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Re: quake2 / gl problems



Ben Lutgens <blutgens@mosquitonet.com> writes:

> O.k. it seems that no matter how I try I can't seem to get quake2 to utilize
> my voodoo2 card. It's a diamond monster fusion, I am using the xbanshee server
> that I aliened from an rpm. I have installed the glide deb, mesa4g, and the
> /dev/3dfx BS. When I try to run quake2 from console all I get is software @
> 320x240 ("Yuck") when I try to run frox X I get this crap in the term:
> 
> {fugas@cybercreep .quake2}$ sudo ./quake2.real +set gl_driver lib3dfxgl.so
> +set vid_ref glx
> Added packfile ./baseq2/pak0.pak (3307 files)
> Added packfile ./baseq2/pak1.pak (279 files)
> Added packfile ./baseq2/pak2.pak (2 files)
> execing default.cfg
> execing config.cfg
> Console initialized.
> 
> ------- sound initialization -------
> sound sampling rate: 11025
> ------------------------------------
> ------- Loading ref_glx.so -------
> ref_gl version: GL 0.01
> R_SetMode() - CDS not allowed with this driver
> Initializing OpenGL display
> ...setting mode 3: 640 480
> Received signal 11, exiting...
> 
> I have read, and read, and read. Nothing seems to help. I am so close to
> buying another hard drive so I can play this damn game with some good
> graphics. Anyone that could off me some help would forever be my hero.
> -- 
> 
> Ben Lutgens

I found this solution for my voodoo3 somewhere in dejanews (sorry,
can't remember exactly):

--- start script
#!/bin/bash
export MESA_GLX_FX='fullscreen'
export FX_GLIDE_SWAPINTERVAL=0
export SST_FASTPCIRD=1
export SST_FASTMEM=1
export SST_TF_FIFO_TRESH
export SST_PCIRD=1
export SST_VSYNC=0
                              
/usr/games/quake2 +set gl_driver /usr/lib/libMesaGL.so +set vid_ref glx  \
+set fullscreen 0 +set gl_mode 4 +set in_mouse 1 +set in_initmouse 1 \
+set _windowed_mouse 1 +set vid_gamma 1.1 +set gl_ext_multitexture 0 $*
--- end script

As a side note, isn't the Fusion a Banshee-based, and not
Voodoo2-based card?

-Brian Kidder


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