UT2K

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  • #1901600
    fellow
    Felhasználó

      Tudtommal az összes kliens 1%-a linuxos.
      Debian alatt nem kell semmi extra beállítás.

      #1901601
      admin
      Adminisztrátor

        Felraktam még a Quake 3-at is ,de az meg csak root-ként hajlandó futni, ha júzerként próbálom, nagy fekete képernyõ lesz, kb mintha a felbontás 1600×1280 a fekete kép meg a bal felsõ sarokban kezdõdik és 1024×768 pixel. és ki tudok scrolllozni onnan, ha kiviszem az egeret a képernyõ szélére. rootként meg simán megy.
        Unrealt már megoldottam, köszi, de azért ha tudtok, akkor help.

        Thanx Gege

        #1901602
        admin
        Adminisztrátor

          Kész, elegem van! Az Unrealt felraktam újra, mert a patch-et felraktam és sikerült megölni 😀
          Mostmeg felrakom, patch. tök örülök, amikor bejön a menü, és amikor el kellene a játszmának indulnia, kifagy az asztalra. Egeret mozgatni sem lehet, csak az X újraindításával tudok kijönni. 🙁

          A Quake még mindíg csak root-ként megy 😡

          Bármi segítséget szívesen fogadok

          Gege

          #1901603
          admin
          Adminisztrátor

            OK, lefuttattam a Quake3-at és az Unrealt root-ként konzolban, és lecopyztam a kimenetét. A Quake-nél mindíg a fekete képernyõs hiba van(lsd.: feljebb), ha nem root-ként futtatom. Az Unrealnál meg a játszmakezdésnél kilép.

            Itt vannak a kimenetek:

            **********
            UNREAL
            **********

            root:~# ut2003
            Xlib: extension „XiG-SUNDRY-NONSTANDARD” missing on display „:0.0”.
            Signal: SIGTERM [terminate]
            Requesting Exit.

            Backtrace:
            [ 1] ./Core.so [0x40a0669a]
            [ 2] /lib/libpthread.so.0 [0x40d96fa5]
            [ 3] /lib/libc.so.6 [0x40bb5b38]
            [ 4] ./Core.so [0x40a0e456]
            [ 5] /lib/libpthread.so.0 [0x40d919b9]
            [ 6] /lib/libc.so.6(__clone+0x57) [0x40c5d9d7]
            Signal: SIGTERM [terminate]
            Aborting.

            *********
            QUAKE
            *********

            root:~# quake3
            Q3 1.31 linux-i386 Dec 17 2001


            FS_Startup


            Current search path:
            /root/.q3a/baseq3
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak7.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak6.pk3 (64 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak5.pk3 (7 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak4.pk3 (272 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak3.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak2.pk3 (148 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak1.pk3 (26 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak0.pk3 (3539 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3
            ./quake3.x86/baseq3


            4064 files in pk3 files
            execing default.cfg
            execing q3config.cfg
            couldn’t exec autoexec.cfg
            Hunk_Clear: reset the hunk ok
            Joystick is not active.


            Client Initialization



            Initializing Renderer —-



            Client Initialization Complete



            R_Init


            …loading libGL.so: Initializing OpenGL display
            …setting mode 3: 640 480
            Using XFree86-VidModeExtension Version 2.2
            XF86DGA Mouse (Version 2.0) initialized
            XFree86-VidModeExtension Activated at 640×480
            Using 8/8/8 Color bits, 24 depth, 0 stencil display.
            GL_RENDERER: GeForce4 Ti 4200 with AGP8X/AGP/SSE2
            Initializing OpenGL extensions
            …ignoring GL_S3_s3tc
            …ignoring GL_EXT_texture_env_add
            …using GL_ARB_multitexture
            …using GL_EXT_compiled_vertex_array
            XF86 Gamma extension initialized

