You can subscribe to this list here.
2000 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(10) |
Nov
(66) |
Dec
(114) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2001 |
Jan
(92) |
Feb
(96) |
Mar
(61) |
Apr
(18) |
May
(33) |
Jun
(10) |
Jul
|
Aug
|
Sep
|
Oct
(1) |
Nov
|
Dec
|
From: <Kir...@ao...> - 2001-10-22 14:52:24
|
Ever since 0.1.99, there seems to be an issue with custom models being displayed correctly. To elaborate, I play Team Fortress constantly, and I use the DOX paks (http://www.planetfortress.com/tfdone_easy/dox), and the models are displayed incorrectly. They seem melted or warped, sort of like when GL meshes screw up. Another example is the biggren.mdl. Instead of looking warped, the wrong grenade model is displayed. For example, when an engineer throws an EMP, it displays a gas grenade instead, or when a spy throws a gas grenade, a pipebomb is displayed. What can be done about this? I also have another question. Was v_contentblend removed or has it been changed to something else? I've been out of the Quake scene for quite some time and am not up-to-date on all the new stuff. |
From: <no...@so...> - 2001-06-10 03:21:35
|
Bugs item #410224, was updated on 2001-03-20 20:04 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=410224&group_id=882 Category: Misc. Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: gfx.wad Initial Comment: am try to use quake forge, but am promted "W_LoadWadFile: can't load gfx.wad" how do i fix this? ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-06-09 20:21 Message: Logged In: NO I managed to name the id1 dir id then I got that. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-05-04 08:16 Message: Logged In: NO For the record, you do NOT need write permissions on the dir. (if for some reason you do, it's a bug.) The error refers to the fact that quakeforge is an engine only, and does not include data files (maps and everything else,) so it must be told where to find them. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-05-03 17:25 Message: Logged In: NO Set the path to the pak files correctly in /etc/quakeforge.conf like : --------------- // Location of shared data setrom fs_sharepath "/usr/share/games/quake" ------------------- ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-04-21 06:32 Message: Logged In: NO chmod -R 777 /myquakeforgefolder/bin cause the user needs write rights ./qf-client-x11 +set developer 1 >log cat log you do not heve the id binaries in the right folder everything has to be written lowcase ~/bin/id1/ pak0.pak pak1.pak ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-04-14 17:09 Message: Logged In: NO (from www.quakeworld.net) Try reinstalling Quake. Might be a bad gfx.wad in the PAK0.PAK? I haven't had this problem yet. (Reply with your system info, and ver. of QF, so it'll help the devel's..) ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=410224&group_id=882 |
From: <no...@so...> - 2001-06-09 15:02:05
|
Bugs item #228774, was updated on 2001-01-14 15:42 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=228774&group_id=882 Category: Crash Group: Visual/Audio Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) >Assigned to: Nobody/Anonymous (nobody) Summary: v2.99Beta6 hangs with sound enabled Initial Comment: Yo, dabb! It's back! At point "checking sounds," machine locks-up. Using "-nosound" in the commandline allows game to continue. Machine: Motherboard: P3v4x Processor: Pentium III 550e, oc to 733MHz Memory: 256Meg ECC Video: Matrox G400 Max; drivers v6.04 Sound: Diamond MX-300 ravenloft email: daf...@ya... ---------------------------------------------------------------------- Comment By: Jukka Sorjonen (dabb) Date: 2001-03-06 07:15 Message: Logged In: YES user_id=32334 btw, I've dropped borland support :-) I'll still might fix bugs for it when I feel like it and update makefiles now and then, but I don't "support" it. ---------------------------------------------------------------------- Comment By: Jukka Sorjonen (dabb) Date: 2001-02-07 08:02 Message: Try beta7. ---------------------------------------------------------------------- Comment By: Jukka Sorjonen (dabb) Date: 2001-01-15 03:08 Message: Now I wished this would never come back. Okay, I'll look, again ;-) ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=228774&group_id=882 |
From: <no...@so...> - 2001-06-09 15:01:42
|
