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Graphic Problem

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Regnum75217521 View user's profile Send private message

Reply with quote Sunday, February 10, 2013

Hello people,I need some help with the ZEQ2 revolution 5 i386 for linux.
I don't see the images well,the characters only have a black skeleton like the ones of the graphic design.
The menus looks all in grey and white squares,and the mouse looks the same...

I tested the .exe in wine and it work very good (ignoring the sound...that work very bad and crashes...)

I taked 1 screenshoot only,I don't know how to take more...the client stolens my mouse and doesn't let me to use the screenshoot button...



And here is my console outpout:

zeq2lite PB2_SVN1456:1466 linux-i386 Mar 16 2011
----- FS_Startup -----
Current search path:
/home/mauro/.ZEQ2/ZEQ2
/home/mauro/Escritorio/Juegos/ZEQ2 Revolution 5/ZEQ2

----------------------
0 files in pk3 files
execing default.cfg
execing zeq2config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk okay
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Estimated display aspect: 1.779
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
Available modes: '1280x720 1366x768 1024x600 800x480 1280x768 720x480 1280x600 640x480 800x600 1024x768'
GL_RENDERER: ATI Mobility Radeon HD 4200 Series
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...ignoring GL_ARB_vertex_shader

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Mobility Radeon HD 4200 Series
GL_VERSION: 3.3.11627 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp 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_explicit_attrib_location GL_ARB_fragment_coord_conventions 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_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment 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_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync 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_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float 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_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object 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_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_direct_state_access 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_provoking_vertex 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_storage GL_EXT_texture_swizzle GL_EXT_timer_query GLGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 windowed hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: disabled
Motionblur image set; width: 1024 height: 512
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... okay
SDL audio driver is "pulse".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 256
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
8192 samples
16 samplebits
1 submission_chunk
22050 speed
0xa342f60 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 744 jump table targets
VM file ui compiled to 557995 bytes of code
ui loaded in 819424 bytes on the hunk
33 arenas parsed
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.1.2
IP6: ::1
IP6: fe80::c646:19ff:fe3a:7858%eth1
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
^3WARNING: R_FindImageFile could not find 'players/Vechin/VechinBody.png' in shader 'VechinBody'
^3Shader VechinBody has a stage with no image
^3WARNING: R_FindImageFile could not find 'players/Vechin/VechinHead.png' in shader 'VechinHead'
^3Shader VechinHead has a stage with no image
^3WARNING: R_FindImageFile could not find 'players/Vechin/VechinLegs.png' in shader 'VechinLegs'
^3Shader VechinLegs has a stage with no image
----- Client Shutdown (Client quit) -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------

Konan View user's profile Send private message

Reply with quote Sunday, February 10, 2013

Why don't you just use Windows.

Regnum75217521 View user's profile Send private message

Reply with quote Sunday, February 10, 2013

Duh,bcse I don't want...the game got the linux client for something... Razz

Zeth The Admin View user's profile Send private message

Reply with quote Monday, February 11, 2013

These are likely shader/file pathing/name issues. Unix-based file systems are case-sensitive; however, most of the paths and filenames used by these kinds of third-party packs pay absolutely no mind to keeping properly organized conventions/structures.

I suspect that the official build does not have similar results?

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