Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Slackware 12.2 - After Intro Games Will Not Work (yet)
dennola4 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Jul 2009
Reputation: 0
#1
Solved: 5 Years, 9 Months ago Slackware 12.2 - After Intro Games Will Not Work (yet)

I'll start by saying I think you guys are cool for porting to Linux and for offering the whole trilogy for $5. Also, I'm relatively new to Linux and am slowly learning on Slackware 12.2, so any instructions should be extremely clear and assume absolutely nothing.

This said, here is where I'm at. The install went fine (/home/Dennis). Well no, actually I foolishly did rm -f -r and reinstalled TWICE before realizing that the problem wasn't with the install, but anyway it's installed in /home/Dennis and there are working desktop icons.

When I hit the icons nothing happened. I read a post here that suggested running glxinfo | grep and sure enough DRI = no. The Slackware forum suggested a solution for getting DRI to work which involved X -configure. I followed it and suddenly the game (Overture) starts.

But after the intro not only is there no game, the screen resolution is 600x800, the mouse is frozen and I have to force a shutdown.

With Black Plague I get through the intro and decide to choose the option to learn the controls. The screen is almost all white with some big beige pixels though I can read the text. And again, when I hit esc the whole computer freezes. So I'm guessing it's graphics card/driver issue.

I'd love to see this resolved. The game seems great and I'm eager to play. Thanks in advance.
07-19-2009, 01:38 PM
Find
Urkle Offline
FG - Associate

Posts: 1,172
Threads: 31
Joined: Jul 2006
Reputation: 21
#2
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

What video card do you have? Can you post the entire output of glxinfo? Plus the hpl.log from the .frictionalgames/Penumbra/ subdirectory?

Developing away on one of
Multiple Macs running 10.6, 10.7, 10.8, and 10.9.
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB
07-19-2009, 07:09 PM
Website Find
dennola4 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Jul 2009
Reputation: 0
#3
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

I am on a laptop -- Dell Inspiron 6000 -- and the video card is : 128MB ATI Mobility Radeon X300Video Card

The output of glxinfo (you asked for it) is:

Dennis@slackware:~$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_visual_select_group
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
    GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap
GLX version: 1.2
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
    GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_SGI_make_current_read,
    GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,
    GLX_SGIX_fbconfig, GLX_SGIX_visual_select_group
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) 915GM 20061017 x86/MMX/SSE2
OpenGL version string: 1.3 Mesa 7.0.3
OpenGL extensions:
    GL_ARB_depth_texture, GL_ARB_fragment_program, GL_ARB_imaging,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_point_parameters,
    GL_ARB_shadow, 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_crossbar,
    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_window_pos,
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
    GL_EXT_cull_vertex, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
    GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
    GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels,
    GL_EXT_point_parameters, GL_EXT_polygon_offset, 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_texture, GL_EXT_texture3D, 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_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle,
    GL_EXT_vertex_array, GL_3DFX_texture_compression_FXT1,
    GL_APPLE_client_storage, GL_APPLE_packed_pixels,
    GL_ATI_blend_equation_separate, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
    GL_NV_blend_square, GL_NV_light_max_exponent, GL_NV_texture_rectangle,
    GL_NV_texgen_reflection, GL_NV_vertex_program, GL_NV_vertex_program1_1,
    GL_OES_read_format, GL_SGI_color_matrix, GL_SGI_color_table,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SUN_multi_draw_arrays

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x23 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x24 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x25 24 tc  0 32  0 r  y  .  8  8  8  8  0  0  0  0  0  0  0  0 0 None
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  0  0  0  0  0  0  0  0 0 None
0x27 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x28 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x29 24 tc  0 32  0 r  y  .  8  8  8  8  0  0  0 16 16 16 16  0 0 Slow
0x2a 24 tc  0 32  0 r  .  .  8  8  8  8  0  0  0 16 16 16 16  0 0 Slow
0x2b 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x2c 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x2d 24 dc  0 32  0 r  y  .  8  8  8  8  0  0  0  0  0  0  0  0 0 None
0x2e 24 dc  0 32  0 r  .  .  8  8  8  8  0  0  0  0  0  0  0  0 0 None
0x2f 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x30 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x31 24 dc  0 32  0 r  y  .  8  8  8  8  0  0  0 16 16 16 16  0 0 Slow
0x32 24 dc  0 32  0 r  .  .  8  8  8  8  0  0  0 16 16 16 16  0 0 Slow
0x65 32 tc  0 32  0 r  .  .  8  8  8  8  0  0  0  0  0  0  0  0 0 Ncon
Dennis@slackware:~$