Bugs item #227161, was updated on 2000-12-31 02:11 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=227161&group_id=882 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ray Hahn (drbunsen) >Assigned to: Nobody/Anonymous (nobody) >Summary: Clan Arena mod "auto setinfo" problem Initial Comment: I'd reported this before, and I believe that I later reported that it was fixed with beta5, but I that appears not to be the case. It is also happening with the "latest developer" version compiled on 12-30-2000. Here's what happens: 1) Start Clan Arena on the server. 2) Attach as a player. 3) Select a team (i.e. hit 1 or 2 to select blue or red). At this point Clan Arena will do some background stuff for you. It'll set your team to blue (or red, as the case may be), set bottomcolor and topcolor to your teams colors, and do a "setinfo oldteam blue" (or red). It appears that the QuakeForge code is not allowing that setinfo to work when it's first done on a server. The team and colors are set, but the "oldteam" setinfo information isn't set. In addition, every second the server sends to all the attached players the message: usage: setinfo [(key) (value) ] Basically the mod doesn't run since no rounds can start with that happening. There are 2 workarounds that seems to work OK. Have someone select a team and let the error messages start. Then either everyone must disconnect and reconnect, or everyone must do a "notready" command and then reselect teams. From then on it seems to run fine (or at least I think it does - it might start up again later for all I know). I've got a screenshot of what is broadcast at http://www.bunsenlabs.com/quake/quakeforge/bugreport1/quake02.jpg I also get an "unknown command: r_skyname" message when attaching to my server, but you probably already know about that. Ray Dr.Bunsen ---------------------------------------------------------------------- Comment By: Ray Hahn (drbunsen) Date: 2001-01-08 10:07 Message: OK, I'll admit a "DOH!" of sorts. It's actually with ClanArena_D which is what most Clan Arena servers are nowadays. The original Clan Arena stopped with v1.3, but MC-Sam (a clanmate of mine in The Muppet Clan) came up with the idea of scoring via damage inflicted and continued on the ClanArena name. The first damage scoring version from MC-Sam was v1.4 and everyone (or, at least, every server that I've seen) is now running v1.5. I've got a copy of it available at http://www.bunsenlabs.com/games/qw/cad15.zip. I'll email it to dabb in just a moment. As to whether it's coming from the client or the server, I don't know and I don't have a packet sniffer available so I'm not sure how to help with this beyond making the mod available (above) for someone who does have a packet sniffer. Otherwise let me know how I can help with this. I could set up a private port for just you guys to jump onto if you like. Ray Dr. Bunsen ---------------------------------------------------------------------- Comment By: Bill Currie (taniwha) Date: 2001-01-06 21:39 Message: Please determine whether this message is coming from the client or the server. While I HAVE found a potential source of this problem (see the bug link below), knowing where the message is coming from will help a lot. Using a packet sniffer is probably your best bet. ---------------------------------------------------------------------- Comment By: Bill Currie (taniwha) Date: 2001-01-06 21:10 Message: oops ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2000-12-31 11:59 Message: I couldn't reproduce this with latest binaries and clan arena v1.3 - everything worked without problems. Could you give me IP address of your server or some other server with that problem so I can do some testing? email: da...@us... ---------------------------------------------------------------------- Comment By: Jukka Sorjonen (dabb) Date: 2000-12-31 11:54 Message: Hm, looks pretty much like "alias" problem we were having long time ago. I'll try dig into this... ---------------------------------------------------------------------- Comment By: Ray Hahn (drbunsen) Date: 2000-12-31 02:13 Message: Sorry, it should be obvious, but just in case I should've mentioned that this is a problem with the server not with the client. Thanks! Ray Dr.Bunsen ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=227161&group_id=882 |
From: <no...@so...> - 2001-06-08 17:15:35
|
