[quake2] Icculus Q2 (Gentoo build), mods won't work

Lee Webb lee.webb at dot.net.au
Wed Sep 1 23:24:29 EDT 2004


Hi All,

Found the problem.
Built the icculus source with SDL and ran the SDL quake with no problems
whatsoever.

Without SDL quake2 segfaults whenever a keypress is found, if you don't
touch the keyboard or only move the mouse everything is fine. As soon as
you press a button, bam SIGSEGV.

Running the SDL version has no problems.

This leads me to believe that the stock q2 binary (or the libraries that
it uses) is somehow not threadsafe (a coder a work reckons this anyways)

[lee at konoko:~/games/QII-icculusBuild/QII-max]$ ldd quake2 
        linux-gate.so.1 =>  (0xffffe000)
        libm.so.6 => /lib/libm.so.6 (0x40022000)
        libdl.so.2 => /lib/libdl.so.2 (0x40044000)
        libc.so.6 => /lib/libc.so.6 (0x40047000)
        /lib/ld-linux.so.2 => /lib/ld-linux.so.2 (0x40000000)

[lee at konoko:~/games/QII-icculusBuild/QII-max]$ ldd sdlquake2
        linux-gate.so.1 =>  (0xffffe000)
        libm.so.6 => /lib/libm.so.6 (0x40022000)
        libdl.so.2 => /lib/libdl.so.2 (0x40044000)
        libSDL-1.2.so.0 => /usr/lib/libSDL-1.2.so.0 (0x40047000)
        libpthread.so.0 => /lib/libpthread.so.0 (0x400c0000)
        libc.so.6 => /lib/libc.so.6 (0x40111000)
        /lib/ld-linux.so.2 => /lib/ld-linux.so.2 (0x40000000)
        libstdc++.so.5 =>
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.3/libstdc++.so.5 (0x40220000)
        libasound.so.2 => /usr/lib/libasound.so.2 (0x402e8000)
        libX11.so.6 => /usr/X11R6/lib/libX11.so.6 (0x403bc000)
        libXext.so.6 => /usr/X11R6/lib/libXext.so.6 (0x4049a000)
        libvga.so.1 => /usr/lib/libvga.so.1 (0x404aa000)
        libgcc_s.so.1 =>
/usr/lib/gcc-lib/i686-pc-linux-gnu/3.3.3/libgcc_s.so.1 (0x40526000)

Any ideas?

On Thu, 2004-09-02 at 12:08, Wolfgang Gill wrote:
> On Wed, 1 Sep 2004 22:22:57 +0100, Nick Warne wrote
> > On Wednesday 01 September 2004 22:06, Steven Edwards wrote:
> > 
> > > > Seriously there _must_ be something wrong with the way it is set up
> > > > for it to
> > > > not work.
> > >
> > > My money is on a over optimized gentoo build.
> > 
> > Sorry, disagree again.
> > 
> > An optimised built will not make the thing _not_ work as asked.  It 
> > will crash, perhaps, or lock up... but it will initially work as it 
> > should.  On my Xatrix server I run every Sunday for friends I built 
> > the server ded code with Intels ICC and all the game stuff (i.e. 
> > monster code) taken out - but whatever I start game with the server  
> > works.  Same here on my quake2 client Slackware 10.
> > 
> > No, the problems here are definitely file hierarchy/and or/the way 
> > it is started.  If it doesn't find pak files etc, then that is a set-
> > up problem... not code.
> > 
> > Nick
> > 
> > -- 
> > "When you're chewing on life's gristle,
> > Don't grumble, Give a whistle..."
> 
> So your saying that it should work with ALL mods running on Linux (In general)??
> 
> I've been trying to get the AQ2 mod going, with only partial success. It runs,
> but I don't see the weapons and a few other things. And I think it's due to
> the gamei386.so file that required for it. I've seen no way to build it for Linux.
> 
> Wolf
> --
> Open WebMail Project (http://openwebmail.org)
-- 
Cheers
Lee Webb

---
Systems Administrator
Dot Communications
lee.webb at dot.net.au




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