Hi!
Following Hans's suggestion in bug [1], I decided to make openarena work using quake3 engine available in repo. Everything seemed to work good, I even built the package in rawhide (but it's been already untagged) when it turned out that multiplayer is unplayable . First of all, quake3's openarena doesn't look for servers on dpmaster.deathmask.net master server (which is the right one for it) but the default one *even* if I explictly set sv_master1 parameter. But it's not a big problem at all. The much worse thing is that quake3's openarena just quits when I type known IP address of a server. It leaves following messages:
----- FS_Startup ----- Current search path: /home/ecik/.openarena/baseq3 /usr/share/quake3/baseq3 /usr/bin/baseq3
---------------------- 3573 files in pk3 files
pak0.pk3 is missing. Please copy it from your legitimate Q3 CDROM.
Point Release files are missing. Please re-install the 1.32 point release.
Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. ----- CL_Shutdown ----- RE_Shutdown( 1 ) ----------------------- Sys_Error: *** you need to install Quake III Arena in order to play *** Shutdown tty console
It was a bit surprising it behaves so since just after running it looks for files in proper directories (i.e. $HOME/.openarena/baseoa). Adding "+set fs_basegame baseoa +set fs_basepath $HOME/.openarena" seemed to be able to fix the problems but it didn't. Quake3's openarena now looks for files in proper directories, finds them but despite of: /home/ecik/.openarena/baseoa/pak0.pk3 (926 files) it still says: pak0.pk3 is missing. Please copy it from your legitimate Q3 CDROM.
I found a file [2] in ioquake3's svn and it probably clarifies things a little. It seems that ioquake3 just checks checksum of pk3 files and when they don't match, the game just crashes. Also, ioquake3 is written just to work with default baseq3 or demoq3, not with another files. Would be nice, thought, if somebody with better understanding of English has a look at [2]. So what we know now? The single player mode works without any problem, just as with openarena's binary. Multiplayer does not. I consider it odd, maybe there is somebody who knows more about ioquake3's command line parameters and there is a way to make it working. I'm afraid that changes made by openarena team to ioquake3 source are made to make multiplayer playable. However, I hope they're not. I'm writing this post because I count that somebody may help with fixing the package. Share your thoughts, if you need any more information, feel free to ask. Look at [3] to see spec file. Hope we'll find a way to fix it :)
[1]: https://bugzilla.redhat.com/show_bug.cgi?id=356591 [2]: http://svn.icculus.org/*checkout*/quake3/trunk/code/qcommon/files.c [3]: http://cvs.fedora.redhat.com/viewcvs/*checkout*/devel/openarena/openarena.sp...
Michał Bentkowski wrote:
Hi!
Following Hans's suggestion in bug [1], I decided to make openarena work using quake3 engine available in repo. Everything seemed to work good, I even built the package in rawhide (but it's been already untagged) when it turned out that multiplayer is unplayable . First of all, quake3's openarena doesn't look for servers on dpmaster.deathmask.net master server (which is the right one for it) but the default one *even* if I explictly set sv_master1 parameter. But it's not a big problem at all. The much worse thing is that quake3's openarena just quits when I type known IP address of a server. It leaves following messages:
I'm afraid I'm much too busy atm the take a look at this any other takers for taking a stab at this?
Regards,
Hans
Michał Bentkowski wrote:
Hi!
Following Hans's suggestion in bug [1], I decided to make openarena work using quake3 engine available in repo. Everything seemed to work good, I even built the package in rawhide (but it's been already untagged) when it turned out that multiplayer is unplayable . First of all, quake3's openarena doesn't look for servers on dpmaster.deathmask.net master server (which is the right one for it) but the default one *even* if I explictly set sv_master1 parameter. But it's not a big problem at all. The much worse thing is that quake3's openarena just quits when I type known IP address of a server. It leaves following messages:
I'm afraid I'm much too busy atm the take a look at this any other takers for taking a stab at this?
Regards,
Hans
----- FS_Startup ----- Current search path: /home/ecik/.openarena/baseq3 /usr/share/quake3/baseq3 /usr/bin/baseq3
3573 files in pk3 files
pak0.pk3 is missing. Please copy it from your legitimate Q3 CDROM.
Point Release files are missing. Please re-install the 1.32 point release.
Also check that your Q3 executable is in the correct place and that every file in the baseq3 directory is present and readable. ----- CL_Shutdown ----- RE_Shutdown( 1 )
Sys_Error: *** you need to install Quake III Arena in order to play *** Shutdown tty console
It was a bit surprising it behaves so since just after running it looks for files in proper directories (i.e. $HOME/.openarena/baseoa). Adding "+set fs_basegame baseoa +set fs_basepath $HOME/.openarena" seemed to be able to fix the problems but it didn't. Quake3's openarena now looks for files in proper directories, finds them but despite of: /home/ecik/.openarena/baseoa/pak0.pk3 (926 files) it still says: pak0.pk3 is missing. Please copy it from your legitimate Q3 CDROM.