Bugs item #429854, was updated on 2001-06-03 09:13 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429854&group_id=882 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: n/a (sgtkilla) Assigned to: Nobody/Anonymous (nobody) Summary: Problem with 3dfx card Initial Comment: when i try to use quakeforge gl client, it gives me an illegal operation error. it has to do withg the glide2x.dll file what's wrong? ---------------------------------------------------------------------- Comment By: William Black (psychopheles) Date: 2001-06-08 10:15 Message: Logged In: YES user_id=195616 read above, earlier post, one had problems with the glide2x.dll file. The file "glide2x.dll" is either corrupt or out of date. Before I continue further, I must ask what 3dfx card you are currently using..? ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429854&group_id=882 |
From: <no...@so...> - 2001-06-08 17:14:15
|
Bugs item #427760, was updated on 2001-05-27 12:22 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427760&group_id=882 Category: Visual Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: error in WGL - glide2x.dll Initial Comment: QF-CLIENT-WGL causou uma falha de página inválida no módulo GLIDE2X.DLL em 0167:00704a4c. Registros: EAX=00000000 CS=0167 EIP=00704a4c EFLGS=00210206 EBX=00000009 SS=016f ESP=00a7fabc EBP=0000190a ECX=00000003 DS=016f ESI=00000009 FS=12a7 EDX=1000cf10 ES=016f EDI=010b0af0 GS=0000 Bytes em CS:EIP: 8b 04 bd bc ce 76 00 8b 0c b5 b8 ce 76 00 2b c1 Esvaziamento da pilha: 0000190a 010b0b44 010b0b00 00000009 00704bfe 010b0af0 00000009 00000000 1000cf10 00000003 00000000 10007868 00000003 010b0b30 00000188 00000008 (language are portuguese) PC CONFIG AMD K6 II - 400 mhz 64 mb ram Sound Blaster 16mb 3d: Diamond Monster 3d II ---------------------------------------------------------------------- Comment By: William Black (psychopheles) Date: 2001-06-08 10:14 Message: Logged In: YES user_id=195616 Make sure when you installed your card the file "GLIDE2X.DLL" is up to date. Also, my workaround was to delete the old "opengl32.dll" from the Quake directory and replace it with the "opengl32.dll" from your windows' system directory. Do not move the file from the system directory, but copy the file to your quake directory. I have a Voodoo3 PCI with 16MB SGRAM but it seems to have no problems.. Either your GLIDE2X.DLL file is corrupt or out of date. Go to your card manufacturer's web site and see if there is an update for the drivers. If there is, download and install the updates. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427760&group_id=882 |
From: <no...@so...> - 2001-06-08 17:10:00
|
Bugs item #429852, was updated on 2001-06-03 09:07 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429852&group_id=882 Category: Visual >Group: None >Status: Closed Resolution: None >Priority: 1 Submitted By: William Black (psychopheles) Assigned to: Nobody/Anonymous (nobody) Summary: QF-WGL mesh process fubar (0.3.0) Initial Comment: Components: Windows ME (Mayhem Edition;) Voodoo3 2000 PCI w/ 16MB SGRAM 733MHz Celeron, 64MB RAM. QF-CLIENT-WGL 0.2.99B7 Mesh does fine, skins are done OK. QF-CLIENT-WGL 0.3.0 Could be an errorneous routine in the mesh process, forcing *every* model to hold one skin -- I have connected to a server that uses different skins, but only that one skin is displayed for every player! Plus, if you decide to downgrade, the object sticks, reporting the same thing (Could you remesh?) The only solution I had done (And since I was able to) was to make a backup of the Quake dir before working... Perhaps an introduction of the older idea might do? --psychopheles ---------------------------------------------------------------------- >Comment By: William Black (psychopheles) Date: 2001-06-08 10:09 Message: Logged In: YES user_id=195616 This report is obsolete. It helps to enable skins. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429852&group_id=882 |
From: <no...@so...> - 2001-06-07 11:19:45
|