            GL_VENDOR: NVIDIA Corporation
            GL_RENDERER: GeForce4 Ti 4200 with AGP8X/AGP/SSE2
            GL_VERSION: 1.4.0 NVIDIA 43.49
            GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_mul
            titexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_A
            RB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_tex
            ture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_t
            ranspose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_
            pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL
            _EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_E
            XT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_textu
            re GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_s
            eparate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_
            stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cub
            e_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combin
            e GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod G
            L_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion
            _test 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_fog_distance GL_NV_li
            ght_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packe
            d_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combine
            rs GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_v
            tc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV
            _texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_arr
            ay_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_gene
            rate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SG
            IX_shadow
            GL_MAX_TEXTURE_SIZE: 4096
            GL_MAX_ACTIVE_TEXTURES_ARB: 4

            PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
            MODE: 3, 640 x 480 fullscreen hz:N/A
            GAMMA: hardware w/ 0 overbright bits
            CPU:
            rendering primitives: single glDrawElements
            texturemode: GL_LINEAR_MIPMAP_NEAREST
            picmip: 1
            texture bits: 0
            multitexture: enabled
            compiled vertex arrays: enabled
            texenv add: disabled
            compressed textures: disabled
            Initializing Shaders
            …loading ‘scripts/lightningnew.shader’
            …loading ‘scripts/explode1.shader’
            …loading ‘scripts/gfx.shader’
            …loading ‘scripts/tim.shader’
            …loading ‘scripts/base.shader’
            …loading ‘scripts/base_button.shader’
            …loading ‘scripts/base_floor.shader’
            …loading ‘scripts/base_light.shader’
            …loading ‘scripts/base_object.shader’
            …loading ‘scripts/base_support.shader’
            …loading ‘scripts/base_trim.shader’
            …loading ‘scripts/base_wall.shader’
            …loading ‘scripts/common.shader’
            …loading ‘scripts/ctf.shader’
            …loading ‘scripts/eerie.shader’
            …loading ‘scripts/gothic_block.shader’
            …loading ‘scripts/gothic_floor.shader’
            …loading ‘scripts/gothic_light.shader’
            …loading ‘scripts/gothic_trim.shader’
            …loading ‘scripts/gothic_wall.shader’
            …loading ‘scripts/hell.shader’
            …loading ‘scripts/liquid.shader’
            …loading ‘scripts/menu.shader’
            …loading ‘scripts/models.shader’
            …loading ‘scripts/organics.shader’
            …loading ‘scripts/sfx.shader’
            …loading ‘scripts/shrine.shader’
            …loading ‘scripts/skin.shader’
            …loading ‘scripts/sky.shader’
            …loading ‘scripts/test.shader’


            finished R_Init



            sound initialization




            Sound Info


            sound system is muted
            1 stereo
            65536 samples
            16 samplebits
            1 submission_chunk
            22050 speed
            0x4d4d6000 dma buffer
            No background file.


            Sound memory manager started
            Loading vm file vm/ui.qvm.
            VM file ui compiled to 581971 bytes of code
            ui loaded in 1943200 bytes on the hunk
            35 arenas parsed
            32 bots parsed
            — Common Initialization Complete —
            Opening IP socket: localhost:27960
            Hostname: localhost.localdomain
            Alias: localhost
            IP: 127.0.0.1
            Started tty console (use +set ttycon 0 to disable)
            RE_Shutdown( 1 )


            FS_Startup


            Current search path:
            /root/.q3a/missionpack
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak2.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak1.pk3 (8 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak0.pk3 (3264 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack
            ./quake3.x86/missionpack
            /root/.q3a/baseq3
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak7.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak6.pk3 (64 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak5.pk3 (7 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak4.pk3 (272 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak3.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak2.pk3 (148 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak1.pk3 (26 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak0.pk3 (3539 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3
            ./quake3.x86/baseq3


