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Old 06-02-2004, 07:51 PM   #1
JmanA9
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Unable to load OpenGL Subsystem in Quake


I'm having a problem running the latest point release of Quake 3 Arena on Fedora Core 1. I've searched these boards, and all of the solutions that have been given were for nVidia cards, and mine is a Mesa chip that's integrated onto the motherboard. Here's what happens when I try to run Quake.
Quote:
Q3 1.32b linux-i386 Nov 14 2002
----- FS_Startup -----
Current search path:
/home/jmana9/.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
Cvar_Set2: arch linux i386
Cvar_Set2: username jmana9

------- Input Initialization -------
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
Cvar_Set2: cl_paused 0
Cvar_Set2: cl_running 1
----- Client Initialization Complete -----
Cvar_Set2: com_introplayed 1
Cvar_Set2: nextmap cinematic intro.RoQ
Cvar_Set2: r_uiFullScreen 1
----- R_Init -----
Warning: cvar "r_uifullscreen" given initial values: "1" and "0"
...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 640x480
Using 8/8/8 Color bits, 16 depth, 0 stencil display.
Xlib: extension "XFree86-DRI" missing on display ":0.0".
GL_RENDERER: Mesa GLX Indirect


***********************************************************
You are using software Mesa (no hardware acceleration)!
Driver DLL used: libGL.so.1
If this is intentional, add
"+set r_allowSoftwareGL 1"
to the command line when starting the game.
***********************************************************
...WARNING: could not set the given mode (3)
Cvar_Set2: com_errorMessage GLimp_Init() - could not load OpenGL subsystem

----- CL_Shutdown -----
Cvar_Set2: r_uiFullScreen 1
Cvar_Set2: cl_downloadName
Cvar_Set2: sv_cheats 1
RE_Shutdown( 1 )
Cvar_Set2: cl_running 0
-----------------------
----- CL_Shutdown -----
Cvar_Set2: cl_running 0
-----------------------
Sys_Error: GLimp_Init() - could not load OpenGL subsystem
Here's what my glxinfo says:
Quote:
name of display: :0.0
Xlib: extension "XFree86-DRI" missing on display ":0.0".
display: :0 screen: 0
direct rendering: No
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
client glx vendor string: SGI
client glx version string: 1.2
client glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
OpenGL vendor string: Mesa project: www .mesa3d. org
OpenGL renderer string: Mesa GLX Indirect
OpenGL version string: 1.3 Mesa 4.0.4
OpenGL extensions:
GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_texture_border_clamp,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
GL_ARB_transpose_matrix, GL_EXT_abgr, GL_EXT_blend_color,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_texture_env_add,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_lod_bias
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x22 24 tc 1 24 0 r y . 8 8 8 0 0 16 0 0 0 0 0 0 0 None
0x23 24 tc 1 24 0 r y . 8 8 8 0 0 16 8 16 16 16 0 0 0 None
0x24 24 tc 1 24 0 r y . 8 8 8 8 0 16 8 16 16 16 16 0 0 None
0x25 24 tc 1 24 0 r . . 8 8 8 8 0 16 8 16 16 16 16 0 0 None
What might the problem be?
 
Old 06-03-2004, 03:16 PM   #2
JmanA9
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Distribution: Debian Sarge
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By the way, Tuxracer, which I believe uses OpenGL, does work on my system. So do all of the other games that are installed with fedora, which leads me to believe that OpenGL is i nstalled on my system.
 
Old 06-03-2004, 03:35 PM   #3
LavaDevil94
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What FPS do you get from glxgears? Do you know the exact model of the video onboard card?
 
Old 06-03-2004, 07:21 PM   #4
JmanA9
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Here's the first few lines of what glxgears outputs:
Quote:
Xlib: extension "XFree86-DRI" missing on display ":0.0".
670 frames in 5.0 seconds = 134.000 FPS
560 frames in 5.0 seconds = 112.000 FPS
734 frames in 5.0 seconds = 146.800 FPS
720 frames in 5.0 seconds = 144.000 FPS
800 frames in 5.0 seconds = 160.000 FPS
720 frames in 5.0 seconds = 144.000 FPS
Sorry, I do not know the exact name of the integrated chip I have.
 