The output for the hpl.log is:

Check serial!
-------- THE HPL ENGINE LOG ------------

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating resource managers
Misc Creation
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init low level graphics
Setting video mode: 800 x 600 - 32 bpp
Init Glee...OK
Setting up OpenGL
  Max texture image units: 8
  Max texture coord units: 8
  Two sided stencil: 0
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 2
  Multisampling: 1
  Vertex Program: 1
  Fragment Program: 1
  NV Register Combiners: 0
  NV Register Combiners Stages: 141802944
  ATI Fragment Shader: 0
Creating graphic systems
  Creating Renderer2D
  Renderer2D created
  Creating Renderer3D
   Load Renderer3D gpu programs:
    Extrude
CG: 'ShadowExtrude_vp.cg' using profile: 'arbvp1'
CG: 'ShadowExtrude_fp.cg' using profile: 'arbfp1'
    Diffuse Vertex
CG: 'Diffuse_Color_vp.cg' using profile: 'arbvp1'
    Diffuse Fragment
CG: 'Diffuse_Color_fp.cg' using profile: 'arbfp1'
    Fog
CG: 'Fog_Solid_vp.cg' using profile: 'arbvp1'
CG: 'Fog_Solid_fp.cg' using profile: 'arbfp1'
   Creating fog textures: Solid Additive Alpha
CG: 'refract_vp.cg' using profile: 'arbvp1'
CG: 'refract_fp.cg' using profile: 'arbfp1'
CG: 'refract_special_fp.cg' using profile: 'arbfp1'
   init sky box
  Renderer3D created
Creating screen buffers size 800.000000 : 600.000000
Creating programs
CG: 'PostEffect_Blur_vp.cg' using profile: 'arbvp1'
CG: 'PostEffect_Blur_Rect_fp.cg' using profile: 'arbfp1'
CG: 'PostEffect_Blur_2D_fp.cg' using profile: 'arbfp1'
CG: 'PostEffect_Bloom_vp.cg' using profile: 'arbvp1'
CG: 'PostEffect_Bloom_fp.cg' using profile: 'arbfp1'
CG: 'PostEffect_Motion_vp.cg' using profile: 'arbvp1'
CG: 'PostEffect_Motion_fp.cg' using profile: 'arbfp1'
CG ERROR : The compile returned an error.
-----------------------------------
core/programs/PostEffect_Motion_fp.cg(32) : error C5013: profile does not support "for" statements and "for" could not be unrolled.
-----------------------------------
CG: Error loading: 'core/programs/PostEffect_Motion_fp.cg'!
ERROR: Couldn't create program 'PostEffect_Motion_fp.cg'
Dynamic loops in motion blur fp not supported, loading static instead.
CG: 'PostEffect_Motion_staticloop_fp.cg' using profile: 'arbfp1'
CG: 'PostEffect_DoF_vp.cg' using profile: 'arbvp1'
CG: 'PostEffect_DoF_fp.cg' using profile: 'arbfp1'
  RendererPostEffects created
Adding engine materials
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL.
  Trying to open audio device... Success!
  Device name: ALSA Software on default
  Number of mono sources: 32
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
WARNING: Language entry 'EventKeyInNoPower' in category '01_10_small_shaft' already exists!
Initializing Penumbra: Overture Episode 1
  Version    $Rev: 2553 $
  Date    $Date: 2008-04-09 23:06:19 -0400 (Wed, 09 Apr 2008) $
Checking Supported Profiles
  Profile CG_PROFILE_VP20 is supported
  Profile CG_PROFILE_ARBVP1 is supported
  Profile CG_PROFILE_ARBFP1 is supported
Trying to load vertex program!
CG: 'Test' using profile: 'arbvp1'
Success!
CG: 'DiffuseSpec_Light_vp.cg' using profile: 'arbvp1'
CG: 'DiffuseSpec_Light_Spot_vp.cg' using profile: 'arbvp1'
CG: 'BumpSpec_Light_fp.cg' using profile: 'arbfp1'
CG: 'BumpSpec_Light_Spot_fp.cg' using profile: 'arbfp1'
CG: 'Ambient_Color_fp.cg' using profile: 'arbfp1'
--------------------------------------------------------

