Tech Support > Operating Systems > Linux / Variants > quake3 probs on geforce4
quake3 probs on geforce4
Posted by Alexander Linkenbach on November 16th, 2003


Hi,
Updated recently from SuSe 8.2 to 9.0 (well not upgraded but new
installation from scratch) and at the same time from a TNT2 to a
Geforce4 MX440. Now q3a gives me a real headache:
Game starts nicely from a fresh install but whenever I change screen res
it stops with "could not load OpenGL subsystem". When I don't change
anything it runs fine (with a bit weird textures however, but playable).
Now, I was able to fix this by copying /usr/lib/GL/libGL.so.1.2 as
libGL.so to the quake3 folder, but when I try to run it in other than
640+ res it stops, complaining:

[...]
....loading opengl32: QGL_Init: Can't load opengl32 from /etc/ld.so.conf
or curre nt dir:
/home/alex/work/games/quake3/opengl32: cannot open shared object file: N
o such file or directory
failed
....loading libMesaVoodooGL.so: QGL_Init: Can't load libMesaVoodooGL.so
from /etc /ld.so.conf or current dir:
/home/alex/work/games/quake3/libMesaVoodooGL.so: can
not open shared object file: No such file or directory
failed
....loading libGL.so: Received signal 11, exiting...

Funnily enough every start after that gives me a black screen until I
restart my x-server.

alex

SuSE9.0, kernel 2.4.21-99-smp-4GB, Tornado GeForce4 MX440 AGP 8x
(however recognized as ...-SE), newest NVidia accellerated xserver.




Posted by Alexander Linkenbach on November 16th, 2003


Alexander Linkenbach wrote:
Other openGL games run fine, 3Ddiag and glxinfo give positive returns.
alex


Posted by baskitcaise on November 16th, 2003


Alexander Linkenbach wrote:

This is a prob with the libs here IIRC, have not got round to putting Q3 back
on this new 9 system yet but looking at the way that the new nvidia libs are
put on the link structures are different than the old way, it appears you are
copying instead of linking the lib, also it may be the old mesa/voodoo lib so
Q3 is bugging out, try making a symlink from the /usr/lib/libGL.so.1 ( which
in turn should be a symlink to the nvidia libGL.so.1.0.4496 ) to the quake
folder as libGL.so and in the config files make sure that the renderer points
to this.

This might not work but it is on the right lines, I have not gotten round to
looking at the new way that the GL libs are setup on 9 yet and it is a long
time since I installed Q3 so am not 100% on the exact way it is done.

--
Mark
Twixt hill and high water.
N.Wales, UK.
Email is spam trap try baskitcaise at gmx dot co dot uk

Posted by Alexander Linkenbach on November 16th, 2003




Linking any of the /usr/lib/lib* gets me only complaints about "missing"
file and the games does not even start. Linking the /usr/lib/GL/libGL*
gets me as far as described above (missing opengl32). I tried this
before, that's why I went to copying which did not help either.
And, yes, the config points to it when I start with +set r_gldriver.

alex


Posted by Andy Furniss on November 17th, 2003


Alexander Linkenbach wrote:

Have you tried setting res on the commmand line +set r_mode 4 for 800, 6
for 1024, 8 for 1280. I never got the demo to switch ingame.

You could also try export LIBGL_DRIVERS_PATH=/whatever/dir in the
console/script you run it from.

Andy.


Posted by Alexander Linkenbach on November 18th, 2003


Here is an update on my progress:

I have been able to work around one of the problems although the other
one - the fact that every time I want to start the game again after
either a crash or ending it I get black screen (or window when started
in window mode) unless I restart the x server first - makes it quite
painstaking.

I can actually set all (or most, have not tried all of them yet)
settings directly in the q3config.cfg. The "Can't load opengl32"/"could
not load OpenGL subsystem"-crash-error only occurs when changing
graphical settings inside the game. As the inline changing of settings
presumably is some sort of restarting the graphical engine (tell me if
I'm completely wrong about this) I assume that this does point in the
same direction. However, if I second start the game it actually does not
crash, but is obviously (audibly!) running behind the black screen.

Just discovered a reference of all possible cfg-settings after a bit of
searching and will try some of these now.

alex

Posted by baskitcaise on November 18th, 2003


Alexander Linkenbach wrote:

Still sounds like something not right with the rest of the system though, I
have never had q3 crash at all, is there anything in the Xfree logs that can
point to anything hanging, or can you run Q in a window and watch a console
with top in it to see if anything is sticking after you run q then try and
change a grahical setting, see if anything related runs away with the cpu or
just does not look right.

