Gentoo Forums
Gentoo Forums
Gentoo Forums
Quick Search: in
ATI Drivers (post-install)
View unanswered posts
View posts from last 24 hours

Goto page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next  
Reply to topic    Gentoo Forums Forum Index Gentoo on AMD64
View previous topic :: View next topic  
Author Message
n3x
Apprentice
Apprentice


Joined: 14 Apr 2003
Posts: 247
Location: Kingston, Ontario (uni) Westport, CT (home)

PostPosted: Wed Jan 19, 2005 12:03 pm    Post subject: ATI Drivers (post-install) Reply with quote

I thought instead of hijacking the other thread for post-install issues of the 64-bit drivers, I would start a different one.

Here's what I gather (from personal experience and other's posts) -

UT2K4-demo works wonderfully
ET, Doom3 and Quake3 all fail because they're trying to use Mesa software rendering instead of hardware rendering.
ET error:
Code:

...loading libGL.so.1: Initializing OpenGL display
...setting mode 4: 800 600
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 800x600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: Mesa GLX Indirect


***********************************************************
 You are using software Mesa (no hardware acceleration)!   
 Driver DLL used: libGL.so.1
 If this is intentional, add
       "+set r_allowSoftwareGL 1"
 to the command line when starting the game.
***********************************************************
...WARNING: could not set the given mode (4)
Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 640x480
Received signal 11, exiting...

doom3-demo error
Code:
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
Xlib:  extension "XFree86-DGA" missing on display ":0.0".
Failed to detect DGA DirectVideo Mouse
Free86-VidModeExtension Activated at 640x480
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: Mesa GLX Indirect


I don't have a quake3 error right now, but I'm sure it's very similar.

Let's see if we can fix this :)

Cheers,
james
Back to top
View user's profile Send private message
Brain Fury
Guru
Guru


Joined: 10 Jul 2003
Posts: 357
Location: Düsseldorf (Germany)

PostPosted: Wed Jan 19, 2005 12:30 pm    Post subject: Reply with quote

The Quake3 error is
Code:
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 1280x800
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: Mesa GLX Indirect


***********************************************************
 You are using software Mesa (no hardware acceleration)!   
 Driver DLL used: libGL.so.1
 If this is intentional, add
       "+set r_allowSoftwareGL 1"
 to the command line when starting the game.
***********************************************************
...WARNING: could not set the given mode (3)
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------
Sys_Error: GLimp_Init() - could not load OpenGL subsystem


At the moment I'm testing some unmasked games, if they work.
There is also one thing that strikes me:
the quake3 ebuild, as well as the Americas Army ebuild depend on app-emulation/emul-linux-x86-nvidia

[edit]
Return to Castle Wolfenstein Error:
Code:
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 1280x800
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: Mesa GLX Indirect


***********************************************************
 You are using software Mesa (no hardware acceleration)!   
 Driver DLL used: libGL.so.1
 If this is intentional, add
       "+set r_allowSoftwareGL 1"
 to the command line when starting the game.
***********************************************************
...WARNING: could not set the given mode (3)
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------
Sys_Error: GLimp_Init() - could not load OpenGL subsystem


I fear that this is with all games from id...
_________________
shift HAPPENS
Back to top
View user's profile Send private message
vyzivus
Apprentice
Apprentice