Game Running
--------------------------------------------------------
Loading collada for 'maps/level00_01_boat_cabin.dae' took: 400 ms
CG: 'Fog_Trans_vp.cg' using profile: 'arbvp1'
CG: 'Fog_Trans_Alpha_fp.cg' using profile: 'arbfp1'
CG: 'Diffuse_Light_vp.cg' using profile: 'arbvp1'
CG: 'Diffuse_Light_Spot_vp.cg' using profile: 'arbvp1'
CG: 'Diffuse_Light_fp.cg' using profile: 'arbfp1'
CG: 'Diffuse_Light_Spot_fp.cg' using profile: 'arbfp1'
CG: 'Bump_Light_fp.cg' using profile: 'arbfp1'
CG: 'Bump_Light_Spot_fp.cg' using profile: 'arbfp1'
CG: 'Fog_Trans_Mod_fp.cg' using profile: 'arbfp1'
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
CG: 'BumpColorSpec_Light_fp.cg' using profile: 'arbfp1'
CG: 'BumpColorSpec_Light_Spot_fp.cg' using profile: 'arbfp1'
WARNING: Bone 'joint1' is not attached to skin!
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry for joint child '' is missing! Might be connected to bone.
WARNING: Geometry  joint parten '' is missing! Might be connected to bone.
ERROR: Child body 'joint1' for joint 'sjoint2' in mesh 'boat_dynamicparaffin.dae' does not exist!
ERROR: Cannot find sub entity 'parrafinlight_joint1' in mesh 'boat_dynamicparaffin.dae'
Loading map 'level00_01_boat_cabin.dae' took: 7197 ms

So that's where we're at so far. I guess now is a good time to reiterate that the first time I tried to play, after the initial fresh install, I panicked and ripped the whole directory and all contents from the machine then reinstalled into /usr/local/games. When it didn't work I ripped THAT directory out, re-reinstalled to /home/Dennis and then realized my issue was -- at the very least -- the DRI not being turned on. It occurs to me that this was crude and not a proper Uninstall. This is just to help you fully understand what you are diagnosing here.

Thanks.
07-19-2009, 08:53 PM
Find
Urkle Offline
FG - Associate

Posts: 1,172
Threads: 31
Joined: Jul 2006
Reputation: 21
#4
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

Can you run any other 3d accelerated games, like doom 3 or quake 3? Do you have the fglxr drivers from nvidia installed? (catalyst or whatever). I would suggest going to ATI's website and downloading the latest linux drivers for your card and installing them.

Developing away on one of
Multiple Macs running 10.6, 10.7, 10.8, and 10.9.
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB
07-20-2009, 02:13 PM
Website Find
dennola4 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Jul 2009
Reputation: 0
#5
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

Urkle,

first, to answer your question: no, I haven't played any 3D games on this machine. Saw Penumbra on Slashdot and decided to explore the genre of game since it seems intelligent and uses an intuitive physics engine.

As for the card, turns out I made a mistake. To figure out which card I have simply Googled my machine's specs, but when I actually looked in the machine it turns out the IGP is an intel 900/950.

So.....how to proceed?
(This post was last modified: 07-21-2009, 03:30 PM by commella.)
07-21-2009, 06:20 AM
Find
Urkle Offline
FG - Associate

Posts: 1,172
Threads: 31
Joined: Jul 2006
Reputation: 21
#6
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

I'd suggest start by running another 3d game like doom3 or quake3 (both have free demos) and see what happens.

Also are you running a 32bit or 64bit install of slackware?


Also the propriatary driver is http://support.amd.com/us/gpudownload/li...ng=English

Developing away on one of
Multiple Macs running 10.6, 10.7, 10.8, and 10.9.
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB
07-21-2009, 03:19 PM
Website Find
dennola4 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Jul 2009
Reputation: 0
#7
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

Ok, will try that (the Doom3 demo). The Slack I'm running is 32bit. As for the driver, I was asked in the Slackware forum last night if I had "downloaded anything from ATI's website?" and when I answered no they said, "Good. Don't. At least not yet." Not sure what that was all about.

Just trying to field advice carefully so I don't bork my system. Thanks again for your help. Eager to play the game.
07-21-2009, 03:41 PM
Find
dennola4 Offline
Junior Member

Posts: 5
Threads: 1
Joined: Jul 2009
Reputation: 0
#8
Solved: 5 Years, 9 Months ago RE: Slackware 12.2 - After Intro Games Will Not Work (yet)

Urkle,

I think I am discovering that I have insufficient hardware for this game. Therefore, I will not be able to play on this particular machine, by no fault of the game itself. I have decided instead to install it on PC I have access to at a location outside of the home, and hopefully that install will run smoothly. If not, then I guess I'll just roll up my sleeves and start building a home PC from scratch. What the hell. :-)

Thanks for patiently fielding my questions. Please consider this thread "resolved".



-Dennis in New Orleans, Louisiana.
07-22-2009, 06:09 AM
Find




Users browsing this thread: 1 Guest(s)