Author Topic: Updated AprQ2 for Mac and Linux users  (Read 54214 times)

Offline VaeVictis

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Re: Updated AprQ2 for Mac and Linux users
« Reply #45 on: March 01, 2011, 12:22:15 AM »
well on the bright side when alls said and done youll have learned something about your mac you never knew before :P

AND aprq2 will kick the shit out of the half broken horrid mac client youve been running

I am really, really hoping so.  I'll take some before and after screen shots to see if there is a noticeable difference.

If I build the game in the same quake2/baseq2 folder, will it reference the same config.cfg autoexec.cfg player skins, maps, etc?

should... but youll want to build another config for it customized for aprq2 :)

also... the graphics are the least important part of running an updated client :D you get tons of really nice features that actually make running the client worth it, otherwise everyone would be running around with shit like EGL and Q2E or something instead of r1q2 :)
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Offline Jay Dolan

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Re: Updated AprQ2 for Mac and Linux users
« Reply #46 on: March 01, 2011, 05:05:18 AM »
There is one bug in aprq2 that will stop it from working.

Source file ~/aprq2/qcommon/files.c, line 1298 should read:


      int len = snprintf(gdir,sizeof(gdir),"%s/quake2/%s/", homedir, dir);

NOT


      int len = snprintf(gdir,sizeof(gdir),"%s/.quake2/%s/", homedir, dir);

Actually, that's intentional and correct.  On all flavors of Unix, files and directories beginning with "." are hidden (you know this, I'm sure).  It's common practice to store user preferences and things (in our case, .cfg files, downloaded maps and skins, etc..) in a hidden directory in the user's home; e.g. ~/.my_app/some_settings.foo.  Quake is just following suit; any and all Quake engine you run on any flavor of Unix will do this.

So far in this thread, I've recommended just installing the game to ~/.quake2 (the user-specific directory) just for the sake of simplicity (not worrying about permissions).  However, you could very easily install Quake2 and AprQ2 to e.g. /opt/local/games/quake2 if you had a multi-user machine and you wanted other accounts to be able to play Quake2.  In this case, your /opt/local/games/quake2 would look like:

/opt/local/games/quake2
                                       ./aq2
                                       ./baseq2/pak0.pak
                                       ./baseq2/pak1.pak
                                       ./baseq2/gamei386.so

It would be owned by root, and readable by all.  You would not have any config files or other user-specific data there.  Then, when the game runs, it will look for your config files and stuff in ~/.quake2/baseq2.  It would place any auto-downloaded maps and skins in ~/.quake2/baseq2/*, and it would write screenshots to ~/.quake2/baseq2/scrnshot, etc.  This is how it's meant to be installed, and that is why that line of code looks as it does.

Hope this helps,

Jay
« Last Edit: March 01, 2011, 05:09:43 AM by Jay Dolan »
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #47 on: March 01, 2011, 05:20:26 AM »
Unfortunately I am still having issues, and unfortunately, I am out of time (have to leave for work right now).  I extracted pak10.pak to the home directory, but things still aren't functioning properly so I'll have to try to either start from scratch later or pick up from where I left off. 

Sorry to make this so difficult on you guys, I do appreciate the help.
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Offline Jay Dolan

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Re: Updated AprQ2 for Mac and Linux users
« Reply #48 on: March 01, 2011, 06:24:27 AM »
I'll see if I can get a GoTo Meeting or WebEx trial account.  We could hop online and you could let me "drive" on your computer and I'll get it going.  Sound good?

Jay

Offline QwazyWabbit

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Re: Updated AprQ2 for Mac and Linux users
« Reply #49 on: March 01, 2011, 04:55:45 PM »
There is one bug in aprq2 that will stop it from working.

Source file ~/aprq2/qcommon/files.c, line 1298 should read:


      int len = snprintf(gdir,sizeof(gdir),"%s/quake2/%s/", homedir, dir);

NOT


      int len = snprintf(gdir,sizeof(gdir),"%s/.quake2/%s/", homedir, dir);

Actually, that's intentional and correct.  On all flavors of Unix, files and directories beginning with "." are hidden (you know this, I'm sure).  It's common practice to store user preferences and things (in our case, .cfg files, downloaded maps and skins, etc..) in a hidden directory in the user's home; e.g. ~/.my_app/some_settings.foo.  Quake is just following suit; any and all Quake engine you run on any flavor of Unix will do this.

