JoeHill | 1 Jan 2005 02:40
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Quake2Max


I think I am very close to getting this working, after following the
instructions in the README that come with the source package, but the game bails
on startup with:

...enabling GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...using GL_ARB_multitexture
...GL_SGIS_multitexture not found
...using GL_ARB_texture_env_combine
...using GL_NV_texture_shader
...using GL_SGIS_generate_mipmap
...ignoring GL_ARB_texture_compression
Received signal 11, exiting...

...where should I start looking for clues?

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-- Linus Torvalds 

Maxym Synytsky | 1 Jan 2005 19:52
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strange things form

Hello, All! Happy New Year!
I've discovered some strange things in Q2.
Sometimes bulbs (?) of unknown origin start to form around player. Sometimes
they look like red (or yellow) small plasma balls from the BFG blast, sometimes
like red sparks (when moving quickly). I've made some screenshots:
ftp://ftp.reoton.com.ua/pub/quake2/

On strange_formX.jpg can be seen the process of forming. After that this thing
can disappear (strange_disappear.jpg) or it can fly somewhere, even through the
walls. The place, where I captured them, is the end of the "Mines" unit,
"Drilling area" level. This thing appeared there periodically on
the same place. On quake06.jpg this thing is not seen good, unfortunately, but
it is there up from the left tube. It formed near me and flew there. In some
seconds the second thing appeared (yellow this time) and travelled the same way
(quake07.jpg)

I know, this sounds funny, but this is not a joke.

Brendan Burns | 2 Jan 2005 05:19
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Release 0.16

Hey folks,
I've posted an official release 0.16 on the web-site.  I think alsa 
sound is working and all mouse bugs are fixed.  I tried connecting to a 
multi-player game and mouse worked fine, including inversion...  Please 
try it out and let me know if problems persist.

Thanks
--brendan

Brendan Burns | 2 Jan 2005 05:20
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Re: strange things form

Maxym,
thanks for the bug reports.  I'll try to duplicate and see if I can 
figure out what's going on.    If you have any simple instructions for 
how to duplicate this bug, I'd love to hear them

Thanks,
--brendan

On Jan 1, 2005, at 1:52 PM, Maxym Synytsky wrote:

> Hello, All! Happy New Year!
> I've discovered some strange things in Q2.
> Sometimes bulbs (?) of unknown origin start to form around player. 
> Sometimes
> they look like red (or yellow) small plasma balls from the BFG blast, 
> sometimes
> like red sparks (when moving quickly). I've made some screenshots:
> ftp://ftp.reoton.com.ua/pub/quake2/
>
> On strange_formX.jpg can be seen the process of forming. After that 
> this thing
> can disappear (strange_disappear.jpg) or it can fly somewhere, even 
> through the
> walls. The place, where I captured them, is the end of the "Mines" 
> unit,
> "Drilling area" level. This thing appeared there periodically on
> the same place. On quake06.jpg this thing is not seen good, 
> unfortunately, but
> it is there up from the left tube. It formed near me and flew there. 
> In some
(Continue reading)

Brendan Burns | 2 Jan 2005 05:27
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Re: Quake2Max

Joe,
Signal 11 is a segfault...

You can use gdb on the debug binary to see where the crash is occuring
	* "gdb quake2"
	* "run"
	* "where"

What is your graphics hardware and what driver are you using?

Can you try the latest release too?

--brendan

On Dec 31, 2004, at 8:40 PM, JoeHill wrote:

>
> I think I am very close to getting this working, after following the
> instructions in the README that come with the source package, but the 
> game bails
> on startup with:
>
> ...enabling GL_EXT_compiled_vertex_array
> ...using GL_EXT_point_parameters
> ...using GL_ARB_multitexture
> ...GL_SGIS_multitexture not found
> ...using GL_ARB_texture_env_combine
> ...using GL_NV_texture_shader
> ...using GL_SGIS_generate_mipmap
> ...ignoring GL_ARB_texture_compression
(Continue reading)

Nick Warne | 2 Jan 2005 15:07

Re: Release 0.16

On Sunday 02 January 2005 04:19, Brendan Burns wrote:

Hi all,

> Hey folks,
> I've posted an official release 0.16 on the web-site.  I think alsa
> sound is working and all mouse bugs are fixed.  I tried connecting to a
> multi-player game and mouse worked fine, including inversion...  Please
> try it out and let me know if problems persist.
>
> Thanks
> --brendan

OK, new build this morning - I only use sdlquake2 and ref_vid sdl with OSS - 
running on Slackware 10/KDE 3.3.2.