            11404 files in pk3 files
            Hunk_Clear: reset the hunk ok


            Initializing Renderer —-



            R_Init


            …loading libGL.so: Initializing OpenGL display
            …setting mode 3: 640 480
            Using XFree86-VidModeExtension Version 2.2
            XF86DGA Mouse (Version 2.0) initialized
            XFree86-VidModeExtension Activated at 640×480
            Using 8/8/8 Color bits, 24 depth, 0 stencil display.
            GL_RENDERER: GeForce4 Ti 4200 with AGP8X/AGP/SSE2
            Initializing OpenGL extensions
            …ignoring GL_S3_s3tc
            …ignoring GL_EXT_texture_env_add
            …using GL_ARB_multitexture
            …using GL_EXT_compiled_vertex_array
            XF86 Gamma extension initialized

            GL_VENDOR: NVIDIA Corporation
            GL_RENDERER: GeForce4 Ti 4200 with AGP8X/AGP/SSE2
            GL_VERSION: 1.4.0 NVIDIA 43.49
            GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_mul
            titexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_A
            RB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_tex
            ture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_t
            ranspose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_
            pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL
            _EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_E
            XT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_textu
            re GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_s
            eparate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_
            stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cub
            e_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combin
            e GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod G
            L_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion
            _test 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_fog_distance GL_NV_li
            ght_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packe
            d_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combine
            rs GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_v
            tc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV
            _texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_arr
            ay_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_gene
            rate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SG
            IX_shadow
            GL_MAX_TEXTURE_SIZE: 4096
            GL_MAX_ACTIVE_TEXTURES_ARB: 4

            PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
            MODE: 3, 640 x 480 fullscreen hz:N/A
            GAMMA: hardware w/ 0 overbright bits
            CPU:
            rendering primitives: single glDrawElements
            texturemode: GL_LINEAR_MIPMAP_NEAREST
            picmip: 1
            texture bits: 0
            multitexture: enabled
            compiled vertex arrays: enabled
            texenv add: disabled
            compressed textures: disabled
            Initializing Shaders
            …loading ‘scripts/base_floor.shader’
            …loading ‘scripts/base_floor2.shader’
            …loading ‘scripts/base_light.shader’
            …loading ‘scripts/base_wall.shader’
            …loading ‘scripts/base_wall2.shader’
            …loading ‘scripts/common.shader’
            …loading ‘scripts/ctf.shader’
            …loading ‘scripts/ctf2.shader’
            …loading ‘scripts/flayer.shader’
            …loading ‘scripts/gallery.shader’
            …loading ‘scripts/gfx.shader’
            …loading ‘scripts/gfx2.shader’
            …loading ‘scripts/gothic_floor2.shader’
            …loading ‘scripts/gothic_trim.shader’
            …loading ‘scripts/gothic_wall.shader’
            …loading ‘scripts/jim_test.shader’
            …loading ‘scripts/jk_dm1.shader’
            …loading ‘scripts/jk_tourney1.shader’
            …loading ‘scripts/liquid.shader’
            …loading ‘scripts/liquid2.shader’
            …loading ‘scripts/models.shader’
            …loading ‘scripts/models2.shader’
            …loading ‘scripts/models3.shader’
            …loading ‘scripts/multiplant.shader’
            …loading ‘scripts/museum.shader’
            …loading ‘scripts/nateleaf.shader’
            …loading ‘scripts/nateshad.shader’
            …loading ‘scripts/outdoors.shader’
            …loading ‘scripts/proto2.shader’
            …loading ‘scripts/sfx.shader’
            …loading ‘scripts/sfx2.shader’
            …loading ‘scripts/sky.shader’
            …loading ‘scripts/sky2.shader’
            …loading ‘scripts/stone2.shader’
            …loading ‘scripts/team.shader’
            …loading ‘scripts/terrain.shader’
            …loading ‘scripts/tim.shader’
            …loading ‘scripts/ui.shader’
            …loading ‘scripts/ui_hud.shader’
            …loading ‘scripts/ui_kc.shader’
            …loading ‘scripts/web.shader’
            …loading ‘scripts/work_tri1.shader’
            …loading ‘scripts/lightningnew.shader’
            …loading ‘scripts/explode1.shader’
            …loading ‘scripts/base.shader’
            …loading ‘scripts/base_button.shader’
            …loading ‘scripts/base_object.shader’
            …loading ‘scripts/base_support.shader’
            …loading ‘scripts/base_trim.shader’
            …loading ‘scripts/eerie.shader’
            …loading ‘scripts/gothic_block.shader’
            …loading ‘scripts/gothic_floor.shader’
            …loading ‘scripts/gothic_light.shader’
            …loading ‘scripts/hell.shader’
            …loading ‘scripts/menu.shader’
            …loading ‘scripts/organics.shader’
            …loading ‘scripts/shrine.shader’
            …loading ‘scripts/skin.shader’
            …loading ‘scripts/test.shader’


