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Dark Defender n00b
Joined: 27 Dec 2006 Posts: 74
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Wed Aug 15, 2007 5:01 pm Post subject: |
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Destiny ~ # emerge -av =unreal-tournament-451-r1
These are the packages that would be merged, in order:
Calculating dependencies... done!
[ebuild N ] app-arch/unshield-0.5-r1 319 kB
[ebuild U ] games-fps/unreal-tournament-451-r1 [451] USE="highres%* nls%* opengl -3dfx -dedicated% -sdl%" 0 kB [1]
Total: 2 packages (1 upgrade, 1 new), Size of downloads: 319 kB
Portage overlays:
[1] /usr/local/portage
Would you like to merge these packages? [Yes/No]
How does that look? |
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Wed Aug 15, 2007 6:04 pm Post subject: |
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Can't tell from that whether it's my ebuild. If you called it "-r1", then OK. |
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Hyper_Eye Guru
Joined: 17 Aug 2003 Posts: 462 Location: Huntsville, AL.
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Posted: Thu Aug 16, 2007 2:19 am Post subject: |
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bob doe wrote: | I did make the changes to my /opt/unreal-tournament/System/UnrealTournament.ini file by # commenting out the old three lines and adding the three new ones, as well as the frame limit.
The ebuild also only has two USE flags; opengl and -3dfx
I'll check out the above docs when I get home. |
Try making those changes to your users local config (~/.loki/ut/System/UnrealTournament.ini) _________________ Gentoo Gaming Videos |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Thu Aug 16, 2007 3:49 am Post subject: |
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I had tried to edit the ~/.loki/unreal-tournament/System/UnrealTournament.ini file but it complained it couldnt find an OpenGL.so (or some name like that) file.
Tomorrow I'll be re-installing ut with the ebuild posted above and hopefully that will solve my issues.
Any ideas why that ebuild isnt in the Portage tree? |
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Thu Aug 16, 2007 6:05 am Post subject: |
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bob doe wrote: | or some name like that |
Such vagueness does not help - show the actual error message. You're probably best letting the game recreate your user settings:
The ebuild isn't in Portage because it's on bugzilla, waiting for a Gentoo developer to pick it up, like tons of other ebuilds. It'll probably go in eventually. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Sat Aug 18, 2007 12:46 am Post subject: |
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I've done the install with the new ebuild (which I named -r1) but I've gotten an error:
Quote: |
# ut
Unreal engine initialized
Bound to SDLDrv.so
Joystick [0] : Unknown Joystick
SDLClient initialized.
Bound to Render.so
Lighting subsystem initialized
Rendering initialized
LoadMap: Entry
Bound to Fire.so
Case-insensitive search: Botpack -> ..\System\BotPack.u
appError called:
Bad name index 5324/2201
Executing UObject::StaticShutdownAfterError
Executing USDLClient::ShutdownAfterError
ULinkerLoad<<FName
(LinkerLoad Transient.LinkerLoad9 18490265))
FObjectImport<<
LoadImportMap
ULinkerLoad::ULinkerLoad
UObject::GetPackageLinker
ULinkerLoad::VerifyImport
ValidateImports
ULinkerLoad::Verify
ULinkerLoad::ULinkerLoad
UObject::GetPackageLinker
ULinkerLoad::VerifyImport
ValidateImports
ULinkerLoad::Verify
ULinkerLoad::ULinkerLoad
UObject::GetPackageLinker
UObject::StaticLoadObject
(Engine.Level None.MyLevel Entry)
VerifyPackages
UGameEngine::LoadMap
UGameEngine::Init
InitEngine
Preparing to exit.
Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
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I did also remove my ~/.loki directory.
Any ideas? |
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Sat Aug 18, 2007 2:35 am Post subject: |
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Code: | emerge -n nopaste
nopaste ~/.loki/ut/System/UnrealTournament.log |
Then provide the URL link.
You're trying SDL. Do other SDL games work? You could try opengl instead. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Sat Aug 18, 2007 11:32 am Post subject: |
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Answer the questions which I asked. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Sat Aug 18, 2007 11:44 am Post subject: |
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Sorry. I dont know exactly what SDL is, but I compiled it without SDL (or so without the SDL useflag anyways).
