i am also getting this
"illegal instruction" on every executable, permissions are fine r+x
i have run quake darkplaces-sdl no problem
latest release r63
on antix linux x64 (debian based)
i have gallium opensource drivers
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i downloaded, mounted iso, copied files
get the same "illegal instruction" on any executable of the game, permissions are r+x
played darkplaces sdl just fine
im on linux64 (antix, debian based) gallium opensource drivers
edit:
xonotic 0.8 works
and somehow sf finds a way to annoy me
Last edit: gigi smecleu 2015-08-26
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It is so very hard to make cross distro/release linux binaries.
You can use, as you are now, any Darkplaces binary.
Also there is the source of the engine in a .zip file there too. It makes with the ./configure make routine. (Extract it, and it will be in XonoticBla/darkplaces
also extract the blind_id stuff so thats in XonoticBla/d0_blind_id
check the ./configure options and set the game to Xonotic with that, also set it to make a release compile (these are faster)
If you get the git .tar.gz you can do ./all compile -r in xonotic-concrete/xonotic/ (that will make the quakeC too)
Does it give any more specifics btw? Another user had the problem you had but it just might not be solvable, I might be on an older version of glibc or anything else and we just might not be able to share binaries :-/
I'm on debian old-stable (wheezy), antix might be based off of new-stable (jessie) and in-between there might have been a Clib update that should be compatible but isn't (or maybe some other library)
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antix 15 is indeed based on jessie(without systemd),
i played with xonotic 0.8 binaries
i finally got to play with all the vehicles on the map with the tower, a mini review if i may:
-the map with big open spaces and two castles, whats it called couldnt get in the castle or when in couldnt get out, vhicles wouldnt always spawn, (also is there any cheat to spawn vehicles? found somewhere and tried sv_cheats 1; restart; vhspawn ... wouldnt work)
-on the tower map
-vehicle movement is kinda awkward
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
-aerial vehicles are easy to fly (compare to battlefield, i only played bf1942 desert combat, helis are a bitch, flown fine after 3 days)
-vehicles are a little too fast and jerky movement on slopes, stairs
-with a truck i managed to get into a trench, and probably shouldnt
-after about 30min with probably 20-30 vehicles spawned on acer laptop/t9400/4gb/ati 4650, it was still playable,almost 30 fps on 6 year old laptop (open source drivers)
i read alot yesterday on xonotic forum and other places about vehicle problems
-since the engine didnt initially support vehicles, their presence in the game is "an ugly hack" (but no small feat if you ask me), and "client side" iirc ?
they say problems with vehicles:
-movement on slopes or uneven terrain iirc and someone was trying to rewrite
-something else about collision detection, vehicle hitbox
-lag on game with many vehicles/projectiles cause of the clientside part
what i want to know
-are the vehicles problems solved/solvable the way your code is heading, or does it require recoding at a more basic level
all in all is a nice game, i can only imagine the kind of work that was put into it
i keep find it amazing what can you do with open source
although it would be easier if EA and others would release the source of some older games
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-the map with big open spaces and two castles, whats it called couldnt get in the castle or when in couldnt get out, vhicles wouldnt always spawn, (also is there any cheat to spawn vehicles? found somewhere and tried sv_cheats 1; restart; vhspawn ... wouldnt work)
This map, if it is the desertcastles one, you have to shoot the doors to open, if it is the opposingcastles (grass trees) map with the portocullus gates you have to shoot a button inside.
For vehicle mutator it spawns 2 vehicles per player (or bot) spawn untill it reaches your set maximum
you can do vhspawn and press enter to get the info on that cheat, it's vhspawn rotation vhnumber spawnflags I think I recall.
-are the vehicles problems solved/solvable the way your code is heading, or does it require recoding at a more basic level
If it is desired I could spawn them quicker, not based on player spawn. At the first player spawn I could spawn an entity, and then spawn in the vehicles all at once using the .think of that entity, or a few ever X seconds till max, etc. If such thing is desired. I haven't done so yet as usually there are alot of spawning and dying and the vehicles are in within a min or to
(also minplayers 10; minplayers 0; slowmo 20; (wait), slowmo 1, is often what I do)
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-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
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-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
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-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
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all in all is a nice game, i can only imagine the kind of work that was put into it
Glad you like it. Some people said they played this version on a Lan and had fun.
i keep find it amazing what can you do with open source
Yes. It seems however there may have been found an antidote: systemd etc. Basically corp/govt take over embrace-and-extend-and-extinguish tactics perfected to destroy OSS while adhering to the license. OSS used to always be transparent, do one thing well, easy to hack at, and honest (not forcing things on the user, and tried to be cross platform). That's all out the window with the new way :(.
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Anonymous
Anonymous
-
2023-08-20
sirs where do i redeem code,
this is sirius problem
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Hi!
I do not want to burn this game onto a DVD, yet I want to give it a try. How do I install this game on my computer?
I on on a GNU/Linux machine and am not afraid of compiling source code if that is neccessary.
Copy the folder over. There are Linux binaries included.
To get to the folder without burning to DVD one option is to mount the isomfile as if it were a DVD, in Linux the command is:
mount -o loop disk1.iso /mnt/disk
Disk1.iso being the file and /mint/disk being a directory you want to access it from.
http://www.cyberciti.biz/tips/how-to-mount-iso-image-under-linux.html
There might be other ways to do it too.
Here are some ways of extracting the directory from the ISO:
http://www.makeuseof.com/tag/extract-iso-files-linux/
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I extracted as told.
Get the following problem when:
./xonotic-AESCrypto-linux64-sdl
I get: illegal instruction (memorydump)
Any suggestions?