            finished R_Init


            Loading vm file vm/ui.qvm.
            VM file ui compiled to 644414 bytes of code
            ui loaded in 3071008 bytes on the hunk
            Loaded team Crusaders with team icon ui/assets/crusaders.
            Loaded team Intruders with team icon ui/assets/intruders.
            Loaded team Pagans with team icon ui/assets/pagans.
            Loaded team Stroggs with team icon ui/assets/stroggs.
            Loaded team The Fallen with team icon ui/assets/thefallen.
            Loaded James character James.
            Loaded Janet character Janet.
            Loaded Janet character Callisto.
            Loaded Janet character Gammy.
            Loaded James character Gaunt.
            Loaded James character Khan.
            Loaded Janet character Megan.
            Loaded James character Morgan.
            Loaded James character Neptune.
            Loaded Janet character Ursula.
            Loaded James character Flayer.
            Loaded character alias Darkangel using character ai Janet.
            Loaded character alias Bradamante using character ai Megan.
            Loaded character alias Lionheart using character ai Morgan.
            Loaded character alias Furioso using character ai Neptune.
            Loaded character alias Aria using character ai Ursula.
            Loaded character alias Callisto using character ai Callisto.
            Loaded character alias Deadeye using character ai Gaunt.
            Loaded character alias WarLokk using character ai James.
            Loaded character alias Khan using character ai Khan.
            Loaded character alias Gargouille using character ai Gammy.
            Loaded character alias Enforcer using character ai Callisto.
            Loaded character alias Icarus using character ai Flayer.
            Loaded character alias Gammy using character ai Gammy.
            Loaded character alias Gladiator using character ai Megan.
            Loaded character alias Paracyte using character ai Neptune.
            Loaded character alias Gaunt using character ai Gaunt.
            Loaded character alias Punisher using character ai Khan.
            Loaded character alias November using character ai Janet.
            Loaded character alias Morgan using character ai Morgan.
            Loaded character alias Whyrlwynd using character ai Ursla.
            Loaded character alias Sinister using character ai Callisto.
            Loaded character alias Ursula using character ai Ursula.
            Loaded character alias Abominator using character ai James.
            Loaded character alias Stalker using character ai Morgan.
            Loaded character alias Neptune using character ai Neptune.
            Parsing menu file:ui/main.menu
            Parsing menu file:ui/joinserver.menu
            Parsing menu file:ui/player.menu
            Parsing menu file:ui/setup.menu
            Parsing menu file:ui/fight.menu
            Parsing menu file:ui/skirmish.menu
            Parsing menu file:ui/createserver.menu
            Parsing menu file:ui/controls.menu
            Parsing menu file:ui/cdkey.menu
            Parsing menu file:ui/system.menu
            Parsing menu file:ui/options.menu
            Parsing menu file:ui/help.menu
            Parsing menu file:ui/ordershelp.menu
            Parsing menu file:ui/mod.menu
            Parsing menu file:ui/demo.menu
            Parsing menu file:ui/cinematicmenu.menu
            Parsing menu file:ui/credit.menu
            Parsing menu file:ui/demo_quit.menu
            Parsing menu file:ui/connect.menu
            Parsing menu file:ui/powerup.menu
            Parsing menu file:ui/password.menu
            Parsing menu file:ui/quake3.menu
            Parsing menu file:ui/quit.menu
            Parsing menu file:ui/vid_restart.menu
            Parsing menu file:ui/default.menu
            Parsing menu file:ui/addfilter.menu
            Parsing menu file:ui/error.menu
            Parsing menu file:ui/serverinfo.menu
            Parsing menu file:ui/findplayer.menu
            Parsing menu file:ui/endofgame.menu
            Parsing menu file:ui/quitcredit.menu
            Parsing menu file:ui/resetscore.menu
            Parsing menu file:ui/createfavorite.menu
            UI menu load time = 886 milli seconds
            Parsing menu file:ui/ingame.menu
            Parsing menu file:ui/ingame_vote.menu
            Parsing menu file:ui/ingame_about.menu
            Parsing menu file:ui/ingame_controls.menu
            Parsing menu file:ui/ingame_join.menu
            Parsing menu file:ui/ingame_options.menu
            Parsing menu file:ui/ingame_system.menu
            Parsing menu file:ui/ingame_leave.menu
            Parsing menu file:ui/ingame_player.menu
            Parsing menu file:ui/ingame_addbot.menu
            Parsing menu file:ui/ingame_callvote.menu
            Parsing menu file:ui/ingame_orders.menu
            UI menu load time = 132 milli seconds
            45 bots parsed
            execing q3config.cfg
            sv_maxclients will be changed upon restarting.
            r_ext_compressed_textures will be changed upon restarting.
            r_picmip will be changed upon restarting.
            r_texturebits will be changed upon restarting.
            r_colorbits will be changed upon restarting.
            r_depthbits will be changed upon restarting.
            r_mode will be changed upon restarting.
            g_spSkill will be changed upon restarting.
            60 arenas parsed