I found a file [2] in ioquake3's svn and it probably clarifies things a little. It seems that ioquake3 just checks checksum of pk3 files and when they don't match, the game just crashes. Also, ioquake3 is written just to work with default baseq3 or demoq3, not with another files. Would be nice, thought, if somebody with better understanding of English has a look at [2]. So what we know now? The single player mode works without any problem, just as with openarena's binary. Multiplayer does not. I consider it odd, maybe there is somebody who knows more about ioquake3's command line parameters and there is a way to make it working. I'm afraid that changes made by openarena team to ioquake3 source are made to make multiplayer playable. However, I hope they're not. I'm writing this post because I count that somebody may help with fixing the package. Share your thoughts, if you need any more information, feel free to ask. Look at [3] to see spec file. Hope we'll find a way to fix it :)
Michał Bentkowski wrote:
Hi!
Following Hans's suggestion in bug [1], I decided to make openarena work using quake3 engine available in repo. Everything seemed to work good, I even built the package in rawhide (but it's been already untagged) when it turned out that multiplayer is unplayable . First of all, quake3's openarena doesn't look for servers on dpmaster.deathmask.net master server (which is the right one for it) but the default one *even* if I explictly set sv_master1 parameter. But it's not a big problem at all. The much worse thing is that quake3's openarena just quits when I type known IP address of a server. It leaves following messages:
Good news, I've had some time to work on this and I've made several small patches for the generic ioquake3 to make it play well together with openarena.
A build for devel is on its way here: http://koji.fedoraproject.org/koji/taskinfo?taskID=342449
Grep the srpm there and rebuild for F-8, or download the pre build rpms for devel.
The correct command to start openarena is: quake3 +set fs_homepath $HOME/.openarena +set fs_game baseoa +set cl_master dpmaster.deathmask.net
Assuming that ~/.openarena has already been created and populated by the current openarena launcher script.
Regards,
Hans
Hi! Thank you Hans, you did a really, really good job! All people here should appreciate it! I have one suggestion though. You've made a patch not to be asked by openarena for cdkey. It could be combined with another patch. When trying to connect to any server, in terminal could be read:
Resolving authorize.quake3arena.com authorize.quake3arena.com resolved to 192.246.40.56:27952
It's no use, because it even doesn't try to authorize the game then (which is a correct behaviour). In extreme example this useless resolving could slow down connecting to server. I wouldn't label this fix as must-do though. Anyway, thanks for fixes you've made once again!
11-01-08, Hans de Goede j.w.r.degoede@hhs.nl napisał(a):
Michał Bentkowski wrote:
Hi!
Following Hans's suggestion in bug [1], I decided to make openarena work using quake3 engine available in repo. Everything seemed to work good, I even built the package in rawhide (but it's been already untagged) when it turned out that multiplayer is unplayable . First of all, quake3's openarena doesn't look for servers on dpmaster.deathmask.net master server (which is the right one for it) but the default one *even* if I explictly set sv_master1 parameter. But it's not a big problem at all. The much worse thing is that quake3's openarena just quits when I type known IP address of a server. It leaves following messages:
Good news, I've had some time to work on this and I've made several small patches for the generic ioquake3 to make it play well together with openarena.
A build for devel is on its way here: http://koji.fedoraproject.org/koji/taskinfo?taskID=342449
Grep the srpm there and rebuild for F-8, or download the pre build rpms for devel.
The correct command to start openarena is: quake3 +set fs_homepath $HOME/.openarena +set fs_game baseoa +set cl_master dpmaster.deathmask.net
Assuming that ~/.openarena has already been created and populated by the current openarena launcher script.
Regards,
Hans
Fedora-games-list mailing list Fedora-games-list@redhat.com http://www.redhat.com/mailman/listinfo/fedora-games-list
Michał Bentkowski wrote:
Hi! Thank you Hans, you did a really, really good job! All people here should appreciate it! I have one suggestion though. You've made a patch not to be asked by openarena for cdkey. It could be combined with another patch. When trying to connect to any server, in terminal could be read:
Resolving authorize.quake3arena.com authorize.quake3arena.com resolved to 192.246.40.56:27952
It's no use, because it even doesn't try to authorize the game then (which is a correct behaviour). In extreme example this useless resolving could slow down connecting to server. I wouldn't label this fix as must-do though. Anyway, thanks for fixes you've made once again!
Erm, I'm not sure where you got the idea it doesn't even try to authorize, it does seem to connect and send a request judging from the code. I don't know whats done with the result, I guess the result gets ignored later on. But as I don't fully understand whats happening I would rather leave it as is.
Regards,
Hans