After getting it running here I have played for a couple of hours and all was
fine.

what colour depth and res are you running?

--
Mark
Twixt hill and high water.
N.Wales, UK.
Email is spam trap try baskitcaise at gmx dot co dot uk

Posted by Alexander Linkenbach on November 19th, 2003




Little correction o this one: sometimes it is enough to wait a little;
however it does not seem to be a consistent time value,varying from
about ten seconds to up to 30 mins. This made me check about the artsd
but it makes no different wether it is active or not.

Unfortunately the reference is far from complete and missing several
possible settings. Anyone know a COMPLETE one?

Sounds logical to me, too, but there are no indications as all other
openGL programs show no signs of misbehaviour.

Nothing in top, the only thing I get is an ALSA warning on console 10 if
I do not kill the artsd before starting quake3.

Not relevant: does not change behaviour wether depth is chosen in both
xserver and/or q3config.

alex


Posted by baskitcaise on November 19th, 2003


Alexander Linkenbach wrote:

all sorts of trouble a while ago when it was first introduced.

I have an s/blive 5.1 and alsa and it works perfect without the artsd running.

Try with it turned off from the sound & multimedia preferences and see if that
makes any difference.

--
Mark
Twixt hill and high water.
N.Wales, UK.
Email is spam trap try baskitcaise at gmx dot co dot uk

Posted by Alexander Linkenbach on November 19th, 2003



It actually works quite fine in the desktop environment and it adds
some very useful features to kde (eg. soundfile preview, access to the
dsp by several apps at the same time). It it jjust said to be
inappropriate for real time games.

As I said it doesn't. If it might cause problems with any application I
just kill it (although most of the time it shuts itself down perfectly
after a set time).

I found out that almost all of the settings in the q3config.cfg can be
set online in the quake console (except for resolutions/colour depths
etc) so I am now in the process of tweaking my fps without too many
problems. Funnily enough my gpu seems to be so powerful that very few
settings actually affect the fps. Shadows for example have absolutely no
effect.

alex


Posted by Martin Bohnert on November 19th, 2003


Alexander Linkenbach <Linkenbach@bigfoot.com> writes:

Actually, you can change them, but you need to /vid_restart in the con-
sole for the changes to take effect.

Cheers,

Posted by baskitcaise on November 19th, 2003


Alexander Linkenbach wrote:

I have just tried quake3 with artsd running and there was no sound but the
game ran fine so I quit the game and stopped the sound deamon and the game
had sound again and ran like it should.

Before the game I could get the sound previews and all the extras but on
enabling artsd afterwards the lot is screwed and no sound previews. I knew
there was a reason I did not run it

I can live without the previews and stuff so it is no great prob here


--
Mark
Twixt hill and high water.
N.Wales, UK.
Email is spam trap try baskitcaise at gmx dot co dot uk

Posted by Alexander Linkenbach on November 19th, 2003



Yes, and exactly that is where my problems comes in. But to be honest I
think I can live with the fact that I have to restart the xserver
everytime I want to change one of those settings.
Danke,
alex


Posted by Cincon on November 20th, 2003


baskitcaise <baskitcaise@hotmail.com> wrote in message news:<bpgco9$1mk3m4$1@ID-143023.news.uni-berlin.de>...
I have a similar problem with the Quake3 demo. I'm using Suse 9.0,
Asus Gefore3Ti200 with Nvidia 4496 drivers. Quake will run but with
funny textures, it's playable but you can't read any text like Kills,
scores, ect.... but sound works. When I start it again I get a black
screen, program still seems to be working I can hear sound while tring
to navigate the menus. I have a link to LibGL.so.1 to
\usr\lib\LibGL.so.1 in my quake dir, also artsd is not running. All
other openGL games work Neverwinter Nights, RTCW, UT2003

Here's the output of quake3:
Q3 1.11 linux-i386 Dec 4 1999
----- FS_Startup -----
Current search path:
/home/Cincon/.q3a/baseq3
../baseq3

----------------------

Running in restricted demo mode.