Bugs item #430999, was updated on 2001-06-07 04:19 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=430999&group_id=882 Category: Visual Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: GLX version is sloooow.. Initial Comment: I tried to compare Darkplaces GLX version and quakeforge GLX, using XFree86 4.0.3 and NVIDIA-1251 drivers for my TNT2 M64, fullscreen@640x480, show_fps 1. Here are results, map start: Darkplaces QF 0.3.0 spawn point 51 48 near mirror spawn point 60 33 near 2barreled shotgun spawn point 50 36 near water pool Pulled CVS version, recompiled - got about 1-2fps increase (good work, anyway!). Checking/unchecking various gl_ and r_ cvars gives very small difference (+1fps mostly), except GL_SKY_CLIP, which gives maximum +4fps at the spot near water, but whole image becomes covered with small white dots - very ugly. Loading skybox gave small increase even in areas without visible sky - about 1 fps, too. At the current level of perfomance, QF is quite unplayable on my system (PII-400) :( I could only dream of Darkplaces' perfomance (if it only had QW version...) ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=430999&group_id=882 |
From: <no...@so...> - 2001-06-05 19:13:26
|
Bugs item #430428, was updated on 2001-06-05 12:13 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=430428&group_id=882 Category: Visual Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: flash grens and flash mines Initial Comment: they totally blind u for 10 plus seconds were they only should do so for 3-5 seconds if u use the quakeworld and get hit by a flash the effect is minor in quakeforge its totally messed up plz address this issue bli...@ho... ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=430428&group_id=882 |
From: <no...@so...> - 2001-06-03 17:51:03
|
Bugs item #429854, was updated on 2001-06-03 09:13 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429854&group_id=882 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: n/a (sgtkilla) Assigned to: Nobody/Anonymous (nobody) Summary: Problem with 3dfx card Initial Comment: when i try to use quakeforge gl client, it gives me an illegal operation error. it has to do withg the glide2x.dll file what's wrong? ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429854&group_id=882 |
From: <no...@so...> - 2001-06-03 16:50:11
|
Bugs item #429852, was updated on 2001-06-03 09:07 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429852&group_id=882 Category: Visual Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: William Black (psychopheles) Assigned to: Nobody/Anonymous (nobody) Summary: QF-WGL mesh process fubar (0.3.0) Initial Comment: Components: Windows ME (Mayhem Edition;) Voodoo3 2000 PCI w/ 16MB SGRAM 733MHz Celeron, 64MB RAM. QF-CLIENT-WGL 0.2.99B7 Mesh does fine, skins are done OK. QF-CLIENT-WGL 0.3.0 Could be an errorneous routine in the mesh process, forcing *every* model to hold one skin -- I have connected to a server that uses different skins, but only that one skin is displayed for every player! Plus, if you decide to downgrade, the object sticks, reporting the same thing (Could you remesh?) The only solution I had done (And since I was able to) was to make a backup of the Quake dir before working... Perhaps an introduction of the older idea might do? --psychopheles ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=429852&group_id=882 |
From: <no...@so...> - 2001-05-29 18:15:09
|
Bugs item #420236, was updated on 2001-04-30 12:27 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=420236&group_id=882 Category: Networking Group: Minor Status: Open Resolution: None Priority: 5 Submitted By: William Black (psychopheles) Assigned to: Nobody/Anonymous (nobody) Summary: Client disconnect from server problems.. Initial Comment: Version: QF-Client-Win 0.3.0 Running: 733MHz Celeron w/ 64MB RAM, 56K v.90- complaint POS!, Windows Me (Mayhem edition ;). Summary: Seems that when I request QuakeForge to disconnect from a Quakeworld server, it does drop its connection but I do not see a "server disconnect" message. When I try getting back on, however, it takes a while before the server accepts the connection. There has been an instance when I am actually able to reconnect with little delay, but it usually disconnects me with an overflow message, or -- worse -- messages saying I am "back buffered", but allows my connection, only to have it dropped minutes later. The server I am connecting to is a Quakeworld 2.30 server. Perhaps the server needs to switch to Quakeforge? Also, Quakeworld Client has a similar problem, but when I do disconnect I almost always get a message saying (?) "server disconnected". ---------------------------------------------------------------------- Comment By: Adam Olsen (rhamphoryncus) Date: 2001-05-29 11:15 Message: Logged In: YES user_id=12364 I've noticed this too, although I don't know what causes it. The client sends off 3 "drop" messages before it quits, so either those aren't getting sent properly or they're not getting processed by the server. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=420236&group_id=882 |
