World of Padman 1.1

Kezdőlap Fórumok Linuxos hírek a nagyvilágból World of Padman 1.1

10 bejegyzés megtekintése - 1-10 / 15
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  • #2098717
    csoege
    Felhasználó

      Hali!

      Elég tetszetősnek tűnt a game, úgyhogy le is szedtem gyorsan, feltelepítettem, de indításnál a következő hibaüzenettel leállt:

      Code:
      ./wop
      WoP 1.1 (1.33_SVN43M) linux-i386 Mar 28 2007
      —– FS_Startup —–
      Current search path:
      /home/csoege/.WoPadman/wop
      /home/csoege/WoP/wop/wop_vms.pk3 (4 files)
      /home/csoege/WoP/wop/wop_005.pk3 (2558 files)
      /home/csoege/WoP/wop/wop_004.pk3 (698 files)
      /home/csoege/WoP/wop/wop_003.pk3 (187 files)
      /home/csoege/WoP/wop/wop_002.pk3 (1341 files)
      /home/csoege/WoP/wop/wop_001.pk3 (499 files)
      /home/csoege/WoP/wop

      ———————-
      5287 files in pk3 files
      execing default.cfg
      couldn’t exec wop_config.cfg
      couldn’t exec autoexec.cfg
      Hunk_Clear: reset the hunk ok
      —– Client Initialization —–
      —– Initializing Renderer —-
      ——————————-
      —– Client Initialization Complete —–
      —– R_Init —–

      ——- Input Initialization ——-
      Joystick is not active.
      ————————————
      …loading libGL.so.1:
      Calling SDL_Init(SDL_INIT_VIDEO)…
      SDL_Init(SDL_INIT_VIDEO) passed.
      Initializing OpenGL display
      …setting mode 6: 1024 768
      Using 4/4/4 Color bits, 24 depth, 0 stencil display.
      GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
      Initializing OpenGL extensions
      …ignoring GL_S3_s3tc
      …ignoring GL_EXT_texture_env_add
      …using GL_ARB_multitexture
      …using GL_EXT_compiled_vertex_array
      …ignoring GL_EXT_texture_filter_anisotropic

      GL_VENDOR: NVIDIA Corporation
      GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
      GL_VERSION: 2.1.0 NVIDIA 97.55
      GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
      GL_MAX_TEXTURE_SIZE: 4096
      GL_MAX_ACTIVE_TEXTURES_ARB: 4

      PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
      MODE: 6, 1024 x 768 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/pad_ddmix.shader’
      …loading ‘scripts/pad_glowsky.shader’
      …loading ‘scripts/pad_glowsound.shader’
      …loading ‘scripts/pad_harmsky.shader’
      …loading ‘scripts/pad_harm.shader’
      …loading ‘scripts/pad_flare.shader’
      …loading ‘scripts/pad_wop.shader’
      …loading ‘scripts/q3map2_wop_dinerbb.shader’
      …loading ‘scripts/q3map2_wop_diner.shader’
      …loading ‘scripts/pad_bath.shader’
      …loading ‘scripts/pad_jail.shader’
      …loading ‘scripts/glowstar.shader’
      …loading ‘scripts/grtrees.shader’
      …loading ‘scripts/padmod_keyboard.shader’
      …loading ‘scripts/pad_glowstar_nb.shader’
      …loading ‘scripts/pad_mousetrap.shader’
      …loading ‘scripts/pad_sunflower.shader’
      …loading ‘scripts/pad_trash.shader’
      …loading ‘scripts/q3map2_wop_kaistrashmap.shader’
      …loading ‘scripts/ente.shader’
      …loading ‘scripts/pad_liquidfx.shader’
      …loading ‘scripts/pad_maps.shader’
      …loading ‘scripts/pad_attic.shader’
      …loading ‘scripts/pad_bookroom.shader’
      …loading ‘scripts/pad_garden.shader’
      …loading ‘scripts/pad_kitchen.shader’
      …loading ‘scripts/pad_shipcurves.shader’
      …loading ‘scripts/pad_cyb.shader’
      …loading ‘scripts/pad_gardencurves.shader’
      …loading ‘scripts/pad_cryduck.shader’
      …loading ‘scripts/pad_pirate.shader’
      …loading ‘scripts/padcar_nascars.shader’
      …loading ‘scripts/padfigures.shader’
      …loading ‘scripts/pad_petesky.shader’
      …loading ‘scripts/pad_tex02.shader’
      …loading ‘scripts/pad_enteflare.shader’
      …loading ‘scripts/wopsa_mapmodels.shader’
      …loading ‘scripts/white.shader’
      …loading ‘scripts/wop_surfacesounds.shader’
      …loading ‘scripts/wopascii.shader’
      …loading ‘scripts/biopad.shader’
      …loading ‘scripts/blood_screen.shader’
      …loading ‘scripts/boaster.shader’
      …loading ‘scripts/bookend.shader’
      …loading ‘scripts/code.shader’
      …loading ‘scripts/common.shader’
      …loading ‘scripts/forcode.shader’
      …loading ‘scripts/gummybears.shader’
      …loading ‘scripts/icons.shader’
      …loading ‘scripts/lfsprites.shader’
      …loading ‘scripts/menu.shader’
      …loading ‘scripts/puppetmaster.shader’
      …loading ‘scripts/pad_armour.shader’
      …loading ‘scripts/pad_balloonbox.shader’
      …loading ‘scripts/pad_balloony.shader’
      …loading ‘scripts/pad_betty.shader’
      …loading ‘scripts/pad_boaster.shader’
      …loading ‘scripts/pad_bubbleg.shader’
      …loading ‘scripts/pad_cake.shader’
      …loading ‘scripts/pad_condiments.shader’
      …loading ‘scripts/pad_console.shader’
      …loading ‘scripts/pad_cups.shader’
      …loading ‘scripts/pad_cutlery.shader’
      …loading ‘scripts/pad_ducks.shader’
      …loading ‘scripts/pad_effect.shader’
      …loading ‘scripts/pad_fish.shader’
      …loading ‘scripts/pad_flowerfx.shader’
      …loading ‘scripts/pad_gfx02.shader’
      …loading ‘scripts/pad_gfx02b.shader’
      …loading ‘scripts/pad_gfx.shader’
      …loading ‘scripts/pad_healthstation.shader’
      …loading ‘scripts/pad_imperius.shader’
      …loading ‘scripts/pad_killerduck.shader’
      …loading ‘scripts/pad_lamps.shader’
      …loading ‘scripts/pad_marblefx.shader’
      …loading ‘scripts/pad_nipper.shader’
      …loading ‘scripts/pad_openbook.shader’
      …loading ‘scripts/pad_pumper.shader’
      …loading ‘scripts/pad_punchy.shader’
      …loading ‘scripts/pad_splasher.shader’
      …loading ‘scripts/pad_steps.shader’
      …loading ‘scripts/pad_teleporter.shader’
      …loading ‘scripts/pad_tft.shader’
      …loading ‘scripts/pad_waterbottle.shader’
      …loading ‘scripts/pad_weaponmarker.shader’
      …loading ‘scripts/pad_weaponsfx2.shader’
      …loading ‘scripts/pad_weaponsfx.shader’
      …loading ‘scripts/padgold_statue.shader’
      …loading ‘scripts/paditems.shader’
      …loading ‘scripts/padmodel.shader’
      …loading ‘scripts/padra.shader’
      …loading ‘scripts/padrock.shader’
      …loading ‘scripts/padskin_winner_statue.shader’
      …loading ‘scripts/padsoldier.shader’
      …loading ‘scripts/padtv.shader’
      …loading ‘scripts/pelvis.shader’
      …loading ‘scripts/simplemenubg.shader’
      …loading ‘scripts/spraymode.shader’
      …loading ‘scripts/spraypistol.shader’
      …loading ‘scripts/stonepad.shader’
      …loading ‘scripts/superpad.shader’
      …loading ‘scripts/pad_gtb_misc.shader’
      …loading ‘scripts/pad_spiegelboden.shader’
      …loading ‘scripts/bblevelshots.shader’
      …loading ‘scripts/sometestlogos.shader’
      trying sun.TGA…
      —– finished R_Init —–
      —— Initializing Sound ——
      Initializing SDL audio driver…
      SDL audio driver is „esd”.
      SDL_AudioSpec:
        Format:  AUDIO_S16LSB
        Freq:    22050
        Samples:  512
        Channels: 2
      Starting SDL audio callback…
      SDL audio initialized.
      —– Sound Info —–
          1 stereo
      16384 samples
        16 samplebits
          1 submission_chunk
      22050 speed
      0x8b602c0 dma buffer
      No background file.
      ———————-
      Sound initialization successful.
      ——————————–
      Sound memory manager started
      Loading vm file vm/ui.qvm…
      …which has vmMagic VM_MAGIC_VER2
      Loading 1243 jump table targets
      Received signal 11, exiting…
      —– CL_Shutdown —–
      Closing SDL audio device…
      SDL audio device shut down.
      RE_Shutdown( 1 )
      ———————–

      Bocs a hosszú üzenetért, de nem tudom mi lehet fontos és mi nem…

      UHU 2.0, sdl fentvan, keresgéltem guglival, de nem találtam semmi érdemlegeset…

      Ha tudsz valami megoldást, azt megköszönném!!!