So far in this thread, I've recommended just installing the game to ~/.quake2 (the user-specific directory) just for the sake of simplicity (not worrying about permissions).  However, you could very easily install Quake2 and AprQ2 to e.g. /opt/local/games/quake2 if you had a multi-user machine and you wanted other accounts to be able to play Quake2.  In this case, your /opt/local/games/quake2 would look like:

/opt/local/games/quake2
                                       ./aq2
                                       ./baseq2/pak0.pak
                                       ./baseq2/pak1.pak
                                       ./baseq2/gamei386.so

It would be owned by root, and readable by all.  You would not have any config files or other user-specific data there.  Then, when the game runs, it will look for your config files and stuff in ~/.quake2/baseq2.  It would place any auto-downloaded maps and skins in ~/.quake2/baseq2/*, and it would write screenshots to ~/.quake2/baseq2/scrnshot, etc.  This is how it's meant to be installed, and that is why that line of code looks as it does.

Hope this helps,

Jay


OK, I see what you are doing now, my first impression was that it was a typo. However, I think you'll need a package installer for widespread use (if macs can be said to be widespread) since the average mac user isn't going to grok this. The app works fine when you start it from a terminal - "./aq2" but it fails when you try to start it from the Finder. I suspect this might also fail in other nix's when started from folder browsers.

Here's what the terminal looks like when I try to launch aq2 from Finder:

Nike:~ me$ /Users/geoff/quake2/aq2 ; exit;
using /Users/me/.quake2/baseq2/ for writing
couldn't exec default.cfg
couldn't exec aprconfig.cfg
Console initialized.

------- sound initialization -------
Starting SDL audio callback...
SDL audio initialized.
sound sampling rate: 22050
------------------------------------
--------- [Loading Renderer] ---------
Using /System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib for OpenGL...setting mode 3: 640 480
Tue Mar  1 16:23:49 Nike.local aq2[32025] <Warning>: CGDisplayIsCaptured: Fixing up display ID 0x42728c2 for offline mux head to 0x42728c0
Error: Couldn't load conchars.pcx
logout

This looks an awful lot like Vae's favorite topic of discussion. :)

When you hide the application folder you now need a symlink to be able to launch it from the finder.
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #50 on: March 01, 2011, 06:23:27 PM »
Okay.  So I tried something new this time.  I created a folder called "aprq2."  Added subfolder baseq2.  Put in paks 0/1, hi res pak, and then added 3 other pak files that I had recently downloaded labeled as 2-4.

svn co svn://quake2world.net/aprq2/trunk aprq2
cd aprq2
make

I tried opening aq2 in finder but received the same message.

I opened terminal and entered:
erik-aaltos-mac-mini:~ eandm$ cd ~/aprq2
erik-aaltos-mac-mini:aprq2 eandm$ ./aq2
Added pakfile './baseq2/pak2.pak' (3936 files).
Added pakfile './baseq2/pak3.pak' (4077 files).
Added pakfile './baseq2/pak4.pak' (3568 files).
Added pakfile './baseq2/pak10.pak' (1655 files).
using /Users/eandm/.quake2/baseq2/ for writing
couldn't exec default.cfg
execing aprconfig.cfg
Console initialized.

------- sound initialization -------
Starting SDL audio callback...
SDL audio initialized.
sound sampling rate: 22050
------------------------------------
--------- [Loading Renderer] ---------
Using /System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib for OpenGL...setting mode 9: 1600 1200
Error: (SDLGL) SDL SetVideoMode failed: No video mode large enough for 1600x1200

erik-aaltos-mac-mini:aprq2 eandm$

I got the game to open ONCE through terminal, went to change the video mode to 1600x1200 and fullscreen and it crashed, with an error message that it couldn't support that screen size.  It saved that setting, and now every time that I attempt to open it through terminal I get the same SetVideoMode failed: error message.  I absolutely do not care if I have to manually enter in: cd ~/aprq2    ./aq2   to get the game to work.  That doesn't bother me.  If it works, it works.  How do I get around this new issue?  I opened up the config file that was written into /aprq2 but it only has about 5 lines.

// Recommended settings (1680x1050) -- copy this into autoexec.cfg

set fs_allpakloading 1

set gl_mode -1
set r_customwidth 1680
set r_customheight 1050

set gl_scale 2.0
set ch_scale 2.0

Is there another config/settings file in which I can just manually change the video mode to 7 or 8 and it will load fine?
 
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #51 on: March 01, 2011, 06:27:45 PM »
Nevermind, I found aprconfig written in baseq2 of aprq2.  I just wasn't looking in the correct spot. 

Jay, if we can find a solution to getting the game to launch from finder, that would be nice, but for the meantime I can open it from terminal and that's all that matters.  I am really excited!!

I really don't know why I was having so many issues before, but it looks like it's working now and that's all that matters.
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #52 on: March 01, 2011, 07:09:51 PM »
Okay, so I have started to get all my files moved over into the aprq2, but I have encountered another weird issue I can't seem to get rid of.

