I haven't yet tried ProQuake, but I'm pretty sure I'd lose all of my other pretty special effects.
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Darkplaces Error Reporting Thread
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^ Correct
Proquake is indeed great but it really depends what the user wants for their Quake experience. For myself in single player DirectQ/Qrack/Proquake/ect are not options as I want the bells and whistles. You only need 20-30 fps for single player - but when I play online - I use Qrack as it supports MD3 models
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What Sound system should I be using for a deb based box.
My usual OSS4 does not seem to work.
But I am getting much better video performance with the current autobuild for today. 127 FPS @ 1600x1280WARNING
May be too intense for some viewers.
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darkplaces-sdl should be able to make use of OSS4 I think? May need to run the binary with:
SDL_AUDIODRIVER=oss ./darkplaces-sdl
(or OSS instead of oss, not sure on case)
darkplaces-glx will use OSS4 if you compile with these options:
make DP_SOUND_API=OSS cl-release
Otherwise it uses ALSA.
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My QRP skins are not getting loaded for some reason and the errors look like .tga is expected.
I have a darkplaces folder in home with id1 inside that with progs inside that.
dpmod is inside darkplaces along with the other mods.
the errors look like this
progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
You got the shells
You got the Grenade Launcher
I even tried using the gamedir switch but no luck.
bluntz@bluntz-desktop:~/darkplaces$ ./darkplaces-glx -mem 256 -width 1600 -height 1024 -bpp 24 -fullscreen -zone 2048 -gamedir /home/bluntz/darkplaces/id1
DarkPlaces-Quake Linux 13:22:37 Jan 30 2011 10782 release
Playing registered version.
Skeletal animation uses SSE code path
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
Client using an automatically assigned port
Client opened a socket on address 0.0.0.0:0
Playing demo demo1.dem.
Loading OpenGL driver libGL.so.1
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9400 GT/PCI/SSE2
GL_VERSION: 3.2.0 NVIDIA 195.36.24
Video Mode: fullscreen 1280x1024x24x0.00hz
S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
Sound format: 48000
NO I am getting the same behavior
bluntz@bluntz-desktop:~/darkplaces$ ./darkplaces-linux-686-glx -mem 256 -width 1600 -height 1024 -bpp 24 -fullscreen -zone 2048 -gamedir /home/bluntz/darkplaces/id1
Game is DarkPlaces-Quake using base gamedir id1
DarkPlaces-Quake Linux 06:05:29 Oct 1 2011 - release
Playing registered version.
Skeletal animation uses SSE code path
DPSOFTRAST available (SSE2 instructions detected)
execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
Client using an automatically assigned port
Client opened a socket on address 0.0.0.0:0
Playing demo demo1.dem.
Loading OpenGL driver libGL.so.1
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9400 GT/PCI/SSE2
GL_VERSION: 3.2.0 NVIDIA 195.36.24
vid.support.arb_multisample 1
vid.mode.samples 0
vid.support.gl20shaders 1
Video Mode: fullscreen 1280x1024x24x0.00hz
S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
Sound format: 48000Hz, 2 channels, 16 bits per sample
ioctl CDROMREADTOCHDR failed
CDAudio_Init: No CD in player.
