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Lubuntu 14.04.1 LTS - Can't launch after compile #189
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have you copied the renderprogs in the base directory from the src to your base directory (or in the case of a mod to the fs_game directory)? |
Yep. Everything is right as it should be :/ BTW: Missing semicolon in "neo/sound/OpenAl/AL_SoundSample.cpp" at 36:62... |
then, have you tried to compile the cmake-eclipse-linux-profile.sh as the readme.txt establishes? in case you don't know it: within github you can do a branch of the master of your fork and fix the error, then make a pull request to Robert's repository, so everybody gets your fixes. where is the semicolon missing? line 36 column 62? |
Yep, Line 36 and Column 62... Don't I just miss some libs? Or do I have installed some bad graphics driver? |
I don't have it either and it compiles it anyways. what does the console say when you launch the engine? |
Tried to compile it with script you told me to try to use - same outcome.
PS: This is output of that Eclipse one from README. |
Enable -#ifdef __APPLE__
glewExperimental = GL_TRUE;
-#endif |
Ok, so error changed... New log:
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is this sdl2? have you tried r_useOpenGL32 0? |
Yep. I wrote somewhere in the previous comments that I had tried to use SDL2 because I thougth that it was the cause of the error. And no, I hadn't tried it... How could I use that parameter please? Cause I wrote "./RBDoom3BFG seta r_useOpenGL32 0" and it seems to not do anything at all (same error...) |
We can assume that GL_ARB_multitexture is available in any core profile or Mesa driver. |
There's still errors...
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What does "glxinfo | grep s3tc" say ? 2014-11-09 13:32 GMT+01:00 Andrej Redeky notifications@github.com:
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it says:
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When packaging for Debian I had the same or similar issues when preparing for a newer GLEW (namely that almost no OpenGL feature was detected; GL_ARB_multitexture is only the first feature to After triaging this, I came to this patch you might want to try: One maybe important observation maybe related: When I used the embedded code copies (libGLEW and others) and enabled fps counter and there is one number which seems to be GPU related.. Without my patch, the number was always "0", with the patch significantly higher. |
I tested my patched GLEW with an OpenGL 3.2 core profile on Linux and it 2014-11-11 10:43 GMT+01:00 Tobias Frost notifications@github.com:
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But to be sure we are not talking pears and apples: What were the error messages you've got with an unpatched libglew? My observations when just compiled against system libGLEW with unmodified rbdoom3 source were very comparable with this report: Missing ARB_multitexture not available. Digging into it I saw that no feature was reported as available, not only the above. Going deeper (checking other programms which worked I worked out the differences and then found one article describing that the order of the calls are important [1]. After doing that suddenly all the features were reported.
tobi [1] http://www.brandonfoltz.com/2013/12/example-using-opengl-3-0-with-sdl2-and-glew/ |
PS: TLOFelda: What you can try is to compile your own Debian package, however as I based my package on ffmpeg, so you maybe need to remove the "ffmpeg" in the Build-Depends in the file debian/control to read: Build-Depends: cmake, After installing build-dedpencies (dpkg-buildpackage will tell you what's missing) a dpkg-buildpackage -b will build it. |
Sorry for not commenting on this issue for a while but I'd got no notification niether an email about some new comments in thread :/ A recently upgraded to Lubuntu 14.10, hadn't tried to compile it there with latest source for now... I can try and post result here later this day :) |
Hi Andrey, Am Sonntag, den 07.12.2014, 03:07 -0800 schrieb Andrej Redeky:
note that Roberts recent commit disabled some OpenGL stuff specifically for Linux, If you want, you can compare this with my packaging repository at http://anonscm.debian.org/cgit/pkg-games/rbdoom3bfg.git git clone git://anonscm.debian.org/pkg-games/rbdoom3bfg.git$ should make you a nice Debian package. (Note, the binary's name in the Debian package is lowercase: rbdoom3bfg)
left top console: top tobi |
wait, allow me to understand you, in your repo you've undone the mesa limitations and in intel-gpu powered machines it runs better? |
I'll try your repsitory too, cause this one still doesn't work for some reason, but I'm not able to use git on our school network... Anyway... Error for this one (now under Lubuntu 14.10...)
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Well, honestly I cant reliably tell, I'm not a SDL/MESA/OpenGL expert. My With the disclaimer put, my observations says my patch works. However Robert (changed: typo; this is 189 not 187) |
Debian has also a webfrontend where you can get snapshot as tarballs: https://alioth.debian.org/plugins/scmgit/cgi-bin/gitweb.cgi?p=pkg-games/rbdoom3bfg.git;a=tree Tobi |
coldtobi this is output of dpkg-buildpackage:
Isn't there some problem with dependencies here? Looking at second line from end? I didn't try to override it but I think it would miss the point, doesn't it? |
You need to install the build-dependencies apt-get install libglew-dev
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I have build-dependencies installed - it is one of the first things I'm installing on every linux distro, as I'm learning some coding... Installing libglew-dev helped, building now... EDIT: I see now... I should read it whole... What a shame :/ |
It failed near the end... It needs some key for signing...
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If it helps for some coding (I mean that errors for RB's release now...), here are my specs (I censored serials... listed with command lshw) |
Don't worry. You do not need to sign the package; (its only necessary for tobi |
Same error :( |
Ok, this seems like it would never be solved, as I have hardware capable of running it (even when crappy as hell...) and here is nobody who is able to help me, I'll mark this post as closed due to owner/other contributors ignoring (at least it seems like it...) this issue for a very long time anyway... |
Leave a comment |
If glxinfo doesn't report GL_EXT_texture_compression_s3tc then it indicates that your driver does not support DXT compression and the engine requires it. It looks like that you patched Mesa with a custom build. The master branch works here no matter wether SDL 1.2 or SDL 2 are used. |
I compiled the engine using script "cmake-linux-release.sh". Engine compiled successfully, but when I try to launch it, it only flash the screen and won't launch at all.
I tried to compile it using SDL2 too (I changed parameter as README said...), deleted build folder (just to be sure...) and launched the script again. Then, I compiled it, with same result.
I have all dependencies for compiling installed. Is there any other dependencies whose am I missing?
If you need some log or sth then write me which one and where I can find it and I'll post it here...
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