Joined: 05 Jul 2004
Posts: 173
Location: Slovakia

PostPosted: Wed Jan 19, 2005 1:52 pm    Post subject: Reply with quote

Interesting.. I just synced portage and emerged doom3. It did not complain about software opengl drivers! The screen turned black but X quickly repainted itself and doom3 segfaulted :(
Code:
------ Initializing File System ------
Loaded pk4 /opt/doom3/base/game00.pk4 with checksum 0x7dafc4d4
Loaded pk4 /opt/doom3/base/game01.pk4 with checksum 0x16cf3b8a
Loaded pk4 /opt/doom3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /opt/doom3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /opt/doom3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /opt/doom3/base/pak003.pk4 with checksum 0xcd79d028
Loaded pk4 /opt/doom3/base/pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 /opt/doom3/base/pak005.pk4 with checksum 0x8ffc3621
Current search path:
/home/vyzivus/.doom3/base
/opt/doom3/base
/opt/doom3/base/pak005.pk4 (63 files)
/opt/doom3/base/pak004.pk4 (5137 files)
/opt/doom3/base/pak003.pk4 (4676 files)
/opt/doom3/base/pak002.pk4 (6120 files)
/opt/doom3/base/pak001.pk4 (8972 files)
/opt/doom3/base/pak000.pk4 (2698 files)
/opt/doom3/base/game01.pk4 (2 files)
/opt/doom3/base/game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
5151 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
5151 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 1400x1050
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: Mesa GLX Indirect
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset 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_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_APPLE_packed_pixels GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATIX_texture_env_combine3 GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_NV_blend_square GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_rectangle GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SGIX_shadow_ambient GL_SUN_multi_draw_arrays

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
dlopen(libasound.so.2)
dlopen(libasound.so.2: cannot open shared object file: No such file or directory) failed: ��P�W
��W
@~�

Alsa is not available
----------- Alsa Shutdown ------------
--------------------------------------
------ OSS Sound Initialization ------
opened sound device '/dev/dsp'
ioctl SNDCTL_SYSINFO failed: Invalid argument
this ioctl is only available in OSS/Linux implementation. If you run OSS/Free, don't bother./dev/dsp - bit rate: 16, channels: 2, frequency: 44100
allocated a mix buffer of 16384 bytes
WARNING: ioctl SNDCTL_DSP_SETTRIGGER PCM_ENABLE_OUTPUT failed: Broken pipe
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
X..GL_ARB_texture_compression not found
X..GL_EXT_texture_filter_anisotropic not found
...using GL_EXT_texture_lod
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
X..GL_NV_register_combiners not found
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
X..GL_ARB_vertex_buffer_object not found
X..GL_ARB_vertex_program not found
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
---------- R_NV20_Init ----------
Not available.
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Not available.
---------- R_Exp_Init -----------
Disabled at compile time.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/R200_interaction.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_bumpAndLight.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_specularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseAndSpecularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
-------------------------------
WARNING: vertex array range in virtual memory (SLOW)
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
Shutting down sound hardware
------ OSS Sound Shutdown ------
close sound device
--------------------------------
idRenderSystem::Shutdown()

I just started to emerge UT2004-demo, let's see if it works.
I have installed the ati-driver from a portage ebuild and it was working right away. However when I tried glxgears it shows only 1300 FPS on my AMD64 3000+ and ATI Mobility Radeon 9600 64MB ram M10, and that sucks pretty hard. I hoped to achieve much more - I heard that IBM nb x86 with geforce440mx and 2,2ghz intel achieved 1500fps - WTF?[/code]
_________________
I thought what I'd do was, I'd pretend I was one of those deaf-mutes or should I?
Back to top
View user's profile Send private message
Brain Fury
Guru
Guru


Joined: 10 Jul 2003
Posts: 357
Location: Düsseldorf (Germany)

PostPosted: Wed Jan 19, 2005 2:11 pm    Post subject: Reply with quote

Just tested Americas Army (after removing the stuipd dependency from the ebuild).
It starts up but is lagging like Hell.

@vyzivus
I am getting 1600 with glxgears on my Laptop (Athlon64 3400+, Mobility Radeon 9700), while on my Desktop PC I get 1350 (Duron 1,3GHz, Geforce4 MX440). I was hoping for much more performance too... :(
_________________
shift HAPPENS


Last edited by Brain Fury on Wed Jan 19, 2005 2:13 pm; edited 1 time in total
Back to top
View user's profile Send private message
mangobrain
Tux's lil' helper
Tux's lil' helper


Joined: 11 Sep 2003
Posts: 109

PostPosted: Wed Jan 19, 2005 2:11 pm    Post subject: Reply with quote

vyzivus: sorry, but your doom3 DID "moan" about software rendering. See the GL_RENDERER line.