Initial CD volume: 1
CD Audio Initialized
<===================================>
the Necropolis
ioctl CDROMREADTOCHDR failed
progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
You got the shells
You got the Grenade Launcher
You receive 25 health
You get 2 rockets
You got the rockets
You got the nailgun
You got the nails
You got the nails
You receive 15 health
You receive 15 health
You got the rockets
bluntz@bluntz-desktop:~/darkplaces$
100 Brush Brutality
ioctl CDROMREADTOCHDR failed
crow-bluntz entered the game
Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away
--> client to server keepalive
progs/zombie.mdl: could not load texture "progs/zombie.mdl_0.tga" (frame 0) for shader "progs/zombie.mdl_0"
progs/h_zombie.mdl: could not load texture "progs/h_zombie.mdl_0.tga" (frame 0) for shader "progs/h_zombie.mdl_0"
progs/hknight.mdl: could not load texture "progs/hknight.mdl_0.tga" (frame 0) for shader "progs/hknight.mdl_0"
progs/h_hellkn.mdl: could not load texture "progs/h_hellkn.mdl_0.tga" (frame 0) for shader "progs/h_hellkn.mdl_0"
progs/h_dog.mdl: could not load texture "progs/h_dog.mdl_0.tga" (frame 0) for shader "progs/h_dog.mdl_0"
progs/dog.mdl: could not load texture "progs/dog.mdl_0.tga" (frame 0) for shader "progs/dog.mdl_0"
progs/knight.mdl: could not load texture "progs/knight.mdl_0.tga" (frame 0) for shader "progs/knight.mdl_0"
progs/h_knight.mdl: could not load texture "progs/h_knight.mdl_0.tga" (frame 0) for shader "progs/h_knight.mdl_0"
progs/ogre.mdl: could not load texture "progs/ogre.mdl_0.tga" (frame 0) for shader "progs/ogre.mdl_0"
progs/h_ogre.mdl: could not load texture "progs/h_ogre.mdl_0.tga" (frame 0) for shader "progs/h_ogre.mdl_0"
progs/demon.mdl: could not load texture "progs/demon.mdl_0.tga" (frame 0) for shader "progs/demon.mdl_0"
progs/h_demon.mdl: could not load texture "progs/h_demon.mdl_0.tga" (frame 0) for shader "progs/h_demon.mdl_0"
progs/wizard.mdl: could not load texture "progs/wizard.mdl_0.tga" (frame 0) for shader "progs/wizard.mdl_0"
progs/h_wizard.mdl: could not load texture "progs/h_wizard.mdl_0.tga" (frame 0) for shader "progs/h_wizard.mdl_0"
<-- server to client keepalive
Server: DarkPlaces-Quake build 06:05:29 Oct 1 2011 - release (progs 24778 crc)
Last edited by bluntz; 10-03-2011, 12:04 PM.WARNING
May be too intense for some viewers.
Stress Relief Device
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DarkPlaces uses a different skin naming convention to most other engines, and I'm almost certain that QRP doesn't follow that convention. If you open your QRP pack you'll probably see that they're called something like "progs/zombie_0.tga".
In this case DarkPlaces is doing the right thing and most other engines/QRP have a bug. The reason why is because ID1 PAK0.PAK contains both "s_light.mdl" and "s_light.spr" - without tagging the extension on to the texture file name there is no way of telling which one you want to load. (In more general terms, there's nothing to stop an MDL and a SPR from having the same name, and as they both live in the same path it's a potential bug for any mod. In practice I haven't seen it outside of this one example - but this one example IS ID1 content...)
This should be a pretty fundamnetal "must fix" for everyone as it's ID1/PAK0.PAK content that will trigger the bug.Last edited by MH; 10-03-2011, 01:43 PM.IT LIVES! http://directq.blogspot.com/
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I most likely copied the QRP beastiary from my Qrack install and If I remember right there were in fact 2 separate downloads.
UPDATE
Yes that is all it was.
I Have a new install and had forgotten about the naming.Last edited by bluntz; 10-03-2011, 04:01 PM.WARNING
May be too intense for some viewers.
Stress Relief Device
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Collected runes (from any episode) do not show up in my HUD. Using Win32 DP autobuild from Oct 22, 2011.Last edited by NightFright; 10-22-2011, 06:35 AM.
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Originally posted by thedude3331 View Postmission pack 1 bug in first level that includes glitchy explosion in the pipe area, also I cannot complete the level due to the key card not opening the door.
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No mlook or HUD in MP1
[edit] Solved. All was needed was to use 'viewsize 100' for the HUD issue and to delete configs store in Saved Games\Hipnotic folder[/edit]
I have posted in General Help first as I originally did not see this sticky. In vanilla Quake and MP2 DP works fine but as the title states I have no mouse look nor HUD in MP1 so I am really puzzled. Anyone else suffer this or know of a work around? Tried another engine and I have mlook and the HUD back but of course I want DP to work as it should.
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Plz help :/
DARKPLACES.EXE and DARKPLACES-SDL.EXE CRASH WHEN ATTEMPTING TO CONNECT TO QUAKEWORLD SERVERS.
This just started happening to me , i reinstalled quake and extracted a fresh copy of darkplaces. But it still crashes when i try to connect to a quake world server. I have no idea why.
Even with default config!!!!"
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