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i am also getting this
"illegal instruction" on every executable, permissions are fine r+x
i have run quake darkplaces-sdl no problem
latest release r63
on antix linux x64 (debian based)
i have gallium opensource drivers
i downloaded, mounted iso, copied files
get the same "illegal instruction" on any executable of the game, permissions are r+x
played darkplaces sdl just fine
im on linux64 (antix, debian based) gallium opensource drivers
edit:
xonotic 0.8 works
and somehow sf finds a way to annoy me
Last edit: gigi smecleu 2015-08-26
View and moderate all "General Discussion" comments posted by this user
Mark all as spam, and block user from posting to "Discussion"
It is so very hard to make cross platform linux binaries.
It is so very hard to make cross distro/release linux binaries.
You can use, as you are now, any Darkplaces binary.
Also there is the source of the engine in a .zip file there too. It makes with the ./configure make routine. (Extract it, and it will be in XonoticBla/darkplaces
also extract the blind_id stuff so thats in XonoticBla/d0_blind_id
check the ./configure options and set the game to Xonotic with that, also set it to make a release compile (these are faster)
If you get the git .tar.gz you can do ./all compile -r in xonotic-concrete/xonotic/ (that will make the quakeC too)
Does it give any more specifics btw? Another user had the problem you had but it just might not be solvable, I might be on an older version of glibc or anything else and we just might not be able to share binaries :-/
I'm on debian old-stable (wheezy), antix might be based off of new-stable (jessie) and in-between there might have been a Clib update that should be compatible but isn't (or maybe some other library)
antix 15 is indeed based on jessie(without systemd),
i played with xonotic 0.8 binaries
i finally got to play with all the vehicles on the map with the tower, a mini review if i may:
-the map with big open spaces and two castles, whats it called couldnt get in the castle or when in couldnt get out, vhicles wouldnt always spawn, (also is there any cheat to spawn vehicles? found somewhere and tried sv_cheats 1; restart; vhspawn ... wouldnt work)
-on the tower map
-vehicle movement is kinda awkward
-even if vehicles all have more guns on some could only fire one, probably cause there were supposed to be more players in the vehicle
-aerial vehicles are easy to fly (compare to battlefield, i only played bf1942 desert combat, helis are a bitch, flown fine after 3 days)
-vehicles are a little too fast and jerky movement on slopes, stairs
-with a truck i managed to get into a trench, and probably shouldnt
-after about 30min with probably 20-30 vehicles spawned on acer laptop/t9400/4gb/ati 4650, it was still playable,almost 30 fps on 6 year old laptop (open source drivers)
i read alot yesterday on xonotic forum and other places about vehicle problems
-since the engine didnt initially support vehicles, their presence in the game is "an ugly hack" (but no small feat if you ask me), and "client side" iirc ?
they say problems with vehicles:
-movement on slopes or uneven terrain iirc and someone was trying to rewrite
-something else about collision detection, vehicle hitbox
-lag on game with many vehicles/projectiles cause of the clientside part
what i want to know
-are the vehicles problems solved/solvable the way your code is heading, or does it require recoding at a more basic level
all in all is a nice game, i can only imagine the kind of work that was put into it
i keep find it amazing what can you do with open source
although it would be easier if EA and others would release the source of some older games
-the map with big open spaces and two castles, whats it called couldnt get in the castle or when in couldnt get out, vhicles wouldnt always spawn, (also is there any cheat to spawn vehicles? found somewhere and tried sv_cheats 1; restart; vhspawn ... wouldnt work)
This map, if it is the desertcastles one, you have to shoot the doors to open, if it is the opposingcastles (grass trees) map with the portocullus gates you have to shoot a button inside.
For vehicle mutator it spawns 2 vehicles per player (or bot) spawn untill it reaches your set maximum
you can do vhspawn and press enter to get the info on that cheat, it's vhspawn rotation vhnumber spawnflags I think I recall.
-are the vehicles problems solved/solvable the way your code is heading, or does it require recoding at a more basic level
If it is desired I could spawn them quicker, not based on player spawn. At the first player spawn I could spawn an entity, and then spawn in the vehicles all at once using the .think of that entity, or a few ever X seconds till max, etc. If such thing is desired. I haven't done so yet as usually there are alot of spawning and dying and the vehicles are in within a min or to
(also minplayers 10; minplayers 0; slowmo 20; (wait), slowmo 1, is often what I do)
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
Some guns require loading before they can be fired (press R). Others fire some things on mouse button 1 and other things on mouse button 2. Some require other players to man the turrets (there is a command to change seat).
Check the input dialogue, the various commands are listed there.
Vehic code isn't really that much of a hack, as far as I think, but I'm not the original author, I just extended the stuff.
ChaosEsque has more than vanilla xonotic asfar as vehicle hitboxes. For longer vehicles we add more hitboxes so the shape of the model is adhered to vis-a-vi hitboxen (think early before-calculus way of computing area beneath a curve). This is done for helicopter rotors aswell, so you can gib with them
(if you are a passanger in a vehicle (not pilot) you can press 1 to 9 number to switch seats)
Hmm looks like I triple posted somehow..
Glad you like it. Some people said they played this version on a Lan and had fun.
Yes. It seems however there may have been found an antidote: systemd etc. Basically corp/govt take over embrace-and-extend-and-extinguish tactics perfected to destroy OSS while adhering to the license. OSS used to always be transparent, do one thing well, easy to hack at, and honest (not forcing things on the user, and tried to be cross platform). That's all out the window with the new way :(.
sirs where do i redeem code,
this is sirius problem