This is most likely a problem with ALL 32-bit OpenGL apps, not just id Software ones: check out /emul/linux/x86/usr/lib/libGL.so.1 (the libGL doom3 is using, as far as I can tell), it's a symlink to an X.Org library, not an ATI one. If you manually extract the fglrx64 rpm, you'll find there *is* a 32-bit libGL.so.1.2 in there (/path/to/rpmcontents/usr/X11R6/lib/libGL.so.1.2 - 'file' reports it's a 32-bit ELF shared object), but the ebuild doesn't install this.

Moreover, no amount of altering symlinks or direct copying of that file seems to make any difference: if you delete the symlinks under /emul, you'll see D3 quits during dlopen(libGL.so.1); if you then replace them with links to the ATI 32-bit lib, or just copy the ATI version directly into the D3 folder, it gets no further than before.

Is there something dodgy about this 32-bit lib? Have ATI tried to pull the wool over our eyes, giving us a 32-bit "compatibility layer" which is actually just Mesa?
Back to top
View user's profile Send private message
seepat
n00b
n00b


Joined: 21 Dec 2004
Posts: 4

PostPosted: Wed Jan 19, 2005 2:19 pm    Post subject: 32bit stuff Reply with quote

@mangobrain :
thats exactly what i figured and tested. if you have read my posting in the other forum. i didn't get any further. maybe someone else has an idea.
Back to top
View user's profile Send private message
Brain Fury
Guru
Guru


Joined: 10 Jul 2003
Posts: 357
Location: Düsseldorf (Germany)

PostPosted: Wed Jan 19, 2005 2:24 pm    Post subject: Reply with quote

mangobrain wrote:
Is there something dodgy about this 32-bit lib? Have ATI tried to pull the wool over our eyes, giving us a 32-bit "compatibility layer" which is actually just Mesa?
If it really is like this I am going to be veeeeeeeeeeeery angry...
_________________
shift HAPPENS
Back to top
View user's profile Send private message
Trevoke
Advocate
Advocate


Joined: 04 Sep 2004
Posts: 4099
Location: NY, NY

PostPosted: Wed Jan 19, 2005 2:27 pm    Post subject: Reply with quote

I don't know.. I'm being optimistic though, with their promises of new driver releases every two months, we can expect steady improvements (right? right?).
_________________
Votre moment detente
What is the nature of conflict?
Back to top
View user's profile Send private message
mangobrain
Tux's lil' helper
Tux's lil' helper


Joined: 11 Sep 2003
Posts: 109

PostPosted: Wed Jan 19, 2005 2:30 pm    Post subject: Reply with quote

seepat: no, i hadn't seen your other posts... too many threads opening up about this driver all at once :)

well... we have both come to the same conclusion, and I for one am stumped.

Edit: If we've come to the *correct* conclusion, it suddenly makes it seem very stupid that you HAVE to enable IA32 emulation to successfully load the driver... I for one didn't have it enabled before, and took ages to work out what I was missing! (kernel module kept moaning about sys_ioctl or something along those lines as an unresolved symbol..)

On the plus side, bzFlag finally runs at a decent pace on my (32-bit, P4) laptop, and my desktop finally outperforms my laptop when running my hybrid raytracer, as it should have always done :wink:
Back to top
View user's profile Send private message
vyzivus
Apprentice
Apprentice


Joined: 05 Jul 2004
Posts: 173
Location: Slovakia

PostPosted: Wed Jan 19, 2005 2:40 pm    Post subject: Reply with quote

mangobrain wrote:
vyzivus: sorry, but your doom3 DID "moan" about software rendering. See the GL_RENDERER line.