In game, my mouse stops at a certain point in either direction, meaning I can't move it laterally and move 360 degrees, I am limited to about 30 degrees in either direction.  Any ideas?
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Offline QwazyWabbit

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Re: Updated AprQ2 for Mac and Linux users
« Reply #53 on: March 01, 2011, 08:27:16 PM »
Okay, so I have started to get all my files moved over into the aprq2, but I have encountered another weird issue I can't seem to get rid of.

In game, my mouse stops at a certain point in either direction, meaning I can't move it laterally and move 360 degrees, I am limited to about 30 degrees in either direction.  Any ideas?

I experienced the same problem on my macbook pro.
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #54 on: March 02, 2011, 04:09:56 AM »
Did you find any way around it?

I am using a Razer Copperhead at the moment. 

I'm not really sure what could be causing it....when I enter the menu options, the mouse sticks a little at first but then I have full control and can take it to all edges of the screen, once I exit the menu and am back in game, I'm back to the same sticking issues.
« Last Edit: March 02, 2011, 04:15:43 AM by erik »
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Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #55 on: March 02, 2011, 04:26:34 AM »
Also getting this error message when I try to load a map on my own or "demomap x.dm2"

Multiplayer is fully functional.

------- Loading gamei386.so -------
********************
ERROR: failed to load game DLL
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Offline Jay Dolan

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Re: Updated AprQ2 for Mac and Linux users
« Reply #56 on: March 02, 2011, 05:01:35 AM »
Nice!  Glad you have it [mostly] working!

You're apparently missing the gamei386.so file in your installation directory.  You need to copy (or symlink) the gamei386.so from where you built the game into your baseq2 folder.  So if your copy of the source code is at ~/aprq2-src and your copy of the game is at ~/aprq2, then you would do:

cp ~/aprq2-src/releasei386/gamei386.so ~/aprq2/baseq2

And then you should be all set. 

I still think it'd be worthwhile to let me verify your install and maybe clean it up a little bit via GoTo Meeting or something.  But it's your call, so let me know if you want to do that..

Also, regarding the mouse thing, yep, I have seen that bug, but for me it only happened after `vid_restart`.  So if I start the game and just play, it works fine.  If I change anything that requires a vid_restart, then the mouse is screwed and I have to quit and relaunch the game.

I'm elbow-deep in some pretty major Quake2World changes this week, but hopefully this weekend or so I'll find a little time to address some of these AprQ2 bugs.  Also, if anyone else is able to fix these issues and would like write-access to my Subversion repo, just ask!

Jay

Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #57 on: March 02, 2011, 07:14:35 AM »
I would be fine with you digging through stuff to make sure it is okay.  I have been dragging files from quake2/baseq2 as needed (maps/players).

What timezone (I am EST, in NC) do you live in and when are you most available for something like this to work?

I am in the middle of working a store opening and so I'm a 9-5 all of this week, Sat/Sun is usually -  "spend time with me because I'm your wife, don't play stupid video games."  The following week I am a little more open in the morning M-Th (starting at 10/11 AM those 4 days), 2-7 on Fri, Sat/Sun out the door again.

Mon/Tue Mar 14/15 I am free until 6PM or so.


On the topic of the mouse bug with vid_restart....I know I had some keys bound to gl_modulate 2 vid_restart gl_modulate 99 sky black, which I undid.  There had previously been some similar commands in an autoexec.cfg, which also execs 1.cfg and demo.cfg, so I tried digging through those to remove anything that said vid_restart or modified display settings.  Do I have to remove all things in the config that are different than default?

Even after attempting all of these changes, I still did not have full mouse functionality.  Can you think of anything else I could do so that when I load the game I can actually play?
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Offline Jay Dolan

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Re: Updated AprQ2 for Mac and Linux users
« Reply #58 on: March 02, 2011, 09:30:28 AM »
Taking this conversation to PM :)

Offline erik

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Re: Updated AprQ2 for Mac and Linux users
« Reply #59 on: March 03, 2011, 07:08:41 AM »
Fixed the demo playback issue....even though I could have sworn I copied/pasted pak 0/1 from q2/baseq2 to aprq2/baseq2, apparently the files weren't there the last time that I built the game.  Once I pasted them, I was able to "map q2dm1" from console and have it load without the whatever.dll error message.  Demomap erikrapesah!.dm2 worked fine.
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November 04, 2024, 03:37:55 PM
Stay cozy folks.

Everything is gonna be fine.
 

|iR|Focalor

October 31, 2024, 08:56:37 PM

Costigan_Q2

October 17, 2024, 06:31:53 PM
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Tom Servo

October 11, 2024, 03:35:36 PM
HAHAHAHAHAHA
 

|iR|Focalor

October 10, 2024, 12:19:41 PM
I don't worship the devil. Jesus is Lord, friend. He died for your sins. He will forgive you if you just ask.
 

rikwad

October 09, 2024, 07:57:21 PM
Sorry, I couldn't resist my inner asshole.

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