abalfoort / Q2RTX

NVIDIA’s implementation of RTX ray-tracing in Quake II
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Builds fine on Linux but game always starts main game. #1

Closed abalfoort closed 1 year ago

abalfoort commented 1 year ago

After build, the .map files are copied to the respective directories.

Starting MP1 shows the right start screen, but when starting a new game, it always starts the main game (base1).

However, after base1 is started and I open the game console and run: gamemap xswamp It will start the MP1 and it seems to work fine.

The same for MP2: q2rtx +set game rogue Start a game. Starts base1. gamemap rmine1 Will start MP2.

In some places it is too dark to be playable: use the flashlight (bind r "toggle cl_flashlight").

Console output:

$ ./q2rtx +set game xatrix
------- FS_Init -------
Current search path:
/home/arjen/.quake2rtx/xatrix
/home/arjen/.quake2rtx/baseq2
/home/arjen/.quake2rtx/baseq2/pak8.pak (122 files)
/home/arjen/.quake2rtx/baseq2/pak7.pak (88 files)
/home/arjen/.quake2rtx/baseq2/pak6.pak (2191 files)
/home/arjen/.quake2rtx/baseq2/pak5.pak (59 files)
/home/arjen/.quake2rtx/baseq2/pak3.pak (8 files)
/home/arjen/.quake2rtx/baseq2/pak2.pak (2 files)
/home/arjen/.quake2rtx/baseq2/pak1.pak (279 files)
/home/arjen/.quake2rtx/baseq2/pak0.pak (3307 files)
/home/shared/Games/quake2/xatrix
/home/shared/Games/quake2/xatrix/pak0.pak (832 files)
/home/shared/Games/quake2/baseq2
/home/shared/Games/quake2/baseq2/shaders.pkz (94 files)
/home/shared/Games/quake2/baseq2/q2rtx_media.pkz (4054 files)
/home/shared/Games/quake2/baseq2/blue_noise.pkz (258 files)
/home/shared/Games/quake2/baseq2/backgrounds.pkz (3 files)
/home/shared/Games/quake2/baseq2/addonsounds.pkz (23 files)
/home/shared/Games/quake2/baseq2/pak8.pak (122 files)
/home/shared/Games/quake2/baseq2/pak7.pak (88 files)
/home/shared/Games/quake2/baseq2/pak6.pak (2191 files)
/home/shared/Games/quake2/baseq2/pak5.pak (59 files)
/home/shared/Games/quake2/baseq2/pak3.pak (8 files)
/home/shared/Games/quake2/baseq2/pak2.pak (2 files)
/home/shared/Games/quake2/baseq2/pak1.pak (279 files)
/home/shared/Games/quake2/baseq2/pak0.pak (3307 files)
12944 files in PAK files
4432 files in PKZ files
-----------------------
Logging console to logs/console.log
Execing default.cfg
Execing q2rtx.cfg
Execing q2config.cfg