Yeah, you're right, I was searching for a big warning that followed that line.
Trevoke wrote:
I'm being optimistic though, with their promises of new driver releases every two months, we can expect steady improvements (right? right?).

I hope so too, for these drivers only for ass-wipping good are :twisted: . Ok, ok, I am happy to have these drivers and I understand that there is a lot of work done by ATI (it seems that mplayer's working a LOT faster), but there's more to do - glxgears should fly off the screen ;)

I tried to emerge tuxracer but it complained about missing OpenGL libraries. Both /usr/include/GL/gl.h and /usr/X11R6/include/GL/gl.h actually do exist but points to a non-existent file /usr/lib/opengl/global/include/gl.h. I used the portage ebuild instead of Tony440's
Have you tried to switch to console and then back to X using (Ctrl+alt+f1)? The screen gets messed up and I have to restart X to see something meaningful. Mouse cursor is however displayed correctly ;)
_________________
I thought what I'd do was, I'd pretend I was one of those deaf-mutes or should I?
Back to top
View user's profile Send private message
jdevers
n00b
n00b


Joined: 05 Mar 2004
Posts: 26

PostPosted: Wed Jan 19, 2005 3:01 pm    Post subject: Reply with quote

The problem is that Doom 3 is trying to load the wrong fglrx.

Set LIBGL_DRIVERS_DIR and/or LIBGL_DRIVERS_PATH according
to the path of your 32-bit fglrx_dri.so not the default 64 bit one (it is a 32 bit app).

I needed to add an 'export LIBGL_DRIVERS_DIR=/usr/X11R6/lib32/modules/dri' in the startup script for doom3 to get it working. You might have to change the location of the module, but I doubt it...
Back to top
View user's profile Send private message
Pheee
n00b
n00b


Joined: 18 Jan 2005
Posts: 21

PostPosted: Wed Jan 19, 2005 3:13 pm    Post subject: Reply with quote

I am experiencing the same, fglrxinfo and glxinfo report that I am using the ATI drivers.

As soon as I run doom3 or ET i see its looking for mesa crap.

I am running Gentoo x86_64 with my AMD64 +3400, I do have 32bit stuf enabled in my kernel.

glxgears i think reports around 1800fps, but I dont remembr of the top of my head, cause I have to use crappy windows today.

This was using the official ebuild, took a little but finally got it working.

Just letting you know this info see if we can narrow it down.
Back to top
View user's profile Send private message
mangobrain
Tux's lil' helper
Tux's lil' helper


Joined: 11 Sep 2003
Posts: 109

PostPosted: Wed Jan 19, 2005 3:18 pm    Post subject: Reply with quote

Thanks jdevers! I ended up adding
Code:
export LIBGL_DRIVERS_PATH=/usr/X11R6/lib32/modules/dri

to the doom3 script (/usr/games/bin/doom3) AND manually copying the 32-bit libGL.so.1.2 from the fglrx64 rpm into the doom3 dir (renaming it to libGL.so.1 in the process), preferring this over symlink replacement/removal as it can't be overridden by future opengl-updates.
This worked straight off the bat from a fresh terminal, i.e. no other environment variable tweaks necessary. I didn't play for long, just long enough to see that it was letting me get in game, and things "looked right".

Now off to see if I can get sound working!