      Üdv: csoege.

      #2098718
      csoege
      Felhasználó

        Hali!

        Elég tetszetősnek tűnt a game, úgyhogy le is szedtem gyorsan, feltelepítettem, de indításnál a következő hibaüzenettel leállt:

        Code:
        ./wop
        WoP 1.1 (1.33_SVN43M) linux-i386 Mar 28 2007
        —– FS_Startup —–
        Current search path:
        /home/csoege/.WoPadman/wop
        /home/csoege/WoP/wop/wop_vms.pk3 (4 files)
        /home/csoege/WoP/wop/wop_005.pk3 (2558 files)
        /home/csoege/WoP/wop/wop_004.pk3 (698 files)
        /home/csoege/WoP/wop/wop_003.pk3 (187 files)
        /home/csoege/WoP/wop/wop_002.pk3 (1341 files)
        /home/csoege/WoP/wop/wop_001.pk3 (499 files)
        /home/csoege/WoP/wop

        ———————-
        5287 files in pk3 files
        execing default.cfg
        couldn’t exec wop_config.cfg
        couldn’t exec autoexec.cfg
        Hunk_Clear: reset the hunk ok
        —– Client Initialization —–
        —– Initializing Renderer —-
        ——————————-
        —– Client Initialization Complete —–
        —– R_Init —–

        ——- Input Initialization ——-
        Joystick is not active.
        ————————————
        …loading libGL.so.1:
        Calling SDL_Init(SDL_INIT_VIDEO)…
        SDL_Init(SDL_INIT_VIDEO) passed.
        Initializing OpenGL display
        …setting mode 6: 1024 768
        Using 4/4/4 Color bits, 24 depth, 0 stencil display.
        GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
        Initializing OpenGL extensions
        …ignoring GL_S3_s3tc
        …ignoring GL_EXT_texture_env_add
        …using GL_ARB_multitexture
        …using GL_EXT_compiled_vertex_array
        …ignoring GL_EXT_texture_filter_anisotropic

        GL_VENDOR: NVIDIA Corporation
        GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
        GL_VERSION: 2.1.0 NVIDIA 97.55
        GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
        GL_MAX_TEXTURE_SIZE: 4096
        GL_MAX_ACTIVE_TEXTURES_ARB: 4

        PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
        MODE: 6, 1024 x 768 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/pad_ddmix.shader’
        …loading ‘scripts/pad_glowsky.shader’
        …loading ‘scripts/pad_glowsound.shader’
        …loading ‘scripts/pad_harmsky.shader’
        …loading ‘scripts/pad_harm.shader’
        …loading ‘scripts/pad_flare.shader’
        …loading ‘scripts/pad_wop.shader’
        …loading ‘scripts/q3map2_wop_dinerbb.shader’
        …loading ‘scripts/q3map2_wop_diner.shader’
        …loading ‘scripts/pad_bath.shader’
        …loading ‘scripts/pad_jail.shader’
        …loading ‘scripts/glowstar.shader’
        …loading ‘scripts/grtrees.shader’
        …loading ‘scripts/padmod_keyboard.shader’
        …loading ‘scripts/pad_glowstar_nb.shader’
        …loading ‘scripts/pad_mousetrap.shader’
        …loading ‘scripts/pad_sunflower.shader’
        …loading ‘scripts/pad_trash.shader’
        …loading ‘scripts/q3map2_wop_kaistrashmap.shader’
        …loading ‘scripts/ente.shader’
        …loading ‘scripts/pad_liquidfx.shader’
        …loading ‘scripts/pad_maps.shader’
        …loading ‘scripts/pad_attic.shader’
        …loading ‘scripts/pad_bookroom.shader’
        …loading ‘scripts/pad_garden.shader’
        …loading ‘scripts/pad_kitchen.shader’
        …loading ‘scripts/pad_shipcurves.shader’
        …loading ‘scripts/pad_cyb.shader’
        …loading ‘scripts/pad_gardencurves.shader’
        …loading ‘scripts/pad_cryduck.shader’
        …loading ‘scripts/pad_pirate.shader’
        …loading ‘scripts/padcar_nascars.shader’
        …loading ‘scripts/padfigures.shader’
        …loading ‘scripts/pad_petesky.shader’
        …loading ‘scripts/pad_tex02.shader’
        …loading ‘scripts/pad_enteflare.shader’
        …loading ‘scripts/wopsa_mapmodels.shader’
        …loading ‘scripts/white.shader’
        …loading ‘scripts/wop_surfacesounds.shader’
        …loading ‘scripts/wopascii.shader’
        …loading ‘scripts/biopad.shader’
        …loading ‘scripts/blood_screen.shader’
        …loading ‘scripts/boaster.shader’
        …loading ‘scripts/bookend.shader’
        …loading ‘scripts/code.shader’
        …loading ‘scripts/common.shader’
        …loading ‘scripts/forcode.shader’
        …loading ‘scripts/gummybears.shader’
        …loading ‘scripts/icons.shader’
        …loading ‘scripts/lfsprites.shader’
        …loading ‘scripts/menu.shader’
        …loading ‘scripts/puppetmaster.shader’
        …loading ‘scripts/pad_armour.shader’
        …loading ‘scripts/pad_balloonbox.shader’
        …loading ‘scripts/pad_balloony.shader’
        …loading ‘scripts/pad_betty.shader’
        …loading ‘scripts/pad_boaster.shader’
        …loading ‘scripts/pad_bubbleg.shader’
        …loading ‘scripts/pad_cake.shader’
        …loading ‘scripts/pad_condiments.shader’
        …loading ‘scripts/pad_console.shader’
        …loading ‘scripts/pad_cups.shader’
        …loading ‘scripts/pad_cutlery.shader’
        …loading ‘scripts/pad_ducks.shader’
        …loading ‘scripts/pad_effect.shader’
        …loading ‘scripts/pad_fish.shader’
        …loading ‘scripts/pad_flowerfx.shader’
        …loading ‘scripts/pad_gfx02.shader’
        …loading ‘scripts/pad_gfx02b.shader’
        …loading ‘scripts/pad_gfx.shader’
        …loading ‘scripts/pad_healthstation.shader’
        …loading ‘scripts/pad_imperius.shader’
        …loading ‘scripts/pad_killerduck.shader’
        …loading ‘scripts/pad_lamps.shader’
        …loading ‘scripts/pad_marblefx.shader’
        …loading ‘scripts/pad_nipper.shader’
        …loading ‘scripts/pad_openbook.shader’
        …loading ‘scripts/pad_pumper.shader’
        …loading ‘scripts/pad_punchy.shader’
        …loading ‘scripts/pad_splasher.shader’
        …loading ‘scripts/pad_steps.shader’
        …loading ‘scripts/pad_teleporter.shader’
        …loading ‘scripts/pad_tft.shader’
        …loading ‘scripts/pad_waterbottle.shader’
        …loading ‘scripts/pad_weaponmarker.shader’
        …loading ‘scripts/pad_weaponsfx2.shader’
        …loading ‘scripts/pad_weaponsfx.shader’
        …loading ‘scripts/padgold_statue.shader’
        …loading ‘scripts/paditems.shader’
        …loading ‘scripts/padmodel.shader’
        …loading ‘scripts/padra.shader’
        …loading ‘scripts/padrock.shader’
        …loading ‘scripts/padskin_winner_statue.shader’
        …loading ‘scripts/padsoldier.shader’
        …loading ‘scripts/padtv.shader’
        …loading ‘scripts/pelvis.shader’
        …loading ‘scripts/simplemenubg.shader’
        …loading ‘scripts/spraymode.shader’
        …loading ‘scripts/spraypistol.shader’
        …loading ‘scripts/stonepad.shader’
        …loading ‘scripts/superpad.shader’
        …loading ‘scripts/pad_gtb_misc.shader’
        …loading ‘scripts/pad_spiegelboden.shader’
        …loading ‘scripts/bblevelshots.shader’
        …loading ‘scripts/sometestlogos.shader’
        trying sun.TGA…
        —– finished R_Init —–
        —— Initializing Sound ——
        Initializing SDL audio driver…
        SDL audio driver is „esd”.
        SDL_AudioSpec:
          Format:  AUDIO_S16LSB
          Freq:    22050
          Samples:  512
          Channels: 2
        Starting SDL audio callback…
        SDL audio initialized.
        —– Sound Info —–
            1 stereo
        16384 samples
          16 samplebits
            1 submission_chunk
        22050 speed
        0x8b602c0 dma buffer
        No background file.
        ———————-
        Sound initialization successful.
        ——————————–
        Sound memory manager started
        Loading vm file vm/ui.qvm…
        …which has vmMagic VM_MAGIC_VER2
        Loading 1243 jump table targets
        Received signal 11, exiting…
        —– CL_Shutdown —–
        Closing SDL audio device…
        SDL audio device shut down.
        RE_Shutdown( 1 )
        ———————–