From: <no...@so...> - 2001-05-29 18:06:19
|
Bugs item #427922, was updated on 2001-05-28 03:26 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427922&group_id=882 Category: Compiling Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Help me plz! Compiling error :( Initial Comment: Hi. I tried to compile QuakeForge 0.3.0 but it did not work. I opened the tar file and ran ./configure , that wen along fine but when I typed make I got a wayload of errors.. ---------------- fbset.c:203: `FB_ACCEL_MATROX_MGAG400' undeclared here (not in a function) fbset.c:203: initializer element for `Accelerators [26].id' is not constant fbset.c: In function `DisplayFBInfo': fbset.c:738: `FB_TYPE_VGA_PLANES' undeclared (first use in this function) fbset.c:738: (Each undeclared identifier is reported only once fbset.c:738: for each function it appears in.) make[1]: *** [fbset.o] Error 1 make[1]: Leaving directory `/home/jonas/quakeforge- 0.3.0/source' make: *** [all-recursive] Error 1 ---------------- What is wrong? I can compile other programs and stuff but QuakeForge just would not work... Any help apriciated.. ---------------------------------------------------------------------- Comment By: Adam Olsen (rhamphoryncus) Date: 2001-05-29 11:06 Message: Logged In: YES user_id=12364 add --with-fbdev=no to your configure line, eg ./configure --with-fbdev=no I've also changed the CVS version of newtree to disable fbdev by default. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427922&group_id=882 |
From: <no...@so...> - 2001-05-29 17:40:53
|
Bugs item #428273, was updated on 2001-05-29 04:31 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428273&group_id=882 Category: Networking Group: Mandatory >Status: Closed >Resolution: Fixed Priority: 5 Submitted By: Chris Ison (wildcode) Assigned to: Nobody/Anonymous (nobody) Summary: emodel and pmodel not in user info Initial Comment: it was pointed out to me pmodel and emodel are not being displayed in user info of current cvs quakeforge client, where it is with other most clients including orginal qw and quakeforge-old. This info is required by some admins to play on their servers. ---------------------------------------------------------------------- >Comment By: Bill Currie (taniwha) Date: 2001-05-29 10:40 Message: Logged In: YES user_id=2761 ok ok, ya got yer fix :P ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428273&group_id=882 |
From: <no...@so...> - 2001-05-29 11:31:54
|
Bugs item #428273, was updated on 2001-05-29 04:31 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428273&group_id=882 Category: Networking Group: Mandatory Status: Open Resolution: None Priority: 5 Submitted By: Chris Ison (wildcode) Assigned to: Nobody/Anonymous (nobody) Summary: emodel and pmodel not in user info Initial Comment: it was pointed out to me pmodel and emodel are not being displayed in user info of current cvs quakeforge client, where it is with other most clients including orginal qw and quakeforge-old. This info is required by some admins to play on their servers. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428273&group_id=882 |
From: <no...@so...> - 2001-05-29 07:10:55
|
Bugs item #428238, was updated on 2001-05-29 00:10 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428238&group_id=882 Category: Audio Group: Visual/Audio Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Wont work with Roger Wilco! Initial Comment: I Cant get quakeforge clients to work with my rogerwilco, but my qw client works fine, although i hate the qw client, i need to use rw for an advantage in my clan. Is there a way to fix this? If so please email me ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=428238&group_id=882 |
From: <no...@so...> - 2001-05-28 10:26:18
|
