Pages: [1]
  Print  
Author Topic: 0.7.6 crashes during startup [VM_Free(ui) on running vm]  (Read 9045 times)
agathaschmitz
THIS ONE POST HERE SHOULD DO IT.


Cakes 0
Posts: 1


« on: May 16, 2008, 02:39:59 AM »

Code:
---------------------
3665 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
Estimated display aspect: 1.600
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '320x200 640x400 960x600 1280x800 1440x900 1680x1050 1600x1024 1280x768 720x480 848x480 1360x768 1088x612 1280x720 1360x765 1600x900 320x240 400x300 480x360 512x384 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 720x576 1280x1024'
GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5200/AGP/SSE/3DNOW!
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Loading "OpenAL32.dll"...
Allocated 30 sources.
OpenAL info:
  Vendor:     Creative Labs Inc.
  Version:    OpenAL 1.0
  Renderer:   Software
  Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
Sound initialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 1229 jump table targets
VM file ui compiled to 629805 bytes of code
ui loaded in 1390112 bytes on the hunk
38 arenas parsed
^1file not found: scripts/bots.txt
0 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: ipanema
IP: 192.168.1.2
----- CL_Shutdown -----
RE_Shutdown( 1 )
----- CL_Shutdown -----
----- CL_Shutdown -----

Any idea out idea out there?
Logged
fufinha
stop making alt accounts and self-termination
Member


Cakes 7
Posts: 584


retired


« Reply #1 on: May 17, 2008, 02:11:28 AM »

Have you tried putting the +set net_ip (i hope thats right as its from memory). The system is starting as localhost I see. Normally this doesnt matter but I could not get OSP running without this in the start up settings. Also, the file system cvars are different but didnt hear anything about this when asking. fs_basepath  = where the game is and  fs_homepath = ~/.openarena/  dir. You also need the files in baseoa, maybe your ok with this but on the previous version basepath could be the homepath so I never needed to put any mods in baseoa. It was only used for maps
Logged
00Hugo00
Nub


Cakes 1
Posts: 35



WWW
« Reply #2 on: May 25, 2008, 11:20:58 AM »

This is the same problem with exit mod Truecombat or WesternQuake3.
Logged

00Hugo00 : - p
Pages: [1]
  Print  
 
Jump to: