signature Size: 191 bytes Desc: not available URL: From zakk at timedoctor.org Thu Nov 30 19:02:37 2006 From: zakk at timedoctor.org (Zachary Slater) Date: Thu, 30 Nov 2006 16:02:37 -0800 Subject: [quake3] rc3 In-Reply-To: <456D39AE.2020008@timedoctor.org> References: <456CEFC0.3020604@timedoctor.org> <456D39AE.2020008@timedoctor.org> Message-ID: <456F711D.1010204@timedoctor.org> Zachary Slater wrote: >> More soon! OS X: http://ioquake3.org/files/ioquake3-1.34-rc3.dmg From jjk3 at msstate.edu Thu Nov 30 20:10:15 2006 From: jjk3 at msstate.edu (Joel Parker) Date: Thu, 30 Nov 2006 19:10:15 -0600 Subject: [quake3] Freeze on game exit In-Reply-To: <200611300911.38257.arny@ats.s.bawue.de> References: <1164818702.6079.9.camel@joel-laptop> <20061129174613.GP9797@morbo.webteam.net> <1164845255.7542.1.camel@joel-laptop> <200611300911.38257.arny@ats.s.bawue.de> Message-ID: <1164935415.5699.0.camel@joel-laptop> On Thu, 2006-11-30 at 09:11 +0100, Thilo Schulz wrote: > On Thursday 30 November 2006 01:07, Joel Parker wrote: > > Here's the latest log. > > I'm afraid, this is not a trace. There's like 0 information contained in > there. Please compile from sources via "make debug" and then start it in gdb > and enter "bt" as soon as the progtam crashes. Well, I just built a debug version of rev. 995, and it's working fine. Go figure. -- Joel Parker