            Server Initialization


            Server: mpterra1
            RE_Shutdown( 0 )
            Hunk_Clear: reset the hunk ok


            FS_Startup


            Current search path:
            /root/.q3a/missionpack
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak2.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak1.pk3 (8 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack/pak0.pk3 (3264 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/missionpack
            ./quake3.x86/missionpack
            /root/.q3a/baseq3
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak7.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak6.pk3 (64 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak5.pk3 (7 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak4.pk3 (272 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak3.pk3 (4 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak2.pk3 (148 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak1.pk3 (26 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3/pak0.pk3 (3539 files)
            /mnt/disk0-Maxtor_6Y120L0-part5/Quake3/baseq3
            ./quake3.x86/baseq3


            18744 files in pk3 files
            Loading vm file vm/qagame.qvm.
            VM file qagame compiled to 1333536 bytes of code
            qagame loaded in 4119680 bytes on the hunk


            Game Initialization


            gamename: baseq3
            gamedate: Dec 11 2001
            Gametype changed, clearing session data.
            0 teams with 0 entities
            20 items registered


            Opened log botlib.log


            BotLib Initialization


            loaded weapons.c
            loaded items.c
            loaded syn.c
            loaded rnd.c
            loaded match.c
            loaded rchat.c


            Map Loading


            trying to load maps/mpterra1.aas
            loaded maps/mpterra1.aas
            camp spot at -2856.0 3400.0 880.0 in solid
            camp spot at -4616.0 -1984.0 336.0 in solid
            camp spot at 3928.0 1976.0 336.0 in solid
            camp spot at 1840.0 -3384.0 888.0 in solid
            found 84 level items


            45 bots parsed
            60 arenas parsed
            AAS initialized.