        Bocs a hosszú üzenetért, de nem tudom mi lehet fontos és mi nem…

        UHU 2.0, sdl fentvan, keresgéltem guglival, de nem találtam semmi érdemlegeset…

        Ha tudsz valami megoldást, azt megköszönném!!!

        Üdv: csoege.

        #2098719
        kovi
        Felhasználó

          receive signal… rák tudja miért, nem látom az okát.
          én úgy csináltam anno, hogy fellöktem egy icculus-os quake3 binárist, majd feltettem a quake3 adatcsomagjait. megnéztem, hogy az ioq3 fut-e rendesen. aztán a függő (akkor még ~300M méretű, most épp erre a magyar szerverre tükrözte valaki http://gentoo.inf.elte.hu/distfiles/wop.zip) WoP-ot betettem egy megfelelő mappába, és ez volt az eredmény:

          *megj: mi lenne akkor, ha rootként, az ajánlott útra telepítenél, és nem a home-odba? mivel lehet, hogy abszolut prefixekkel van fordítva (nem tudom biztosan, hiszen ezt a friss verziót még nem volt időm jobban megnézni)

          #2098720
          kovi
          Felhasználó

            receive signal… rák tudja miért, nem látom az okát.
            én úgy csináltam anno, hogy fellöktem egy icculus-os quake3 binárist, majd feltettem a quake3 adatcsomagjait. megnéztem, hogy az ioq3 fut-e rendesen. aztán a függő (akkor még ~300M méretű, most épp erre a magyar szerverre tükrözte valaki http://gentoo.inf.elte.hu/distfiles/wop.zip) WoP-ot betettem egy megfelelő mappába, és ez volt az eredmény:

            *megj: mi lenne akkor, ha rootként, az ajánlott útra telepítenél, és nem a home-odba? mivel lehet, hogy abszolut prefixekkel van fordítva (nem tudom biztosan, hiszen ezt a friss verziót még nem volt időm jobban megnézni)

            #2098721
            zoltan22
            Felhasználó

              csak tipp: az openarena is q3 alapu, es az is hasonloan szall el uhu 2.0-n. Arrol volt szo a forumban, es talaltam is ra felmegoldast. Esetleg megnezheted nem igyanaz a hiba-e, ha van hozza turelmed.

              #2098722
              zoltan22
              Felhasználó

                csak tipp: az openarena is q3 alapu, es az is hasonloan szall el uhu 2.0-n. Arrol volt szo a forumban, es talaltam is ra felmegoldast. Esetleg megnezheted nem igyanaz a hiba-e, ha van hozza turelmed.

                #2098723
                kovi
                Felhasználó

                  „az openarena is q3 alapu, es az is hasonloan szall el uhu 2.0-n”

                  nos, a kollega észrevétele alapján én megpróbálnám a gyári, id-féle release pointtal is… mivel nagyon valószerűen hangzik, amit mond (bár a q3 helyett ioq3 a helyes sztem).

                  #2098724
                  kovi
                  Felhasználó

                    „az openarena is q3 alapu, es az is hasonloan szall el uhu 2.0-n”

                    nos, a kollega észrevétele alapján én megpróbálnám a gyári, id-féle release pointtal is… mivel nagyon valószerűen hangzik, amit mond (bár a q3 helyett ioq3 a helyes sztem).

                    #2098725
                    csoege
                    Felhasználó

                      Először is köszönöm a segítséget!

                      Letöltöttem innen: http://ioquake3.org/?page=get az ioquake3-t felraktam, bemásoltam a wop pak fileokat, elindítotam , és ugyanaz a probléma volt…

                      Ha nem így gondoltátok akkor bocs…

                      #2098726
                      csoege
                      Felhasználó

                        Először is köszönöm a segítséget!

                        Letöltöttem innen: http://ioquake3.org/?page=get az ioquake3-t felraktam, bemásoltam a wop pak fileokat, elindítotam , és ugyanaz a probléma volt…

                        Ha nem így gondoltátok akkor bocs…

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