Kezdőlap › Fórumok › Linuxos hírek a nagyvilágból › World of Padman 1.1
- This topic has 14 hozzászólás, 4 résztvevő, and was last updated 18 years, 3 months telt el by
zoltan22.
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SzerzőBejegyzés
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2007-04-03-07:05 #2098717
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_anisotropicGL_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: 4PIXELFORMAT: 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.
2007-04-03-07:05 #2098718Hali!
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_anisotropicGL_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: 4PIXELFORMAT: 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.
2007-04-03-07:53 #2098719receive 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)
2007-04-03-07:53 #2098720receive 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)
2007-04-03-07:56 #2098721csak 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.
2007-04-03-07:56 #2098722csak 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.
2007-04-03-08:05 #2098723„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).
2007-04-03-08:05 #2098724„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).
2007-04-03-08:23 #2098725Először 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…
2007-04-03-08:23 #2098726Először 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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