            loaded skill 5 from bots/default_c.c
            loaded skill 5 from bots/tao_c.c
            loaded bots/tao_i.c
            loaded bots/tao_w.c
            loaded tao from bots/empty_t.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/tao_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded skill 5 from bots/taa_c.c
            loaded bots/taa_i.c
            loaded bots/taa_w.c
            loaded taa from bots/empty_t.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/taa_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/tao_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/taa_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/tao_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded cached skill 5.000000 from bots/taa_c.c
            loaded cached skill 5.000000 from bots/default_c.c
            loaded skill 5 from bots/tad_c.c
            loaded bots/tad_i.c
            loaded bots/tad_w.c
            loaded tad from bots/empty_t.c
            RE_Shutdown( 0 )


            R_Init



            GL_VENDOR: NVIDIA Corporation
            GL_RENDERER: GeForce4 Ti 4200 with AGP8X/AGP/SSE2
            GL_VERSION: 1.4.0 NVIDIA 43.49
            GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample GL_ARB_mul
            titexture GL_ARB_point_parameters GL_ARB_shadow GL_ARB_texture_border_clamp GL_A
            RB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_tex
            ture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_t
            ranspose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_
            pos GL_S3_s3tc GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL
            _EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_E
            XT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_textu
            re GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_s
            eparate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_
            stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cub
            e_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combin
            e GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod G
            L_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion
            _test 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_fog_distance GL_NV_li
            ght_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packe
            d_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combine
            rs GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_v
            tc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader GL_NV
            _texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_arr
            ay_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NVX_ycrcb GL_SGIS_gene
            rate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SG
            IX_shadow
            GL_MAX_TEXTURE_SIZE: 4096
            GL_MAX_ACTIVE_TEXTURES_ARB: 4

            PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
            MODE: 6, 640 x 480 fullscreen hz:N/A
            GAMMA: hardware w/ 0 overbright bits
            CPU:
            rendering primitives: single glDrawElements
            texturemode: GL_LINEAR_MIPMAP_LINEAR
            picmip: 0
            texture bits: 32
            multitexture: enabled
            compiled vertex arrays: enabled
            texenv add: disabled
            compressed textures: disabled
            Initializing Shaders
            …loading ‘scripts/base_floor.shader’
            …loading ‘scripts/base_floor2.shader’
            …loading ‘scripts/base_light.shader’
            …loading ‘scripts/base_wall.shader’
            …loading ‘scripts/base_wall2.shader’
            …loading ‘scripts/common.shader’
            …loading ‘scripts/ctf.shader’
            …loading ‘scripts/ctf2.shader’
            …loading ‘scripts/flayer.shader’
            …loading ‘scripts/gallery.shader’
            …loading ‘scripts/gfx.shader’
            …loading ‘scripts/gfx2.shader’
            …loading ‘scripts/gothic_floor2.shader’
            …loading ‘scripts/gothic_trim.shader’
            …loading ‘scripts/gothic_wall.shader’
            …loading ‘scripts/jim_test.shader’
            …loading ‘scripts/jk_dm1.shader’
            …loading ‘scripts/jk_tourney1.shader’
            …loading ‘scripts/liquid.shader’
            …loading ‘scripts/liquid2.shader’
            …loading ‘scripts/models.shader’
            …loading ‘scripts/models2.shader’
            …loading ‘scripts/models3.shader’
            …loading ‘scripts/multiplant.shader’
            …loading ‘scripts/museum.shader’
            …loading ‘scripts/nateleaf.shader’
            …loading ‘scripts/nateshad.shader’
            …loading ‘scripts/outdoors.shader’
            …loading ‘scripts/proto2.shader’
            …loading ‘scripts/sfx.shader’
            …loading ‘scripts/sfx2.shader’
            …loading ‘scripts/sky.shader’
            …loading ‘scripts/sky2.shader’
            …loading ‘scripts/stone2.shader’
            …loading ‘scripts/team.shader’
            …loading ‘scripts/terrain.shader’
            …loading ‘scripts/tim.shader’
            …loading ‘scripts/ui.shader’
            …loading ‘scripts/ui_hud.shader’
            …loading ‘scripts/ui_kc.shader’
            …loading ‘scripts/web.shader’
            …loading ‘scripts/work_tri1.shader’
            …loading ‘scripts/lightningnew.shader’
            …loading ‘scripts/explode1.shader’
            …loading ‘scripts/base.shader’
            …loading ‘scripts/base_button.shader’
            …loading ‘scripts/base_object.shader’
            …loading ‘scripts/base_support.shader’
            …loading ‘scripts/base_trim.shader’
            …loading ‘scripts/eerie.shader’
            …loading ‘scripts/gothic_block.shader’
            …loading ‘scripts/gothic_floor.shader’
            …loading ‘scripts/gothic_light.shader’
            …loading ‘scripts/hell.shader’
            …loading ‘scripts/menu.shader’
            …loading ‘scripts/organics.shader’
            …loading ‘scripts/shrine.shader’
            …loading ‘scripts/skin.shader’
            …loading ‘scripts/test.shader’