Bugs item #427922, was updated on 2001-05-28 03:26 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427922&group_id=882 Category: Compiling Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Help me plz! Compiling error :( Initial Comment: Hi. I tried to compile QuakeForge 0.3.0 but it did not work. I opened the tar file and ran ./configure , that wen along fine but when I typed make I got a wayload of errors.. ---------------- fbset.c:203: `FB_ACCEL_MATROX_MGAG400' undeclared here (not in a function) fbset.c:203: initializer element for `Accelerators [26].id' is not constant fbset.c: In function `DisplayFBInfo': fbset.c:738: `FB_TYPE_VGA_PLANES' undeclared (first use in this function) fbset.c:738: (Each undeclared identifier is reported only once fbset.c:738: for each function it appears in.) make[1]: *** [fbset.o] Error 1 make[1]: Leaving directory `/home/jonas/quakeforge- 0.3.0/source' make: *** [all-recursive] Error 1 ---------------- What is wrong? I can compile other programs and stuff but QuakeForge just would not work... Any help apriciated.. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427922&group_id=882 |
From: <no...@so...> - 2001-05-27 19:22:55
|
Bugs item #427760, was updated on 2001-05-27 12:22 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427760&group_id=882 Category: Visual Group: None Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: error in WGL - glide2x.dll Initial Comment: QF-CLIENT-WGL causou uma falha de página inválida no módulo GLIDE2X.DLL em 0167:00704a4c. Registros: EAX=00000000 CS=0167 EIP=00704a4c EFLGS=00210206 EBX=00000009 SS=016f ESP=00a7fabc EBP=0000190a ECX=00000003 DS=016f ESI=00000009 FS=12a7 EDX=1000cf10 ES=016f EDI=010b0af0 GS=0000 Bytes em CS:EIP: 8b 04 bd bc ce 76 00 8b 0c b5 b8 ce 76 00 2b c1 Esvaziamento da pilha: 0000190a 010b0b44 010b0b00 00000009 00704bfe 010b0af0 00000009 00000000 1000cf10 00000003 00000000 10007868 00000003 010b0b30 00000188 00000008 (language are portuguese) PC CONFIG AMD K6 II - 400 mhz 64 mb ram Sound Blaster 16mb 3d: Diamond Monster 3d II ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=427760&group_id=882 |
From: <no...@so...> - 2001-05-20 22:57:07
|
Bugs item #422797, was updated on 2001-05-09 15:12 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=422797&group_id=882 Category: Compiling Group: Minor Status: Open Resolution: None Priority: 5 Submitted By: William Black (psychopheles) Assigned to: Nobody/Anonymous (nobody) Summary: Not quite compiled... (May 06 src) Initial Comment: Attempted to MAKE using mingw32 -> got this. [buildnum.o] Error 2 (File cannot be found) Do I need a separate compiler that does this? ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-05-20 15:57 Message: Logged In: NO <Psychopheles> This was the QF Client for Windows Software (qf-client-win) tree I tried to compile. Was it possible I missed a few steps? Perhaps would BUILD be a good idea, or does MAKE incorporate that? ---------------------------------------------------------------------- Comment By: Bill Currie (taniwha) Date: 2001-05-16 14:05 Message: Logged In: YES user_id=2761 which tree? ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=422797&group_id=882 |
From: <no...@so...> - 2001-05-18 13:24:23
|
Bugs item #425170, was updated on 2001-05-18 06:24 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=425170&group_id=882 Category: None Group: None Status: Open Resolution: None Priority: 5 Submitted By: Ludovic Drolez (ldrolez) Assigned to: Nobody/Anonymous (nobody) Summary: white screen with glx+tnt1+xfree 3.3 Initial Comment: Hi ! I have no problem to compile quakeforge 0.3.0 with glx, but when I try to run it on my tnt+xfree 3.3 setup, what I get is just a white page... And Quake II works perfectly with glx. any clue ? Ludovic. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=425170&group_id=882 |
From: <no...@so...> - 2001-05-16 21:25:53
|
Bugs item #411935, was updated on 2001-03-28 08:04 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=411935&group_id=882 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: qf svga client fails to initialize mouse Initial Comment: msg when starting quake: svgalib: Failed to initialize mouse. however the id binaries and the merged tree binaries do work. I'm using a ps/2 mouse and svgalib 1.9.7 but it didn't work with 1.4.x (2?) aswell. so i think it is not my fault but a bug in qf newtree. i tested it with the latest version from cvs ---------------------------------------------------------------------- >Comment By: Bill Currie (taniwha) Date: 2001-05-16 14:25 Message: Logged In: YES user_id=2761 that will be differences in svgalib as I believe the id binarys use an old version. ---------------------------------------------------------------------- Comment By: Engelke Eschner (tekai) Date: 2001-04-10 23:55 Message: Logged In: YES user_id=2765 after chmod o+w /dev/psaux it did work. nonetheless i don't think it's a stabdard setting and the id binaries didn't it. ---------------------------------------------------------------------- Comment By: Bill Currie (taniwha) Date: 2001-03-30 11:24 Message: Logged In: YES user_id=2761 do you have r/w access to the mouse device? that is the leading cause of problems ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=411935&group_id=882 |