I think installing the 32-bit libGL is still a job for a fixed ebuild, though...
Back to top
View user's profile Send private message
Master_Of_Disaster
l33t
l33t


Joined: 28 Feb 2003
Posts: 610
Location: 15.05072° East, 48.13747° North (aka Mauer), Austria

PostPosted: Wed Jan 19, 2005 4:50 pm    Post subject: Reply with quote

same here:
http://www.rage3d.com/board/showthread.php?t=33800313
_________________
post tenebras lux, post fenestras tux
Registered Linux User Nr. 312509
Adopt an unanswered post today!
Back to top
View user's profile Send private message
Trevoke
Advocate
Advocate


Joined: 04 Sep 2004
Posts: 4099
Location: NY, NY

PostPosted: Wed Jan 19, 2005 5:00 pm    Post subject: Reply with quote

http://odin.prohosting.com/wedge01/gentoo-radeon-faq.html

Apparently this link can help us out. I need to check it out when I get home but if you've got your machine handy, try it out or at least read it.
_________________
Votre moment detente
What is the nature of conflict?
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 6:22 pm    Post subject: Reply with quote

mangobrain wrote:
Thanks jdevers! I ended up adding
Code:
export LIBGL_DRIVERS_PATH=/usr/X11R6/lib32/modules/dri

to the doom3 script (/usr/games/bin/doom3) AND manually copying the 32-bit libGL.so.1.2 from the fglrx64 rpm into the doom3 dir (renaming it to libGL.so.1 in the process), preferring this over symlink replacement/removal as it can't be overridden by future opengl-updates.
This worked straight off the bat from a fresh terminal, i.e. no other environment variable tweaks necessary. I didn't play for long, just long enough to see that it was letting me get in game, and things "looked right".

Now off to see if I can get sound working!

I think installing the 32-bit libGL is still a job for a fixed ebuild, though...


Can you possibly get into more detail? How about a walkthru ? PLZ
Back to top
View user's profile Send private message
Brain Fury
Guru
Guru


Joined: 10 Jul 2003
Posts: 357
Location: Düsseldorf (Germany)

PostPosted: Wed Jan 19, 2005 7:14 pm    Post subject: Reply with quote

well it does not work for quake3 as far as I can tell ;)
_________________
shift HAPPENS
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 7:20 pm    Post subject: Reply with quote

did you get doom3 to run?
Back to top
View user's profile Send private message
Master_Of_Disaster
l33t
l33t


Joined: 28 Feb 2003
Posts: 610
Location: 15.05072° East, 48.13747° North (aka Mauer), Austria

PostPosted: Wed Jan 19, 2005 7:28 pm    Post subject: Reply with quote

yep, works now
/me ticks off 32 Bit linux opengl apps, next item: wine
_________________
post tenebras lux, post fenestras tux
Registered Linux User Nr. 312509
Adopt an unanswered post today!
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 7:31 pm    Post subject: Reply with quote

well can you post a walkthru? Im clueless
Back to top
View user's profile Send private message
Master_Of_Disaster
l33t
l33t


Joined: 28 Feb 2003
Posts: 610
Location: 15.05072° East, 48.13747° North (aka Mauer), Austria

PostPosted: Wed Jan 19, 2005 7:36 pm    Post subject: Reply with quote

Code:
cd $DOOM-DIRECTORY
ln -sf /usr/lib/opengl/ati/lib32/libGL.so.1.2 libGL.so.1

edit doom 3 startup script and add the following 2 lines prior to the "exec ./doom.x86 ..." line:
Code:
export LIBGL_DRIVERS_PATH=/usr/lib32/modules/dri
export LIBGL_DRIVERS_DIR=/usr/lib32/modules/dri


EDIT: Typo
_________________
post tenebras lux, post fenestras tux
Registered Linux User Nr. 312509
Adopt an unanswered post today!


Last edited by Master_Of_Disaster on Wed Jan 19, 2005 10:46 pm; edited 1 time in total
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 7:40 pm    Post subject: Reply with quote

it still dont load...same exact thing
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 7:42 pm    Post subject: Reply with quote

