Kezdőlap › Fórumok › UHU Linux › Általános UHU problémák, javaslatok › UT2K
- This topic has 4 hozzászólás, 3 résztvevő, and was last updated 22 years, 3 months telt el by
admin.
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SzerzőBejegyzés
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2003-04-05-20:06 #1901600
Tudtommal az összes kliens 1%-a linuxos.
Debian alatt nem kell semmi extra beállítás.2003-04-06-07:52 #1901601Felraktam 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
2003-04-06-11:47 #1901602Kész, 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
2003-04-06-12:58 #1901603OK, 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 initializedGL_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: 4PIXELFORMAT: 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 initializedGL_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: 4PIXELFORMAT: 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: 4PIXELFORMAT: 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
2009-12-04-19:55 #1868968Hali, 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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