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Old 05-15-2006, 08:59 AM   #1
Hitboxx
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Registered: Mar 2006
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Quake 3: I don't understand this..


Hi guys,

I installed quake 3 properly and all the directories and stuff are neatly setup. But still when i run it, the screen goes blank for a moment and nothing happens.

The console output
Code:
[shrikant@shrilinx ~]$ quake3
Q3 1.32b linux-i386 Nov 14 2002
----- FS_Startup -----
Current search path:
/home/shrikant/.q3a/baseq3
/usr/local/games/quake3/baseq3/pak8.pk3 (9 files)
/usr/local/games/quake3/baseq3/pak7.pk3 (4 files)
/usr/local/games/quake3/baseq3/pak6.pk3 (64 files)
/usr/local/games/quake3/baseq3/pak5.pk3 (7 files)
/usr/local/games/quake3/baseq3/pak4.pk3 (272 files)
/usr/local/games/quake3/baseq3/pak3.pk3 (4 files)
/usr/local/games/quake3/baseq3/pak2.pk3 (148 files)
/usr/local/games/quake3/baseq3/pak1.pk3 (26 files)
/usr/local/games/quake3/baseq3/pak0.pk3 (3539 files)
/usr/local/games/quake3/baseq3
./quake3.x86/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
couldn't exec q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok

------- Input Initialization -------
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
...loading libGL.so.1: Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 800x600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5700LE/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: GeForce FX 5700LE/AGP/SSE2
GL_VERSION: 2.0.2 NVIDIA 87.56
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_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object 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_HP_occlusion_test 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_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(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
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0xb2e73000 dma buffer
No background file.
----------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
Received signal 11, exiting...
[shrikant@shrilinx ~]$
The msgs in BOLD above, can it be the problem??

Somebody help me
Thanks
 
Old 05-15-2006, 09:51 AM   #2
myfokkinnick@yahoo.i
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Location: South Africa
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This might be helpfull:

http://www.linux-gamers.net/modules/...&post_id=11239

Regards
 
Old 05-15-2006, 11:44 AM   #3
Hitboxx
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Original Poster
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OMG Thanks mate lol. I could kiss you
 
Old 05-20-2006, 03:36 PM   #4
slantoflight
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Mine still doesn't work even with the setarch trick. I even tried the smp version too.

Running Fedora Core 5 64bit
 
Old 05-21-2006, 05:26 PM   #5
ethics
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Are yours the same problems? what about making sure the files are executable using chmod?
 
Old 05-23-2006, 05:25 AM   #6
slantoflight
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I tried everything obvious. And yes the files are executable. I have the same problem in this posted thread (http://www.linux-gamers.net/modules/...&post_id=11239) only the solution is'nt working. I believe its because I'm using the 64 bit version of Fedora Core or the livna package is broken somehow. Either way It don't look good.

I went through the usual exhausive troubleshooting. Changing the bit depth/resolution. Explicitly setting the driver via +set r_gldriver. I've tried both 64bit and 32bit libraries. Not that I would normally bother with loading a 64bit library for a 32bit binary. But I did it anyway. I tried copying the link over into quake3 directory. And later the files themselves. All of them. Since Quake3 is supposed to for libGL.so. It says looks for the file in its on directory or whatevers on path. Obviously its own directory takes precedent.

But I even (very)explicitly directed quake3 to the correct path to the openGL files. I even tried with quotes/without quotes and even moved the quotes around. nothing is working.

Tried both setarch and linux32 tricks.

I have my doubts as to whether a single soul has Quake3 running on [bold]64-bit[/bold] Fedora Core 5


I will try nvidia's own propietary package. And maybe even recompiling Quake3. If it still doesn't work after that.
This distro is going down the toilet.
 
Old 05-25-2006, 11:57 PM   #7
slantoflight
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Wow. Koolu Kolay! Its work after all. It seems all I have to do is update the kmod-nvidia from livnia. Now to fix sound.
 
Old 01-10-2007, 10:55 PM   #8
headrush0r
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Registered: May 2005
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please tell me if you get sound, as it seems to be an ongoing unsolved problem throughout all of the fedora core releases, i'm using 64bit fc5 too.
 
  


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