Code:
bash-2.05b$ doom3
DOOM 1.1.1286 linux-x86 Nov 24 2004 17:56:04
Hostname: localhost
local IP: 127.0.0.1
------ Initializing File System ------
Loaded pk4 /opt/doom3/base/game00.pk4 with checksum 0x7dafc4d4
Loaded pk4 /opt/doom3/base/game01.pk4 with checksum 0x16cf3b8a
Loaded pk4 /opt/doom3/base/pak000.pk4 with checksum 0x28d208f1
Loaded pk4 /opt/doom3/base/pak001.pk4 with checksum 0x40244be0
Loaded pk4 /opt/doom3/base/pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 /opt/doom3/base/pak005.pk4 with checksum 0x8ffc3621
Current search path:
/home/dank/.doom3/base
/opt/doom3/base
/opt/doom3/base/pak005.pk4 (63 files)
/opt/doom3/base/pak002.pk4 (6120 files)
/opt/doom3/base/pak001.pk4 (8972 files)
/opt/doom3/base/pak000.pk4 (2698 files)
/opt/doom3/base/game01.pk4 (2 files)
/opt/doom3/base/game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
5151 strings read from strings/english.lang
WARNING: Couldn't load image: textures/black
Couldn't open journal files
execing editor.cfg
execing default.cfg
couldn't exec DoomConfig.cfg
couldn't exec autoexec.cfg
5151 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Setup X display connection
dlopen(libGL.so.1)
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 640x480
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: Mesa GLX Indirect
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_ARB_transpose_matrix 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

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
dlopen(libasound.so.2)
dlopen(libasound.so.2: cannot open shared object file: No such file or directory) failed: ¨ÞP²W
²W
@ÎU

Alsa is not available
----------- Alsa Shutdown ------------
--------------------------------------
------ OSS Sound Initialization ------
opened sound device '/dev/dsp'
ioctl SNDCTL_SYSINFO failed: Invalid argument
this ioctl is only available in OSS/Linux implementation. If you run OSS/Free, don't bother./dev/dsp - bit rate: 16, channels: 2, frequency: 44100
allocated a mix buffer of 16384 bytes
WARNING: ioctl SNDCTL_DSP_SETTRIGGER PCM_ENABLE_OUTPUT failed: Broken pipe
--------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
X..GL_ARB_texture_compression not found
X..GL_EXT_texture_filter_anisotropic not found
...using GL_EXT_texture_lod
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
X..GL_EXT_texture3D not found
X..GL_EXT_stencil_wrap not found
X..GL_NV_register_combiners not found
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
X..GL_ARB_vertex_buffer_object not found
X..GL_ARB_vertex_program not found
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
---------- R_NV20_Init ----------
Not available.
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Not available.
---------- R_Exp_Init -----------
Disabled at compile time.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/R200_interaction.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_bumpAndLight.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_specularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseAndSpecularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
-------------------------------
WARNING: vertex array range in virtual memory (SLOW)
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
Shutting down sound hardware
------ OSS Sound Shutdown ------
close sound device
--------------------------------
idRenderSystem::Shutdown()
bash-2.05b$
Back to top
View user's profile Send private message
Mythos
l33t
l33t


Joined: 02 May 2004
Posts: 953
Location: Portugal

PostPosted: Wed Jan 19, 2005 7:43 pm    Post subject: Reply with quote

any sucess with Enemy-territory ?
_________________
Best Regards,
Sérgio Henrique
Linux dune 3.0.6-gentoo #1 SMP Thu Oct 27 16:47:29 WEST 2011 x86_64 Intel(R) Core(TM)2 Duo CPU T7500 @ 2.20GHz GenuineIntel GNU/Linux
Back to top
View user's profile Send private message
Tony420
Apprentice
Apprentice


Joined: 16 Mar 2004
Posts: 193
Location: Corona, CA

PostPosted: Wed Jan 19, 2005 7:45 pm    Post subject: Reply with quote

I still have no success with doom3....is there anything im missing that may need to be emerged?
Back to top
View user's profile Send private message
Display posts from previous:   
Reply to topic    Gentoo Forums Forum Index Gentoo on AMD64 All times are GMT
Goto page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next
Page 1 of 9

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum