Forums

Skip to content

Advanced search
  • Quick links
    • Unanswered topics
    • Active topics
    • Search
  • FAQ
  • Login
  • Register
  • Board index Assistance Gamers & Players
  • Search

if you get segfault for quake 2 read here

Having problems getting your favorite Linux game to work? Want to discuss strategies? This is the place!
Post Reply
  • Print view
Advanced search
17 posts • Page 1 of 1
Author
Message
archsvile
Apprentice
Apprentice
User avatar
Posts: 164
Joined: Wed Jun 16, 2004 10:15 pm
Location: PA
Contact:
Contact archsvile
Website

if you get segfault for quake 2 read here

  • Quote

Post by archsvile » Mon Jul 19, 2004 1:42 am

well if u want openglx u have to type this command in then u wont get seg fault

command: quake2 +set gl_driver /usr/lib/opengl/xorg-x11/lib/libGL.so.1 +set snddriver sdl

this uses the xorg driver if u use xfree u have to change that around a little
it works for me and looks great :)
Site: http://moth.homelinux.com/~archsvile
Aim: archsvile
yahoo: archsvile
Top
drescherjm
Advocate
Advocate
Posts: 2792
Joined: Sat Jun 05, 2004 5:46 am
Location: Pittsburgh, PA, USA

  • Quote

Post by drescherjm » Mon Jul 19, 2004 3:35 am

Code: Select all

/usr/games/bin/quake2 +set gl_driver /usr/lib/opengl/xorg-x11/lib/libGL.so.1 +set snddriver sdl
Quake 2 -- Version 3.21+rCVS
Added packfile /usr/share/games/quake2-data/baseq2/pak0.pak (3307 files)
Added packfile /usr/share/games/quake2-data/baseq2/pak1.pak (279 files)
Added packfile /usr/share/games/quake2-data/baseq2/pak2.pak (2 files)
using /root/.quake2/baseq2/ for writing
execing default.cfg
execing config.cfg
Console initialized.

------- sound initialization -------
sound sampling rate: 11025
------------------------------------
------- Loading ref_glx.so -------
LoadLibrary("/usr/games/lib/quake2-icculus/ref_glx.so")
ref_gl version: GL 0.01
Using /usr/lib/opengl/xorg-x11/lib/libGL.so.1 for OpenGL...Initializing OpenGL display
...setting fullscreen mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
Xlib:  extension "GLX" missing on display ":0.0".
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
Xlib:  extension "GLX" missing on display ":0.0".
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
ref_gl::R_SetMode() - invalid mode
Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
Xlib:  extension "GLX" missing on display ":0.0".
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
Xlib:  extension "GLX" missing on display ":0.0".
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
ref_gl::R_SetMode() - could not revert to safe mode
ref_gl::R_Init() - could not R_SetMode()
Received signal 11, exiting...
John

My gentoo overlay
Instructons for overlay
Top
archsvile
Apprentice
Apprentice
User avatar
Posts: 164
Joined: Wed Jun 16, 2004 10:15 pm
Location: PA
Contact:
Contact archsvile
Website

hmm

  • Quote

Post by archsvile » Mon Jul 19, 2004 5:17 am

well dont no whats wrong there. nightgrave might no ask him hes the one that helped me with quake 2
Site: http://moth.homelinux.com/~archsvile
Aim: archsvile
yahoo: archsvile
Top
steve_v
Guru
Guru
Posts: 445
Joined: Sun Jun 20, 2004 7:39 am
Location: New Zealand

THE REAL FIX HOOORAY!!!

  • Quote

Post by steve_v » Wed Aug 18, 2004 8:46 am

strace quake2... you will see that when you hit ESC > VIDEO it looks for video driver libraries in /usr/share/games/quake2-data

Code: Select all

stat64("/usr/share/games/quake2-data/ref_soft.so", 0xbfffea6c) = -1 ENOENT (No such file or directory)
stat64("/usr/share/games/quake2-data/ref_softx.so", 0xbfffea6c) = -1 ENOENT (No such file or directory)
stat64("/usr/share/games/quake2-data/ref_softsdl.so", 0xbfffea6c) = -1 ENOENT (No such file or directory)
stat64("/usr/share/games/quake2-data/ref_glx.so", 0xbfffea6c) = -1 ENOENT (No such file or directory)
stat64("/usr/share/games/quake2-data/ref_sdlgl.so", 0xbfffea6c) = -1 ENOENT (No such file or directory)
all you need to do is copy or link:
/usr/games/lib/quake2-icculus/ref_glx.so
/usr/games/lib/quake2-icculus/ref_sdlgl.so
/usr/games/lib/quake2-icculus/ref_soft.so
/usr/games/lib/quake2-icculus/ref_softsdl.so
/usr/games/lib/quake2-icculus/ref_softx.so
into /usr/share/games/quake2-data/

Someone wanna fix the ebuild?
maybe a patch is in order...


Cheers.

Steve.
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

  • Quote

Post by MaxDamage » Wed Aug 18, 2004 9:12 am

I did what you sugested, but continues crashing when exiting the video setup.

Also I have another problem: when I have 2 keys pressed (i.e. shift + arrow when running) and press a third one (i.e. ctrl to jump) the third is ignored. Is really annoying not being able to jump when running :x
La PDA de tungsteno
Top
steve_v
Guru
Guru
Posts: 445
Joined: Sun Jun 20, 2004 7:39 am
Location: New Zealand

  • Quote

Post by steve_v » Wed Aug 18, 2004 9:44 am

Hmm, my fix was for the crash on entering video setup (as seen in various places on this forum) since I assumed that that was what the first post referred to...
I haven't seen a segfault on exiting the video menu, what videocard/drivers are you using?

try running strace on it, it may be somethin similar.

Steve.
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

  • Quote

Post by MaxDamage » Wed Aug 18, 2004 10:54 am

Sorry, I wanted to write "entering", not "exiting". :oops:
La PDA de tungsteno
Top
ckenda1
Tux's lil' helper
Tux's lil' helper
Posts: 126
Joined: Thu Feb 19, 2004 3:02 am

  • Quote

Post by ckenda1 » Wed Aug 18, 2004 3:34 pm

linking them did not work for me either... although copying them did...

try that..
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

  • Quote

Post by MaxDamage » Wed Aug 18, 2004 4:09 pm

Hey it worked! The first time I see the video menu under Linux :P

BTW, anyone experienced the three keys pressed at the same time problem? I just discovered it happens also in GLQuake :(
La PDA de tungsteno
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

  • Quote

Post by MaxDamage » Thu Aug 26, 2004 12:13 pm

Just another fix: in the two expansion packs (the rogue and xatrix ones), there are new features and items included, but they didn't appear ingame (i.e. double damage item, in the rogue one) .
The solution was the same: copy each game386.so file that is located in /usr/games/lib/quake2-icculus/blah to /usr/share/games/quake2-data/blah and the expansion packs will work like a charm!
It could be the same to get the quake2-qmax working at 100%, too!
La PDA de tungsteno
Top
jrz
Apprentice
Apprentice
User avatar
Posts: 272
Joined: Wed Mar 19, 2003 5:43 am
Location: Sacramento, CA USA
Contact:
Contact jrz
Website

  • Quote

Post by jrz » Fri Aug 27, 2004 1:10 am

is there going to be an updated ebuild for this?
until then it's quake2forge for me.
Press F1 for Help.
Top
jjstickel
n00b
n00b
Posts: 10
Joined: Mon Jul 26, 2004 5:59 am

finally working... with sdlquake2

  • Quote

Post by jjstickel » Fri Aug 27, 2004 3:06 am

Looked all over the forums and google, tried both quake2-icculus and quake2forge, but I couldn't get Quake2 to work with glx and have decent sound. Quake2forge would give nice sound with

quake2 +set snddriver sdl +set vid_ref glx
(segfault)

but segfaulted when I used glx. Quake2-icculus didn't seem to have an sdl option... because it puts sdl-support in a separate binary file all together, that is "sdlquake2"!

sdlquake2 +set vid_ref glx
(succes!)