            finished R_Init


            Loading vm file vm/ui.qvm.
            VM file ui compiled to 644414 bytes of code
            ui loaded in 3071008 bytes on the hunk
            Loaded team Crusaders with team icon ui/assets/crusaders.
            Loaded team Intruders with team icon ui/assets/intruders.
            Loaded team Pagans with team icon ui/assets/pagans.
            Loaded team Stroggs with team icon ui/assets/stroggs.
            Loaded team The Fallen with team icon ui/assets/thefallen.
            Loaded James character James.
            Loaded Janet character Janet.
            Loaded Janet character Callisto.
            Loaded Janet character Gammy.
            Loaded James character Gaunt.
            Loaded James character Khan.
            Loaded Janet character Megan.
            Loaded James character Morgan.
            Loaded James character Neptune.
            Loaded Janet character Ursula.
            Loaded James character Flayer.
            Loaded character alias Darkangel using character ai Janet.
            Loaded character alias Bradamante using character ai Megan.
            Loaded character alias Lionheart using character ai Morgan.
            Loaded character alias Furioso using character ai Neptune.
            Loaded character alias Aria using character ai Ursula.
            Loaded character alias Callisto using character ai Callisto.
            Loaded character alias Deadeye using character ai Gaunt.
            Loaded character alias WarLokk using character ai James.
            Loaded character alias Khan using character ai Khan.
            Loaded character alias Gargouille using character ai Gammy.
            Loaded character alias Enforcer using character ai Callisto.
            Loaded character alias Icarus using character ai Flayer.
            Loaded character alias Gammy using character ai Gammy.
            Loaded character alias Gladiator using character ai Megan.
            Loaded character alias Paracyte using character ai Neptune.
            Loaded character alias Gaunt using character ai Gaunt.
            Loaded character alias Punisher using character ai Khan.
            Loaded character alias November using character ai Janet.
            Loaded character alias Morgan using character ai Morgan.
            Loaded character alias Whyrlwynd using character ai Ursla.
            Loaded character alias Sinister using character ai Callisto.
            Loaded character alias Ursula using character ai Ursula.
            Loaded character alias Abominator using character ai James.
            Loaded character alias Stalker using character ai Morgan.
            Loaded character alias Neptune using character ai Neptune.
            Parsing menu file:ui/main.menu
            Parsing menu file:ui/joinserver.menu
            Parsing menu file:ui/player.menu
            Parsing menu file:ui/setup.menu
            Parsing menu file:ui/fight.menu
            Parsing menu file:ui/skirmish.menu
            Parsing menu file:ui/createserver.menu
            Parsing menu file:ui/controls.menu
            Parsing menu file:ui/cdkey.menu
            Parsing menu file:ui/system.menu
            Parsing menu file:ui/options.menu
            Parsing menu file:ui/help.menu
            Parsing menu file:ui/ordershelp.menu
            Parsing menu file:ui/mod.menu
            Parsing menu file:ui/demo.menu
