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I initially got this error by using the pre-built binaries installed by the .deb package that's downloadable, so I cloned the repo with GIT and built it myself locally, and I still get this error but I don't understand why.
The crashlog always says the same thing:
JK2MV: v1.3-125-g8a1a53e linux-amd64 Jul 13 2017
Initialising zone memory .....
----- FS_Startup -----
Current search path:
/home/zoya/.jk2mv/base/assetsmv.pk3 (56 files) [ unknown ]
/home/zoya/.jk2mv/base/assets5.pk3 (4 files) [ 1.04 ]
/home/zoya/.jk2mv/base/assets2.pk3 (289 files) [ 1.03 1.04 ]
/home/zoya/.jk2mv/base/assets1.pk3 (8011 files) [ 1.02 1.03 1.04 ]
/home/zoya/.jk2mv/base/assets0.pk3 (6674 files) [ 1.02 1.03 1.04 ]
/home/zoya/.jk2mv/base
/home/zoya/src/share/jk2mv/base
----------------------
15034 files in pk3 files
execing mpdefault.cfg
couldn't exec jk2mvconfig.cfg
couldn't exec jk2mvglobal.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "x11"
Initializing display
Display aspect: 1.250
...setting mode -2: 1280 1024
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x1024 640x480 800x600 832x624 1024x768 1152x864 720x400'
GL_RENDERER: Gallium 0.4 on NV94
Initializing OpenGL extensions
...GL_S3_s3tc available
...GL_EXT_texture_compression_s3tc available
...ignoring texture compression
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...using GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_NV_register_combiners not found
...GL_EXT_texture_lod_bias available
Initializing Shaders
...loading 'shaders/jk2mv.shader_mv'
...loading 'shaders/mp.shader'
...loading 'shaders/test.shader'
...loading 'shaders/text_crawl.shader'
...loading 'shaders/bespin.shader'
...loading 'shaders/cinematics.shader'
...loading 'shaders/common.shader'
...loading 'shaders/decals.shader'
...loading 'shaders/doomgiver.shader'
...loading 'shaders/effects.shader'
...loading 'shaders/explosions.shader'
...loading 'shaders/flares.shader'
...loading 'shaders/fogs.shader'
...loading 'shaders/gfx.shader'
...loading 'shaders/gfx2.shader'
...loading 'shaders/imperial.shader'
...loading 'shaders/items.shader'
...loading 'shaders/marks.shader'
...loading 'shaders/metashader.shader'
...loading 'shaders/models.shader'
...loading 'shaders/nar_shaddaa.shader'
...loading 'shaders/players.shader'
...loading 'shaders/sabers.shader'
...loading 'shaders/scavenger.shader'
...loading 'shaders/skies.shader'
...loading 'shaders/sprites.shader'
...loading 'shaders/system.shader'
...loading 'shaders/ui.shader'
...loading 'shaders/yavin.shader'
...loading 'shaders/zoom.shader'
...loading 'shaders/sabers.dynglow'
----- finished R_Init -----
------- sound initialization -------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulseaudio".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 44100
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
------------------------------------
----- Sound Info -----
sound system is muted
1 stereo
16384 samples
16 samplebits
1 submission_chunk
44100 speed
0x31278d0 dma buffer
No background file.
----------------------
Sound memory manager started
Loading library file jk2mvmenu.
----- CL_Shutdown -----
RE_Shutdown( 1 )
Closing SDL audio device...
SDL audio device shut down.
-----------------------
Failed loading library file: jk2mvmenu
No errors were reporting during the build, and the configuration is exactly the same as on my other machine, which runs this fine. First I built the default release then I built a debug and it's always the same thing. jk2mvmenu_amd64.so is in the same folder as jk2mvmp -- which was the solution when I encountered this problem on my other machine.
Any other files or logs you want or need that would help?
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