The log from vbo_vertices_some_tris.log, which causes visual bugs, is not different in it's critical parts from the one vbo_verticles, which does NOT. Good games like quake 4 and nexuiz are available for linux.Also many steam games are also compatible with linux but make. Which can't be the cause, since it works in vbo setting. ^7scripts/common.shader parsing warning: unknown surfaceparm "skip" nexuiz-linux-glx.sh -nosound -developer -condebug +gl_paranoid 1 Nexuiz-linux-x86_64-glx: main/api_arrayelt.c:1316: _ae_invalidate_state: Assertion `!actx->mapped_vbos' failed. +gl_mesh_testarrayelement 1 with message: Nexuiz is a great free first person shooter that you can play as singleplayer or multiplayer with friends on LAN and internet. R_Mesh_Draw: invalid vertex index 0 (outside range 2226 - 2230) in element3s array Transparent walls fixed, but still no weapons, no enemies: Using Nexuiz 2.5.2 everything an default and "Vertices some Tris (compatible)" enabled with the various command line options: What results in corrupted display (some walls transparent, no enemies, no weapons) is the setting "Vertices some Tris (compatible)". Here some test results for intel GM965 (GMA X3100).Īs previously stated Vertex Buffer Objects : "Disable"|"Vertices" fixes the problem for me. You may also want to try different Effects presets in the options menu to see if you can tickle the bug and isolate the causal relationships. safe (uses OpenGL 1.1 API only, no extensions) nofragmentshader (disables use of GLSL shaders) Options that will almost certainly make things appear, but will perform poorly: There are other options that might be involved but those are the likely suspects. +gl_mesh_drawrangeelements 0 (causes game to use glDrawElements instead of glDrawRangeElements) +gl_mesh_testarrayelement 1 (causes game to use glArrayElement instead of glDrawRangeElements, slow) +gl_mesh_testmanualfeeding 1 (causes game to use glVertex and friends instead of glDrawRangeElements, slow) nocva (disables use of GL_EXT_compiled_vertex_array) novbo (disables use of GL_ARB_vertex_buffer_object) notexturenonpoweroftwo (disables use of non-power-of-two texture sizes) Options that may tickle the bug (use in any combination you like and see if they fix it): This should produce a log named ~/.nexuiz/data/qconsole.log containing many details of how the renderer is operating, and if any GL errors were reported. Please provide a log of running the game with these extra commandline options: The complete letter and background details are on the Alientrap forum page.If it is a regression it is not necessarily the same one, it could be a shader compile error or other silent problems. They would like IllFonic to re-release the old homepage and market the commercial project under a different name. However, he failed to tell them that the game was to be marketed under the same name, thereby virtually undermining the open source version.Ī few members of the Nexuiz community thus addressed IllFonic and Vermeulen in an open letter with their concerns. Apparently Vermeulen had asked a few developers if it were alright to use the code for commercial projects and that most agreed to it. IllFonic wants to market Nexuiz as a commercial game on Playstations and other consoles. The founder of the game, Lee Vermeulen, according to an open letter to the community and IllFonic, who stopped contributing to the project four years ago, sold the domain to the Colorado-based video game developer IllFonic. What many developers and Nexuiz enthusiasts were expecting to be an announcement for a new version ended up being a disappointment. The domain was meanwhile sold to IllFonic and the game will be sold commercially. A link at the top of the page points to the Alientrap webpage for the original open source game. Visitors to the new Nexuiz homepage will find, instead of the usual downloads, an ad for a new game.
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