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HemmiR
n00b
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Joined: 26 Nov 2005
Posts: 28
Location: iceland

PostPosted: Thu Jan 14, 2010 5:21 pm    Post subject: Soldier of fortune linux version, problem running. Reply with quote

Hello, i was able to get me a linux version of sof, and i installed with no problem through ebuild. but when i start it comes some kind of sdl error. here is it:
Code:
XXX@XXX ~ $ sof
execing default.cfg
execing default_sound.cfg
execing configs/default_keys.cfg
execing default_misc.cfg
execing default_video.cfg
execing menus/reset.cfg
execing config.cfg
----------- Cpu info -----------
Processor : AMD
Type      : Original OEM processor
Speed     : -1 MHz
MMX instructions supported
RDTSC instruction supported
--------------------------------
Using default memory value--use +set cpu_memory <n> to change
65MB of physical memory
Hostname: XXXX
   IP #1: 1XXXXX
=== Server Initalization ===
Console initialized.
------- Loading ./ref_gl.so -------
ref_gl version: GL 0.01
Initialzing OpenGL display
... setting mode 3: 640 480 FS
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTS/PCI/SSE2
GL_VERSION: 3.2.0 NVIDIA 190.53
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range 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_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier 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_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
I was wondering if you guys knew how to solve this mess ? :lol:
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Hyper_Eye
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Joined: 17 Aug 2003
Posts: 401
Location: Huntsville, AL.

PostPosted: Thu Jan 14, 2010 5:57 pm    Post subject: Reply with quote

The SDL parachute (SDL error you are referring to) is simply a response to the bigger problem. The application is seg faulting which is a standard program crash. This is common when trying to get loki games working. You might find some helpful information in this article: http://www.gentoo-wiki.info/HOWTO_Running_Old_Loki_Games
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sam.reader
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Joined: 04 Mar 2010
Posts: 20

PostPosted: Thu Mar 04, 2010 7:57 am    Post subject: Reply with quote

Soldier of Fortune itself has some glitches
I suggest you try to start the game in safe mode first
Go to advanced settings and try to reduce the effects meter there
It may be related to this error
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rettichschnidi
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Joined: 03 Aug 2004
Posts: 15

PostPosted: Sat Aug 14, 2010 10:04 am    Post subject: Reply with quote

Problem: Your OpenGL string is too long.
Solution: Use this installer: http://liflg.org/?catid=7&gameid=100 (and please give feedback if it works)
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saellaven
Tux's lil' helper
Tux's lil' helper


Joined: 23 Jul 2006
Posts: 109

PostPosted: Fri Dec 10, 2010 7:11 pm    Post subject: Reply with quote

working fine here with nothing special involved (I've got the old libs installed for other loki games, but sof runs unmodified).

AMD64 with NVidia driver and sof-1.0.6. Are you guys using the patches that were released by loki or just straight off the cdrom?

Code:

$ sof -v   
Soldier of Fortune 1.06i-a
Built with glibc-2.1

$ sof
execing default.cfg
execing default_sound.cfg
execing configs/default_keys.cfg
execing default_misc.cfg
execing default_video.cfg
execing menus/reset.cfg
execing config.cfg
----------- Cpu info -----------
Processor : AMD
Type      : Original OEM processor
Speed     : -1 MHz
MMX instructions supported
RDTSC instruction supported
--------------------------------
Using default memory value--use +set cpu_memory <n> to change
65MB of physical memory
Hostname: death.mydomain
   Alias: death
   IP #1: 192.168.1.100
=== Server Initalization ===
Console initialized.
------- Loading ./ref_gl.so -------
ref_gl version: GL 0.01
Initialzing OpenGL display
... setting mode 9: 1600 1200 FS
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7600 GT/PCI/SSE2
GL_VERSION: 2.1.2 NVIDIA 260.19.21
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow 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_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs 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_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra 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_fragment_program2 GL_NV_framebuffer_multisample_coverage 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_barrier 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_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
Deferring video card definitions
...allowing CDS
...using GL_ARB_multitexture (4 TMUs)
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_S3_s3tc
------------------------------------
------- Loading ./liboasnd.so -------

------- sound initialization -------
bad type 0x0 for device
fcntl: Operation not permitted
fcntl: Operation not permitted
AL_VENDOR: Loki Software
AL_VERSION: 0.0.4
AL_RENDERER: Software
AL_EXTENSIONS: AL_LOKI_buffer_data_callback ALUT_LOKI_buffer_convert_data ALC_LOKI_audio_channel AL_LOKI_attenuation_scale
------------------------------------
CDAudio_Init: Could not find openable CD drive
No joysticks found

====== Soldier of Fortune Initialized ======

execing menus/newgame.cfg
execing menus/reset.cfg
Server disconnected
------- Server Initialization -------
Cmd_AddCommand: fx_save already defined
Cmd_AddCommand: fx_load already defined
-------------------------------------
New weapon prediction settings will take effect on next connect.
loopback: client_connect
TSR1
Picked up some 9mm ammo.             
Wrote configuration to /home/ken/.loki/sof/config.cfg.

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Mark D. Craine
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Joined: 24 Feb 2011
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PostPosted: Thu Feb 24, 2011 7:16 am    Post subject: Reply with quote

I searched the web for solving this solution and find here and I solved my problem thanks
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