I wanted to emphasize this on this forum because sdl seems to be the best option with all these motherboard sound cards with no hardware mixing. BTW: linking *.so from /usr/games/lib/quake2-icculus/ to /usr/share/games/quake2-data solves the video menu segfaults on my system too.

But I don't have any *.so files in the rogue and xatrix subfolders. Do I need to have expansion data in quake2-data before I emerge quake2-icculus? Also, quake2-qmax just looks darker to me and is missing important things like shot spray and blood splatter. Am I missing something?
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

Re: finally working... with sdlquake2

  • Quote

Post by MaxDamage » Fri Aug 27, 2004 6:40 am

jjstickel wrote:Looked all over the forums and google, tried both quake2-icculus and quake2forge, but I couldn't get Quake2 to work with glx and have decent sound. Quake2forge would give nice sound with

quake2 +set snddriver sdl +set vid_ref glx
(segfault)

but segfaulted when I used glx. Quake2-icculus didn't seem to have an sdl option... because it puts sdl-support in a separate binary file all together, that is "sdlquake2"!

sdlquake2 +set vid_ref glx
(succes!)

I wanted to emphasize this on this forum because sdl seems to be the best option with all these motherboard sound cards with no hardware mixing. BTW: linking *.so from /usr/games/lib/quake2-icculus/ to /usr/share/games/quake2-data solves the video menu segfaults on my system too.

But I don't have any *.so files in the rogue and xatrix subfolders. Do I need to have expansion data in quake2-data before I emerge quake2-icculus? Also, quake2-qmax just looks darker to me and is missing important things like shot spray and blood splatter. Am I missing something?
Sound: appart of segfaulting problems, there is a problem with the latest ALSA and binary games. I added this to /etc/conf.d/local.start:

Code: Select all

echo "quake2 0 0 direct" > /proc/asound/card0/pcm0p/oss
echo "quake2 0 0 disable" > /proc/asound/card0/pcm0c/oss
echo "quake2-qmax 0 0 direct" > /proc/asound/card0/pcm0p/oss
echo "quake2-qmax 0 0 disable" > /proc/asound/card0/pcm0c/oss
And for the game386.so for xatrix and rogue: there are both USE flags in the icculus package.

Code: Select all

These are the packages that I would merge, in order:

Calculating dependencies ...done!
[ebuild   R   ] games-fps/quake2-icculus-0.15-r1  +X +aalib -arts -dedicated -noqmax +opengl +rogue +sdl +svga +xatrix  0 kB

Total size of downloads: 0 kB
Remember to read the documentation installed in /usr/doc/ about installing needed .pak files.
La PDA de tungsteno
Top
dweebs0r
Apprentice
Apprentice
User avatar
Posts: 177
Joined: Tue Jan 21, 2003 1:31 am

Nice!

  • Quote

Post by dweebs0r » Tue Aug 31, 2004 1:01 pm

Thanks for the tips!

All working nicely again at present.
(Ahh the joys of a game this old that is still fun!)


--Dweebs
Top
n0n
Guru
Guru
User avatar
Posts: 355
Joined: Thu Jun 13, 2002 2:04 am

Re: finally working... with sdlquake2

  • Quote

Post by n0n » Tue Sep 21, 2004 9:59 pm

Howdy, was having the same problem with segfaulting, and it turns out that I, too, needed to run "sdlquake2" and "sdlquake2-qmax" in order to have a working game, and I further needed to copy the .so files into /usr/share/games/quake2-icculus in order to have a working Video menu.