From: <no...@so...> - 2001-05-16 21:23:45
|
Bugs item #413544, was updated on 2001-04-03 14:54 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=413544&group_id=882 Category: Gameplay Group: Critical Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: skin bug in glqf 0.3.0 Initial Comment: When playing ctf with qf gl client ver 0.3.0 I get skin and color problems. The skin doesnt seem to be set correctly. I get accused of skin cheating because of this. They say that the color i swhite or something else but bnever the correct color 4 4 and 13 13. I have a Geforce2 GTS. The servers that I play on are qf 0.2.99beta6 and 0.3.0. When using the std glqw client 2.40 and mglqwcl this problem does not appear. ---------------------------------------------------------------------- >Comment By: Bill Currie (taniwha) Date: 2001-05-16 14:23 Message: Logged In: YES user_id=2761 this is caused by info string overflow in OLDER /CLIENTS/ (assisted by qf-server:/). qf allows longer stings than id did and this CAN cause problems, though what will be 0.3.1 should reduce the likelyhood of this (by not sending so much to the clients) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-04-05 11:12 Message: Logged In: NO http://quake.sourceforge.net/files/newtree-win32-current.zip ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=413544&group_id=882 |
From: <no...@so...> - 2001-05-16 21:14:09
|
Bugs item #417894, was updated on 2001-04-21 13:58 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=417894&group_id=882 Category: Interface Group: Critical >Status: Pending >Resolution: Fixed Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: quakeforge hurts my eyes (newtree) Initial Comment: I don' t know why, but quakeforge glx hurts my eyes.. i' ve tried to adjust contrast and brightness but still hurts my eyes.. i can' t play it. my hardware: 3dfx voodoo3 3000 k7 650mhz syncmaster 550s (monitor) i've tried both linux and windows versions.. and both hurts my eyes.. ---------------------------------------------------------------------- >Comment By: Bill Currie (taniwha) Date: 2001-05-16 14:14 Message: Logged In: YES user_id=2761 this should be fixed. use vid_gamma to adjust brightness now (1 is normal, 1.45 default, 2 is brighter) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2001-05-09 11:44 Message: Logged In: NO ya qf hurts my eyes too. it just looks so outdated and gay. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=417894&group_id=882 |
From: <no...@so...> - 2001-05-16 21:12:56
|
Bugs item #422738, was updated on 2001-05-09 11:41 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=422738&group_id=882 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: took long enough to match ql's progress Initial Comment: GG kthxno you people still around? oh god that's sad. -lith ---------------------------------------------------------------------- >Comment By: Bill Currie (taniwha) Date: 2001-05-16 14:12 Message: Logged In: YES user_id=2761 hahahahaha ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=422738&group_id=882 |
From: <no...@so...> - 2001-05-16 21:12:22
|
Bugs item #418052, was updated on 2001-04-22 11:32 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=418052&group_id=882 Category: Compiling Group: None >Status: Pending >Resolution: Fixed Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: snd_mem.c on alpha 21164 Initial Comment: got this while compiling: gcc -DHAVE_CONFIG_H -I. -I. -I../include -I../include -I/usr/include/SDL -D_REENTRANT -I/usr/X11R6/include -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations -pipe -Wall -Werror -c snd_mem.c cc1: warnings being treated as errors snd_mem.c: In function `DumpChunks': snd_mem.c:311: warning: cast from pointer to integer of different size make[1]: *** [snd_mem.o] Error 1 make[1]: Leaving directory `/installs/quakeforge-0.3.0/source' make: *** [all-recursive] Error 1 ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=100882&aid=418052&group_id=882 |