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Old 08-14-2006, 10:50 AM   #1
Registered: Oct 2005
Location: Windsor, Ontario, Canada
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Question Wierd Shader problem with Quake3 under WINE

i am testing a quake3 based game on Wine and was able to get it up and running perfctly under versions 9.15 and before. now i am using wine 9.19 and i get this odd error when i try to start the game.
ST:V HM v0.28 win-x86 Aug 17 2000
----- FS_Startup -----
Current search path:
C:\games\ef\baseef\pak0.pk3 (19069 files)

execing default.cfg
execing hmconfig.cfg
couldn't exec autoexec.cfg
...detecting CPU, found Intel Pentium IV

------- Input Initialization -------
Initializing DirectInput...
DirectInput initialized.
Joystick is not active.
----- Client Initialization -----
----- Initializing Renderer ----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'c:\windows\system32\opengl32.dll' ): succeeded
...setting mode 3: 640 480 FS
...using desktop display depth of 16
...calling CDS: ok
...registered window class
...created window@0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 16, 16, 0 )
...106 PFDs found
...hardware acceleration found
...PIXELFORMAT 1 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VERSION: 2.0.2 NVIDIA 87.62
GL_EXTENSIONS:  GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers 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_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two 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_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate 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_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_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_mirror_clamp 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_fragment_program2 GL_NV_half_float G

PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:53
GAMMA: software w/ 0 overbright bits
CPU: Intel Pentium IV
rendering primitives: single glDrawElements
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
anisotropic filtering: enabled
Initializing Shaders
trying projectionShadow.TGA...
Couldn't find image for shader projectionShadow
trying flareShader.TGA...
Couldn't find image for shader flareShader
trying sun.TGA...
Couldn't find image for shader sun
----- finished R_Init -----
RE_Shutdown( 0 )
----- R_Init -----
Initializing Shaders
trying projectionShadow.TGA...
Couldn't find image for shader projectionShadow
trying flareShader.TGA...
Couldn't find image for shader flareShader
trying sun.TGA...
Couldn't find image for shader sun
----- finished R_Init -----
recursive error after: LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported
i think this is not a problem with wine but the game itself. was not able to find much about it on quake3 forums but i feel its a shader related problem. i have tried multiple installations but no success yet. if anyone has any clues please let me know, i want to file a report at the WineDB soon.


Last edited by WhiskeyTangoFoxtrot; 08-16-2006 at 01:58 PM.


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