            Parsing menu file:ui/cinematicmenu.menu
            Parsing menu file:ui/credit.menu
            Parsing menu file:ui/demo_quit.menu
            Parsing menu file:ui/connect.menu
            Parsing menu file:ui/powerup.menu
            Parsing menu file:ui/password.menu
            Parsing menu file:ui/quake3.menu
            Parsing menu file:ui/quit.menu
            Parsing menu file:ui/vid_restart.menu
            Parsing menu file:ui/default.menu
            Parsing menu file:ui/addfilter.menu
            Parsing menu file:ui/error.menu
            Parsing menu file:ui/serverinfo.menu
            Parsing menu file:ui/findplayer.menu
            Parsing menu file:ui/endofgame.menu
            Parsing menu file:ui/quitcredit.menu
            Parsing menu file:ui/resetscore.menu
            Parsing menu file:ui/createfavorite.menu
            UI menu load time = 712 milli seconds
            Parsing menu file:ui/ingame.menu
            Parsing menu file:ui/ingame_vote.menu
            Parsing menu file:ui/ingame_about.menu
            Parsing menu file:ui/ingame_controls.menu
            Parsing menu file:ui/ingame_join.menu
            Parsing menu file:ui/ingame_options.menu
            Parsing menu file:ui/ingame_system.menu
            Parsing menu file:ui/ingame_leave.menu
            Parsing menu file:ui/ingame_player.menu
            Parsing menu file:ui/ingame_addbot.menu
            Parsing menu file:ui/ingame_callvote.menu
            Parsing menu file:ui/ingame_orders.menu
            UI menu load time = 129 milli seconds
            45 bots parsed
            Loading vm file vm/cgame.qvm.
            VM file cgame compiled to 1167191 bytes of code
            cgame loaded in 10150848 bytes on the hunk
            ^3WARNING: could not find sound/voices/male2/tt_01.wav – using de
            voice chat memory size = 0
            stitched 0 LoD cracks
            …loaded 6810 faces, 172 meshes, 280 trisurfs, 42 fl
            trying models/players/heADS…
            ^3WARNING: R_FindImageFile could not find ‘models
            ls/players/heads/ursula/ursula_e’
            ^3Shader models/players/heads/ursula/ursula_e
            trying ui/assets/3_cursor2.TGA…
            UI menu load time = 455 milli sec
            CL_InitCGame: 13.89 seconds
            Received signal
            DOUBLE SIGNAL FA
            Shutdown tty con
            root:~#

            Jujj, bocsi ez hosszú lett.
            Na ennyi. Remélem tudtok majd segíteni. :casstet:

            Gege

            #1868968
            csaba
            Felhasználó

              Hali, Uhurc3-am van, felraktam az új drivert, és a portolt Unreal Tournament 2003-at. Felment az egész cucc, utána a felbontást beállítottam a progiban, erre 100Hz-ról 60Hzre esett a képfrissítés, és kilépés után is maradt. KDE-ben visszaállítottam az X beállításainál a 100Hz-et, és így próbálkozva a játék a pályára lépés elõtt kilép asztalra, és lefagyaztja az X-et.(Ctrl+Alt+Backspace-el vissza lehet hozni).

              A kérdésem az, hogy kell-e specifikus beállítás neki, vagy én vagyok hülye? (1 hónapja van uhum)
              Csak azért, mert a drivernél sok beállítási funkciót láttam…

              Ha, tudtok segítsetek(hadd villogjak már hálón, hogy bibibíííííí a Linux is tudja azt, amit a winfosotok) 😀 😀 😀

              Gege

              Drakulálok a fejlesztõknek, így toivább

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