Works lovely - no problems whatsoever.

I had trouble with 0.15 insomuch as using Teamspeak, whatever I used to start 
first (quake2 or TS) grabbed the sound, and then the other was silent/mute 
(0.14 was OK).  0.16 has fixed whatever was going on there with that issue.

Thanks,

Nick
--

-- 
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."

(Continue reading)

Karen Pouelle | 2 Jan 2005 17:08
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Re: strange things form

> On Jan 1, 2005, at 1:52 PM, Maxym Synytsky wrote:
> Sometimes bulbs (?) of unknown origin start to form around player. 

 --- Brendan Burns <brendanburns <at> comcast.net> wrote: 
> I'll try to duplicate and see if I can figure out what's going on.

Is it safe to assume that if one records a demo and replays it and still sees
an aberration in the demo and then sends the demo to be replayed on another
Quake 2 engine that if the effect is seen again in the demo, then it's
something common in both that's being rendered by the engine and not a defect
in the video?

Karen

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Nick Warne | 2 Jan 2005 17:36

Re: strange things form

On Sunday 02 January 2005 16:08, Karen Pouelle wrote:

> Is it safe to assume that if one records a demo and replays it and still
> sees an aberration in the demo and then sends the demo to be replayed on
> another Quake 2 engine that if the effect is seen again in the demo, then
> it's something common in both that's being rendered by the engine and not a
> defect in the video?

Effectively, yes.  If it is the engine, then you would assume the demo will 
carry the entity or whatever it is.

But there are too many buts.  I think this is just a local issue with the 
graphic drivers/quake2 version/time of month type thing.  Also code can 
produce some funny things once in a while no matter how many times it all 
works fine in the interim.

Nick

--

-- 
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."

Maxym Synytsky | 2 Jan 2005 17:55
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Re: strange things form

On Sat, 1 Jan 2005 23:20:04 -0500
Brendan Burns <brendanburns <at> comcast.net> wrote:

> Maxym,
> thanks for the bug reports.  I'll try to duplicate and see if I can 
> figure out what's going on.    If you have any simple instructions for 
> how to duplicate this bug, I'd love to hear them

I've made new screenshots. It's the very beginning of "The Reactor" level, just
killed 2 gunners and suddenly (looks like) blood clots begin to fly in the air:
ftp://ftp.reoton.com.ua/pub/quake2/quake08.jpg
What happened after that, is hard to describe and is better to see:
ftp://ftp.reoton.com.ua/pub/quake2/quake09.jpg
ftp://ftp.reoton.com.ua/pub/quake2/quake10.jpg
ftp://ftp.reoton.com.ua/pub/quake2/quake11.jpg

I'll try to record a demo next time.

At the moment I have no idea, how to duplicate the bug, except that I saw this
thing only starting from the "Mines" unit.

Nick Warne | 2 Jan 2005 17:58

Re: Quake2Max

On Saturday 01 January 2005 01:40, JoeHill wrote:
> I think I am very close to getting this working, after following the
> instructions in the README that come with the source package, but the game
> bails on startup with:
>
> ...enabling GL_EXT_compiled_vertex_array
> ...using GL_EXT_point_parameters
> ...using GL_ARB_multitexture
> ...GL_SGIS_multitexture not found
> ...using GL_ARB_texture_env_combine
> ...using GL_NV_texture_shader
> ...using GL_SGIS_generate_mipmap
> ...ignoring GL_ARB_texture_compression
> Received signal 11, exiting...
>
> ...where should I start looking for clues?

That is the last GL instruction... next CD will try to initialize I believe... 
it could be a sound/CD problem here.

Try disabling CD with cd_nocd 1

Nick

--

-- 
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."


Gmane