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

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/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...
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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)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: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?
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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
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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
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.jjstickel wrote: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.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?