Old 06-03-2004, 08:25 PM   #5
LavaDevil94
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It IS capable of hardware accelerated 3D, right? If not, go out and buy a new video card . If so, I can see your OpenGL isnt setup properly, since you should get much better frames in glxgears then that.
 
Old 06-03-2004, 09:13 PM   #6
JmanA9
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From when Quake runs:
Quote:
You are using software Mesa (no hardware acceleration)!
Anyway, how can I reconfigure OpenGL to make it work with Quake? I have to live with what I have for right now. I don't want to buy a new card for this machine, since it is primarily a server. It definately isn't worth the money.
 
Old 06-03-2004, 09:32 PM   #7
LavaDevil94
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Hmm... Do you know for sure if the card supports hardware 3D acceleration? If it doesnt, Quake wont work well. Can you post your /etc/X11/XF86Config-4 file?
 
Old 06-03-2004, 09:49 PM   #8
JmanA9
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Here it is:
Quote:
# XFree86 4 configuration created by redhat-config-xfree86

Section "ServerLayout"
Identifier "single head configuration"
Screen 0 "Screen0" 0 0
InputDevice "Mouse0" "CorePointer"
InputDevice "Keyboard0" "CoreKeyboard"
InputDevice "DevInputMice" "AlwaysCore"
EndSection

Section "Files"

# RgbPath is the location of the RGB database. Note, this is the name of the
# file minus the extension (like ".txt" or ".db"). There is normally
# no need to change the default.
# Multiple FontPath entries are allowed (they are concatenated together)
# By default, Red Hat 6.0 and later now use a font server independent of
# the X server to render fonts.
RgbPath "/usr/X11R6/lib/X11/rgb"
FontPath "unix/:7100"
EndSection

Section "Module"
Load "dbe"
Load "extmod"
Load "fbdevhw"
Load "glx"
Load "record"
Load "freetype"
Load "type1"
Load "dri"
EndSection

Section "InputDevice"

# Specify which keyboard LEDs can be user-controlled (eg, with xset(1))
# Option "Xleds" "1 2 3"
# To disable the XKEYBOARD extension, uncomment XkbDisable.
# Option "XkbDisable"
# To customise the XKB settings to suit your keyboard, modify the
# lines below (which are the defaults). For example, for a non-U.S.
# keyboard, you will probably want to use:
# Option "XkbModel" "pc102"
# If you have a US Microsoft Natural keyboard, you can use:
# Option "XkbModel" "microsoft"
#
# Then to change the language, change the Layout setting.
# For example, a german layout can be obtained with:
# Option "XkbLayout" "de"
# or:
# Option "XkbLayout" "de"
# Option "XkbVariant" "nodeadkeys"
#
# If you'd like to switch the positions of your capslock and
# control keys, use:
# Option "XkbOptions" "ctrl:swapcaps"
# Or if you just want both to be control, use:
# Option "XkbOptions" "ctrl:nocaps"
#
Identifier "Keyboard0"
Driver "keyboard"
Option "XkbRules" "xfree86"
Option "XkbModel" "pc105"
Option "XkbLayout" "us"
EndSection

Section "InputDevice"
Identifier "Mouse0"
Driver "mouse"
Option "Protocol" "IMPS/2"
Option "Device" "/dev/psaux"
Option "ZAxisMapping" "4 5"
Option "Emulate3Buttons" "no"
EndSection

Section "InputDevice"

# If the normal CorePointer mouse is not a USB mouse then
# this input device can be used in AlwaysCore mode to let you
# also use USB mice at the same time.
Identifier "DevInputMice"
Driver "mouse"
Option "Protocol" "IMPS/2"
Option "Device" "/dev/input/mice"
Option "ZAxisMapping" "4 5"
Option "Emulate3Buttons" "no"
EndSection