I posted this earlier:
Quote: | Curious, what are you using as per the preferences to Unreal Tournament (ie: in-game)
Mine says SDL OpenGL. Doesnt sound right but if I try to change it ut just segfaults :-S |
As for other games... the only other game I have installed is armagetronad.
I seem to have opengl installed, but I dont know if its working. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Mon Aug 20, 2007 1:05 pm Post subject: |
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/bumb |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Sat Aug 25, 2007 9:21 am Post subject: |
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Hi,
unfortunately, the new OpenGLDrv.so didn't work for me either.
First I used the unreal-tournament-goty-eBuild in portage to install UT GoTY, afterwards I unpacked (by the way, why did you *pack one file* with tar? Having it g or bzipped would be totally enough) Hyper_Eye's OpenGLDrv.so and put it into /opt/unreal-tournament/System/. I changed the things in my ~/.loki/ut/System/Unreal_Tournament.ini and started the game.
Woooh, it was quite different. I could see the change. But unfortunately, not the speed changed but the colors. Everything was white/pink.
After that (I had nothing to lose anymore, right?) I tried that patch which replaces many dynamic library files, which messed up my UT completely. It didn't start anymore, like observed by other people here, too.
Uninstalled unreal-tournament-goty. Unmasked unreal-tournament. Added the ~x86 keyword for unreal-tournament. Put the updated eBuild from bugzilla into my own Overlay. Ran digest. emerged unreal-tournament-451-r1 with "highres nls opengl -sdl -dedicated -3dfx". Wow, it detected that I have UT GOTY! Letting the eBuild install the game. Replaced OpenGLDrv.so. Made changes to UT.ini.
Started UT.
Cool, this time UT is really using OpenGL as renderer and not SDL!
Uncool, the speed is still awful fast.
Booting with "noapci" seems to fix that issue, but I really don't feel like rebooting the whole time when playing UT...
Is there anything I could do wrong or missed? Any other attemps to fix this issue?
So far,
bye and thanks. |
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Dark Defender n00b
Joined: 27 Dec 2006 Posts: 74
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Posted: Sat Aug 25, 2007 2:46 pm Post subject: |
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Did you miss this by any chance?:
Quote: | In your UnrealTournament.ini (under ~/.loki/ut/System/) go to the [OpenGLDrv.OpenGLRenderDevice] section and add:
Kod:
FrameRateLimit=200 |
If you did you could always test to reduce it more and see what happens. |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Sat Aug 25, 2007 3:37 pm Post subject: |
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Hello,
no, I did not miss it. Oh... I tried setting it up and down like a jojo, but nothing happened.
So far, I have found two (half) working solutions:
Booting the Kernel with "noacpi" - Status: working (but too much work for a little game)
Using this start script from icculus.org: http://icculus.org/lgfaq/files/ut - Status: half working. It really slows down my UT and (according ~/.loki/ut/System/UnrealTournament.log) UT also detects the right CPU speed now (for me: Init: CPU Speed=1995.635545 MHz.) But uhm... UT runs too slow now. :/ The Intro's speaker finished her text before the video is done.
I'd be glad if anyone could test this starting file (download it, chmod +x it, export UT_DATA_PATH="/opt/unreal-tournament/System", ./ut) and report whether it fixes his or her issues.
I feel like UT wants to make a fool out of me. :p
So far. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Sun Aug 26, 2007 11:23 am Post subject: |
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Im still stuck getting the error messages I've quoted above.
Moderato, try emerging cpuburn. Then run burnP6 and while that is running, run ut. Cpuburn is a burn-in tool for your processor. It'll run your chip at 100% until you stop the process. So your box will get hot. But the game will run at normal speed, and without hickups. If you kill the process while playing the game, the game slows down. |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Sun Aug 26, 2007 9:11 pm Post subject: |
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Hi bob,
I bet you have a (brand) new Laptop? Such a thing with a core2dou processor, right?
Well, on these things cpuburn might work and you can play without hiccups and problems, but I have an old 2GHz Pentium 4 processor.
Let me say it this way: you have (logically) two processors. If you start cpuburn, it will only run on proc. 1, whilst UT will use proc. 2. Thus, your physical processor will run at full speed, but cpuburn will not interference with UT.
If you have only one (logic) processor this won't work. Cpuburn will make the make slow and laggy and so on.
So it's not really a solution for me...
