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Post by Sabotuer [Q2C] on Oct 17, 2012 14:14:20 GMT -5
I got windows 7 on my comp now, but I don't seem to be making quake 2 work, I tried out berserker, but no luck, can someone help
PS: I'm working on a new map, done with the rough outlook but need q2 to work so I can finish it
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Post by Wixen1 [Q2C] on Oct 18, 2012 2:41:37 GMT -5
I got windows 7 on my comp now, but I don't seem to be making quake 2 work, I tried out berserker, but no luck, can someone help PS: I'm working on a new map, done with the rough outlook but need q2 to work so I can finish it Hi Sabo...I made a thread some years ago on this topic: leray.proboards.com/index.cgi?board=q2mods&action=display&thread=2831Maybe you can find some ansvars there. -W1
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Post by grieve[Q2C] on Oct 18, 2012 13:40:07 GMT -5
maybe these executables work for you ?
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Post by Sabotuer [Q2C] on Oct 18, 2012 15:48:54 GMT -5
hmmm, ok, I tried the r1q2, but that didn't work (what I got out of leray's link that might help), said that it needed ref_r1gl.dll instead of ref_gl.dll , but I don't know how I get that to work, should I maybe rename the ref_r1gl.dll file to ref_gl.dll?
after that I tried grieves' executables, but that didn't seem to work either, perheps because I installed both berserker and r1q2 in the same folder and now they are all interfering with each other.
should I start all this over again, install q2 into 2 seperate folders and try each one out?
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Post by knightmare on Oct 18, 2012 16:24:52 GMT -5
Try this test build of my v3.24 unofficial patch: www.markshan.com/knightmare/downloads/quake2-3.24-win32-test1.zipIf you think different engines are interfering with each other, just delete the .cfg files other than default.cfg and autoexec.cfg. That's about the only thing that could cause interference, and even that shouldn't happen if an engine is properly coded to use its own config file. My own KMQ2 even uses its own save slots.
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Post by Sabotuer [Q2C] on Oct 18, 2012 16:42:46 GMT -5
I get the message: "couldn't fall back to software refresh"
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Post by knightmare on Oct 18, 2012 17:32:13 GMT -5
Do you have the original ref_soft.dll in your Quake2 folder? That error seems to be caused by a failure to load the software renderer.
Try adding "+set vid_ref gl" to the command line of your shortcut to force it to use the OpenGL renderer.
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Post by Sabotuer [Q2C] on Oct 19, 2012 18:14:20 GMT -5
I do not have ref_soft.dll in my quake 2 folder :S
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Post by knightmare on Oct 20, 2012 1:37:51 GMT -5
So what appears to have happened is that ref_gl failed to load, and then it tried to load ref_soft and failed, too.
Try adding "+set logfile 1" to the command line. This will output the console contents (that you can't see) to a text file called qconsole.log. Run Q2 with this parameter, and post the contents of this file.
I have a hunch about specifically what error you'll see.
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Post by Sabotuer [Q2C] on Oct 22, 2012 6:18:50 GMT -5
Winsock Initialized Console initialized. ------- Loading ref_soft.dll ------- LoadLibrary("ref_soft.dll") failed
as you suspected, it doesn't run ref_soft.dll
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Post by knightmare on Oct 23, 2012 20:48:22 GMT -5
You forgot "+set vid_ref gl". You need to force it to use ref_gl and see why that doesn't load.
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Post by Sabotuer [Q2C] on Oct 24, 2012 16:16:35 GMT -5
Winsock Initialized Console initialized. ------- Loading ref_gl.dll ------- ref_gl version: GL 0.01 Initializing OpenGL display ...setting mode 3: 640 480 FS ...attempting fullscreen ...using desktop display depth of 32 ...calling CDS: ok GL PFD: color(32-bits) Z(24-bit) GL_VENDOR: ATI Technologies Inc. GL_RENDERER: AMD Radeon HD 7700 Series GL_VERSION: 4.2.11762 Compatibility Profile Context GL_EXTENSIONS: GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels 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_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_
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Post by knightmare on Oct 24, 2012 21:27:26 GMT -5
Is that the entire contents of qconsole.log or did you truncate it? Just leave out the GL_EXTENSIONS section, as it's too damn big. The error should come after that. You could also try the test build of my unofficial 3.24 patch. It skips the extensions string on renderer startup: www.markshan.com/knightmare/downloads/quake2-3.24-win32-test1.zip
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Post by Sabotuer [Q2C] on Oct 25, 2012 14:01:57 GMT -5
that's the entire content of qconsole.log The game actually starts but it crashes immidietly
If use your test build the same thing happens but the qconsole.log shows up empty
I would like to point out, which I should probably have done before, that I'm not using a cd-version but a downloaded one
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Post by knightmare on Oct 25, 2012 21:39:28 GMT -5
Well, didn't think this would be necessary... Can you restore ref_soft.dll so you can see in-game the console output when it tries to load ref_gl? It's in the 3.20 patch (open this self-extractor with WinZip or 7-Zip to extract just ref_soft.dll): www.gamershell.com/download_4377.shtmlThis problem might be driver-related, but even if the extension string exceeds 8KB it should no longer cause a crash with my unofficial patch.
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