I'm curious if anyone has an old quake2forge tarball lying around, though, I'm somewhat interested in trying it out, and http://www.quakeforge.net/ seems to be no longer active. It'd be nice to be able to try them out side-by-side.
jjstickel wrote:quake2-qmax just looks darker to me and is missing important things like shot spray and blood splatter. Am I missing something?
It's darker because it uses some more complicated lightmap stuff ("lightmap" may not be the correct word - I'm really not up on my GL programming terms) which creates a more "realistic" lighting situation - because the original Q2 maps weren't built with that in mind, they tend to be a little low on lightsources, which tends to make the levels look darker. qmax also includes lots of much nicer visual effects like particle physics for various things (the default weapon's bullet things, explosions, etc), and has some generally nicer-looking things in it.
Top
MaxDamage
l33t
l33t
User avatar
Posts: 650
Joined: Sat Jan 03, 2004 4:03 pm
Location: Oviedo, Spain
Contact:
Contact MaxDamage
Website

  • Quote

Post by MaxDamage » Tue Sep 21, 2004 10:16 pm

The only eye-candy loss I see using qmax is, shotgun no longer ejects brass. Is like you hadn't shot.
La PDA de tungsteno
Top
joeljkp
Guru
Guru
Posts: 316
Joined: Sat Mar 06, 2004 6:07 pm
Location: Starkville, MS, USA
Contact:
Contact joeljkp
Website

Re: finally working... with sdlquake2

  • Quote

Post by joeljkp » Fri Mar 11, 2005 4:05 am

jjstickel wrote:Also, quake2-qmax just looks darker to me and is missing important things like shot spray and blood splatter. Am I missing something?
Sorry to bring up an old thread, but jjstickel is on to something here. When I play qmax I don't get any of the particle traces or blood splatters or anything that I get in reg. quake2.
Top
Post Reply
  • Print view

17 posts • Page 1 of 1

Return to “Gamers & Players”

Jump to
  • Assistance
  • ↳   News & Announcements
  • ↳   Frequently Asked Questions
  • ↳   Installing Gentoo
  • ↳   Multimedia
  • ↳   Desktop Environments
  • ↳   Networking & Security
  • ↳   Kernel & Hardware
  • ↳   Portage & Programming
  • ↳   Gamers & Players
  • ↳   Other Things Gentoo
  • ↳   Unsupported Software
  • Discussion & Documentation
  • ↳   Documentation, Tips & Tricks
  • ↳   Gentoo Chat
  • ↳   Gentoo Forums Feedback
  • ↳   Duplicate Threads
  • International Gentoo Users
  • ↳   中文 (Chinese)
  • ↳   Dutch
  • ↳   Finnish
  • ↳   French
  • ↳   Deutsches Forum (German)
  • ↳   Diskussionsforum
  • ↳   Deutsche Dokumentation
  • ↳   Greek
  • ↳   Forum italiano (Italian)
  • ↳   Forum di discussione italiano
  • ↳   Risorse italiane (documentazione e tools)
  • ↳   Polskie forum (Polish)
  • ↳   Instalacja i sprzęt
  • ↳   Polish OTW
  • ↳   Portuguese
  • ↳   Documentação, Ferramentas e Dicas
  • ↳   Russian
  • ↳   Scandinavian
  • ↳   Spanish
  • ↳   Other Languages
  • Architectures & Platforms
  • ↳   Gentoo on ARM
  • ↳   Gentoo on PPC
  • ↳   Gentoo on Sparc
  • ↳   Gentoo on Alternative Architectures
  • ↳   Gentoo on AMD64
  • ↳   Gentoo for Mac OS X (Portage for Mac OS X)
  • Board index
  • All times are UTC
  • Delete cookies

© 2001–2026 Gentoo Foundation, Inc.

Powered by phpBB® Forum Software © phpBB Limited

Privacy Policy