----- FS_Startup -----
Current search path:
/home/Cincon/.q3a/demoq3
../demoq3/pak0.pk3 (1387 files)
../demoq3

----------------------
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---

Hostname: linux.local
Alias: linux

----- R_Init -----
....loading libGL.so.1: Initializing OpenGL display
....setting mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension: Ignored on non-fullscreen/Voodoo
Using 4/4/4 Color bits, 24 depth, 0 stencil display.
Xlib: extension "XFree86-DRI" missing on display ":0.0".
Initializing OpenGL extensions
....GL_S3_s3tc not found
....ignoring GL_EXT_texture_env_add
....using GL_ARB_multitexture
....GL_EXT_compiled_vertex_array not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce3/AGP/SSE2
GL_VERSION: 1.4.0 NVIDIA 44.96
GL_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_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
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(16-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 windowed hz:N/A
GAMMA: software w/ 0 overbright bits
CPU:
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 16
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
....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/gfx.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
0x4450a000 dma buffer
Forcing all sounds to 8 bit
No background file.
----------------------
Loading vm file vm/ui.qvm.
VM file ui compiled to 902363 bytes of code
4 arenas parsed
6 bots parsed
trFMV:lay(), playing idlogo.RoQ
------ Server Initialization ------
Server: q3dm17
RE_Shutdown( 0 )
Loading vm file vm/qagame.qvm.
VM file qagame compiled to 1406264 bytes of code
------- Game Initialization -------
gamename: baseq3
gamedate: Nov 29 1999
Not logging to disk.
Gametype changed, clearing session data.
0 teams with 0 entities
16 items registered
-----------------------------------
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
loaded rchat.c
------------ Map Loading ------------
trying to load maps/q3dm17.aas
loaded maps/q3dm17.aas
found 21 level items
-------------------------------------
6 bots parsed
4 arenas parsed
AAS initialized.
-----------------------------------
loaded skill 1 from bots/default_c.c
loaded skill 1 from bots/visor_c.c
loaded skill 4 from bots/default_c.c
loaded skill 4 from bots/visor_c.c
loaded bots/visor_i.c
loaded bots/visor_w.c
loaded visor from bots/visor_t.c
loaded cached skill 1 from bots/default_c.c
loaded skill 1 from bots/grunt_c.c
loaded cached skill 4 from bots/default_c.c
loaded skill 4 from bots/grunt_c.c
loaded bots/grunt_i.c
loaded bots/grunt_w.c
loaded grunt from bots/grunt_t.c
loaded cached skill 1 from bots/default_c.c
loaded skill 1 from bots/stripe_c.c
loaded cached skill 4 from bots/default_c.c
loaded skill 4 from bots/stripe_c.c
loaded bots/stripe_i.c
loaded bots/stripe_w.c
loaded stripe from bots/stripe_t.c
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce3/AGP/SSE2
GL_VERSION: 1.4.0 NVIDIA 44.96
GL_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_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
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(16-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 windowed hz:N/A
GAMMA: software w/ 0 overbright bits
CPU:
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 16
multitexture: enabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
....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/gfx.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 -----
Loading vm file vm/ui.qvm.
VM file ui compiled to 902363 bytes of code
4 arenas parsed
6 bots parsed
Loading vm file vm/cgame.qvm.
VM file cgame compiled to 884513 bytes of code
....loaded 1335 faces, 32 meshes, 59 trisurfs, 13 flares
Couldn't open music file music/sonic5.wav
CL_InitCGame: 3.18 seconds
2 msec to draw all images
Com_TouchMemory: 3 msec
Cincon^7 entered the game
Stripe^7 entered the game
Grunt^7 entered the game
Visor^7 entered the game
Visor^7 ate Grunt^7's rocket
Cincon^7 almost dodged Stripe^7's rocket
----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------

Posted by Alexander Linkenbach on November 20th, 2003


Well this sounds exactly like my problem. Here is the workaround:
The odd textures (in fact I think they are actually missing) only appear
in lowres modes. Try setting resolution to at least 1024*768. If - like
with me - the game crashes when changing resolution, change r_mode from
current value to "6" in the ~yourhome/.q3a/baseq3/q3config.cfg file.
During the last days I found out that this file contains very valueable
parameters that be tweaked tremendously for perfomance. Most parameters
can be entered online in the console (key "~" during game).
Here is a list of Screen resolution modes for your purpose (some I
tried some are gueseed):
mode res
0 320*240 (?)
1 400*300 (?)
2 512*384 (?)
3 640*480
4 800*600
5 960*720
6 1024*768
7 1152*864
8 1280*1024
9 1600*1200
10 2048*1538 (?)
11 856*480 wide (?)

Once set up resolution and depth (and vertex lighting - gives a HUUUUGE
fps boost) there is no more nedd to restart so the black screen problems
does not really bother me any more.

alex

PS.for the thread:
I just found out that the screen actually does NOT go black entirely!
The tiny quake3 icon that comes up on start IS there in the upper left
corner. But that's all.




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