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archsvile
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PostPosted: Mon Jul 19, 2004 1:42 am    Post subject: if you get segfault for quake 2 read here Reply with quote

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 :)
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drescherjm
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PostPosted: Mon Jul 19, 2004 3:35 am    Post subject: Reply with quote

Code:
/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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archsvile
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PostPosted: Mon Jul 19, 2004 5:17 am    Post subject: hmm Reply with quote

well dont no whats wrong there. nightgrave might no ask him hes the one that helped me with quake 2
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steve_v
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PostPosted: Wed Aug 18, 2004 8:46 am    Post subject: THE REAL FIX HOOORAY!!! Reply with quote

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

Code:
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.
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MaxDamage
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PostPosted: Wed Aug 18, 2004 9:12 am    Post subject: Reply with quote

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
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steve_v
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PostPosted: Wed Aug 18, 2004 9:44 am    Post subject: Reply with quote

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.
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MaxDamage
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PostPosted: Wed Aug 18, 2004 10:54 am    Post subject: Reply with quote

Sorry, I wanted to write "entering", not "exiting". :oops:
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ckenda1
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PostPosted: Wed Aug 18, 2004 3:34 pm    Post subject: Reply with quote

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

try that..
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MaxDamage
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PostPosted: Wed Aug 18, 2004 4:09 pm    Post subject: Reply with quote

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 :(
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MaxDamage
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PostPosted: Thu Aug 26, 2004 12:13 pm    Post subject: Reply with quote

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!
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jrz
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PostPosted: Fri Aug 27, 2004 1:10 am    Post subject: Reply with quote

is there going to be an updated ebuild for this?
until then it's quake2forge for me.
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jjstickel
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PostPosted: Fri Aug 27, 2004 3:06 am    Post subject: finally working... with sdlquake2 Reply with quote

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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MaxDamage
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PostPosted: Fri Aug 27, 2004 6:40 am    Post subject: Re: finally working... with sdlquake2 Reply with quote

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:
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:
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.
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dweebs0r
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PostPosted: Tue Aug 31, 2004 1:01 pm    Post subject: Nice! Reply with quote

Thanks for the tips!

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


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n0n
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PostPosted: Tue Sep 21, 2004 9:59 pm    Post subject: Re: finally working... with sdlquake2 Reply with quote

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.
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MaxDamage
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PostPosted: Tue Sep 21, 2004 10:16 pm    Post subject: Reply with quote

The only eye-candy loss I see using qmax is, shotgun no longer ejects brass. Is like you hadn't shot.
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joeljkp
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PostPosted: Fri Mar 11, 2005 4:05 am    Post subject: Re: finally working... with sdlquake2 Reply with quote

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.
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