Section "Monitor"
Identifier "Monitor0"
VendorName "Monitor Vendor"
ModelName "Gateway FPD1500"
HorizSync 30.0 - 61.0
VertRefresh 56.0 - 75.0
Option "dpms"
EndSection

Section "Device"
Identifier "Videocard0"
Driver "vesa"
VendorName "Videocard vendor"
BoardName "VESA driver (generic)"
EndSection

Section "Screen"
Identifier "Screen0"
Device "Videocard0"
Monitor "Monitor0"
DefaultDepth 24
SubSection "Display"
Depth 24
Modes "1280x960" "1024x768" "800x600" "640x480"
EndSubSection
EndSection

Section "DRI"
Group 0
Mode 0666
EndSection
Since I do not know the exact model number, I do not know for certain if it does support Acceleration. Since OpenGL is most likely configured wrong, I wouldn't be surprised that Quake is incorrect.
 
Old 06-04-2004, 10:06 AM   #9
JaseP
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If TuxRacer is working, then there obviously is a working GLX,... Q3A might not be able to find it though...

Give this a try (no guarantee of results):

Create a symLink of your glx library in your /usr/local/games/quake3arena (or whatever it's called) subdirectory. Rename the link a couple of times with the various *.so.0.0.1 etc. numerics so that it finds the one it's looking for. Sometimes the more modern distros forget to create a backward compatibility link to the glx library.

It may just be that it isn't finding it.

Worth a try and it only uses up about 1k of disk space to do it.
 
Old 06-04-2004, 01:02 PM   #10
LavaDevil94
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Hmm... Its odd that Tuxracer works, although glxinfo says you dont have 3D acceleration enabled. Did you install the nVidia drivers? If so, change the line in XF86Config-4 that says:
Code:
Driver "vesa"
to:
Code:
Driver "nvidia"
 
Old 06-04-2004, 11:00 PM   #11
JmanA9
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Distribution: Debian Sarge
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No, I have not installed the nVidia drivers. Since I am not sure what kind of card I have, can instlling the wrong drivers mess things up? My guess is that they would. Anyway, where are the drivers that I should install?
 
Old 06-05-2004, 06:54 AM   #12
LavaDevil94
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You said that you couldnt find out the model of the video chip. Can you find out who it was made by? You sure its nVidia? If you are, go ahead and install the drivers and see what happens.
 
Old 06-05-2004, 10:20 AM   #13
JmanA9
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I've checked the manufacturer's website, and I still can't find who makes the card. Maybe I should try taking the cover off of the case and seeing if the maker's name is on the motherboard. I've been doing some searching, and found that MESA drivers are basically generic drivers. Maybe it's just a generic no-name card, and I should try using the newest version on the mesa OpenGL drivers.
 
Old 06-05-2004, 10:21 AM   #14
JmanA9
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Distribution: Debian Sarge
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Quote:
Originally posted by JaseP
If TuxRacer is working, then there obviously is a working GLX,... Q3A might not be able to find it though...

Give this a try (no guarantee of results):

Create a symLink of your glx library in your /usr/local/games/quake3arena (or whatever it's called) subdirectory. Rename the link a couple of times with the various *.so.0.0.1 etc. numerics so that it finds the one it's looking for. Sometimes the more modern distros forget to create a backward compatibility link to the glx library.

It may just be that it isn't finding it.

Worth a try and it only uses up about 1k of disk space to do it.
How exactly would I go about doing this?
 
Old 06-06-2004, 04:57 AM   #15
v00d00101
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ln -s /path/to/glx-file /path/to/link

Do you know what motherboard you have (assuming its onboard gfx)?

If you open the case up and look at the motherboard there should be some markings on it like GA-7DX or KM266. If you can find that information and post it up we can probably give you a good idea of what gfx are on it.
 
  


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