Well, I think it's time to give up. I'll never be able to play UT99. But I don't play much either, maybe one time in three month. With acpi=off btw, the game is running just fine, but my mouse lags. That's weird...
Anyway, thanks for your help.
Byebye. |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Mon Aug 27, 2007 11:25 am Post subject: |
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Actually I own a Dell Inspiron 6000 with a Pentium M 1.6Ghz and a gig of RAM. The laptop is two years old
Have you tried running CPUburn though? Because short of compiling glibc, that is the best solution. |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Mon Aug 27, 2007 1:29 pm Post subject: |
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Yeah, but UT isn't playable when running cpuburn, like mentioned above. It's too laggy (mabye because CPUburn wants 100% CPU?! :p) |
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Mon Aug 27, 2007 2:03 pm Post subject: |
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Try using taskset, to limit the app to one CPU/core. As root:
Code: | emerge -n schedutils |
Then as normal user:
Code: | cd /opt/unreal-tournament/System
export LD_LIBRARY_PATH="${LD_LIBRARY_PATH}:/opt/unreal-tournament/System"
taskset -c 0 ./ut-bin |
Edit: Fixed directory.
Last edited by PaulBredbury on Mon Aug 27, 2007 2:20 pm; edited 1 time in total |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Mon Aug 27, 2007 2:12 pm Post subject: |
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Uargs...
As I stated above that would work for DualCore CPUs, but I do not own such a thing. |
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PaulBredbury Watchman
Joined: 14 Jul 2005 Posts: 7310
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Posted: Mon Aug 27, 2007 2:17 pm Post subject: |
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Well, what do you own? If it has hyperthreading, it's worth a try. |
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Moderato n00b
Joined: 02 Jun 2006 Posts: 26 Location: Karlsruhe, Baden-Württemberg, Germany
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Posted: Mon Aug 27, 2007 2:35 pm Post subject: |
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Once again... a simple Pentium-M processor (yes, such a thing based on Pentium 3 processors, but still not Pentium3-M anymore, so a simple and pure Pentium-M.) Neither based on Pentium 4 processors, which would be called Pentium4-M or C2D technology, which I would have written, if I had it. The Pentium M does not need HyperThreading (as well as his sister or brother Pentium 3), because the NetBurst is just fine without HT, whilst Intel made a very bad architecture in their "next" proc. release, I am referring to Pentium 4, which does need HT to compensate those problems.
Well... you are right, that HT would "resolve" that problem, as well as scale better with Emulators like VMWare, when thinking of the interactivity with other programs as well, but that's just limited to the Pentium4-M processors (which weren't produced for long anyway... too expensive, too power hungry, too much heat.) |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Mon Aug 27, 2007 4:31 pm Post subject: |
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Moderato, I dont know what to tell you, I run a Pentium-M as I stated before and running cpuburn and then ut allows the game to run at normal speed.
I've just re-compiled unreal again but after emerge -C I also rm -rf /opt/unreal-tournament as well as ~/.loki
The game works now, still fast though, but I'll try with the patch and let you know |
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bob doe Apprentice
Joined: 11 Jun 2007 Posts: 207
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Posted: Mon Aug 27, 2007 6:53 pm Post subject: |
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Alright well almost back to square one. I have Unreal Tournament running in OpenGL mode now, however it's still running fast.
I added the "FrameRateLimit=200" option to the UnrealTournament.ini file in both the /opt/unreal-tournament/System and the ~/.loki/ut/System/ directories. No change in frame rate.
Then I tried to copy the RushPL patch into my /opt/unreal-tournament/System directory (backing up the originals) and I get this when I run ut:
Quote: |
$ ut
WARNING: Not using preference directory
Unreal engine initialized
Bound to SDLDrv.so
Joystick [0] : Unknown Joystick
SDLClient initialized.
Bound to Render.so
Lighting subsystem initialized
Rendering initialized
LoadMap: Entry
Bound to Fire.so
Case-insensitive search: Botpack -> ..\System\BotPack.u
Bound to IpDrv.so
dlerror: ./ut-bin: undefined symbol: intUObjectexecIsUTracing
appError called:
Can't find 'intUObjectexecIsUTracing' in 'Core.dll'
Executing UObject::StaticShutdownAfterError
Executing USDLClient::ShutdownAfterError
Signal: SIGIOT [iot trap]
Aborting.
Exiting.
Name subsystem shut down
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