Engine version: q2rtx 1.6.0-SkacikPL-6e3511ea, built on Dec 11 2022                                                                              

------- S_Init -------
][ALSOFT] (WW) No audio support detected in PipeWire. See the PipeWire options in alsoftrc.sample if this is wrong.
[ALSOFT] (WW) Failed to initialize backend "pipewire"
[ALSOFT] (WW) pthread_setschedparam failed: Operation not permitted (1)
[ALSOFT] (WW) pthread_setschedparam failed: Operation not permitted (1)
OpenAL initialized.
----------------------
Loaded 2392 materials from materials/baseq2.mat
----- init_vulkan -----
Available Vulkan layers: 
  VK_LAYER_NV_optimus
  VK_LAYER_MANGOHUD_overlay
  VK_LAYER_MESA_device_select
  VK_LAYER_VALVE_steam_overlay_32
  VK_LAYER_VALVE_steam_overlay_64
  VK_LAYER_VALVE_steam_fossilize_32
  VK_LAYER_VALVE_steam_fossilize_64
  VK_LAYER_MESA_overlay
Vulkan instance extensions required by SDL2: 
  VK_KHR_surface
  VK_KHR_xlib_surface
Supported Vulkan instance extensions: 
  VK_KHR_device_group_creation (requested)
  VK_KHR_display
  VK_KHR_external_fence_capabilities
  VK_KHR_external_memory_capabilities
  VK_KHR_external_semaphore_capabilities
  VK_KHR_get_display_properties2
  VK_KHR_get_physical_device_properties2
  VK_KHR_get_surface_capabilities2
  VK_KHR_surface (requested)
  VK_KHR_surface_protected_capabilities
  VK_KHR_wayland_surface
  VK_KHR_xcb_surface
  VK_KHR_xlib_surface (requested)
  VK_EXT_acquire_xlib_display
  VK_EXT_debug_report (requested)
  VK_EXT_debug_utils (requested)
  VK_EXT_direct_mode_display
  VK_EXT_display_surface_counter
SLI: using device group 0 with 1 device(s).
Physical device 0: NVIDIA GeForce RTX 3060
Supported Vulkan device extensions:
  VK_KHR_16bit_storage
  VK_KHR_8bit_storage
  VK_KHR_acceleration_structure
  VK_KHR_bind_memory2
  VK_KHR_buffer_device_address
  VK_KHR_copy_commands2
  VK_KHR_create_renderpass2
  VK_KHR_dedicated_allocation
  VK_KHR_deferred_host_operations
  VK_KHR_depth_stencil_resolve
  VK_KHR_descriptor_update_template
  VK_KHR_device_group
  VK_KHR_draw_indirect_count
  VK_KHR_driver_properties
  VK_KHR_dynamic_rendering
  VK_KHR_external_fence
  VK_KHR_external_fence_fd
  VK_KHR_external_memory
  VK_KHR_external_memory_fd
  VK_KHR_external_semaphore
  VK_KHR_external_semaphore_fd
  VK_KHR_format_feature_flags2
  VK_KHR_fragment_shader_barycentric
  VK_KHR_fragment_shading_rate
  VK_KHR_get_memory_requirements2
  VK_KHR_global_priority
  VK_KHR_image_format_list
  VK_KHR_imageless_framebuffer
  VK_KHR_maintenance1
  VK_KHR_maintenance2
  VK_KHR_maintenance3
  VK_KHR_maintenance4
  VK_KHR_multiview
  VK_KHR_pipeline_executable_properties
  VK_KHR_pipeline_library
  VK_KHR_present_id
  VK_KHR_present_wait
  VK_KHR_push_descriptor
  VK_KHR_ray_query
  VK_KHR_ray_tracing_maintenance1
  VK_KHR_ray_tracing_pipeline
  VK_KHR_relaxed_block_layout
  VK_KHR_sampler_mirror_clamp_to_edge
  VK_KHR_sampler_ycbcr_conversion
  VK_KHR_separate_depth_stencil_layouts
  VK_KHR_shader_atomic_int64
  VK_KHR_shader_clock
  VK_KHR_shader_draw_parameters
  VK_KHR_shader_float16_int8
  VK_KHR_shader_float_controls
  VK_KHR_shader_integer_dot_product
  VK_KHR_shader_non_semantic_info
  VK_KHR_shader_subgroup_extended_types
  VK_KHR_shader_subgroup_uniform_control_flow
  VK_KHR_shader_terminate_invocation
  VK_KHR_spirv_1_4
  VK_KHR_storage_buffer_storage_class
  VK_KHR_swapchain
  VK_KHR_swapchain_mutable_format
  VK_KHR_synchronization2
  VK_KHR_timeline_semaphore
  VK_KHR_uniform_buffer_standard_layout
  VK_KHR_variable_pointers
  VK_KHR_vulkan_memory_model
  VK_KHR_workgroup_memory_explicit_layout
  VK_KHR_zero_initialize_workgroup_memory
  VK_EXT_4444_formats
  VK_EXT_attachment_feedback_loop_layout
  VK_EXT_blend_operation_advanced
  VK_EXT_border_color_swizzle
  VK_EXT_buffer_device_address
  VK_EXT_calibrated_timestamps
  VK_EXT_color_write_enable
  VK_EXT_conditional_rendering
  VK_EXT_conservative_rasterization
  VK_EXT_custom_border_color
  VK_EXT_depth_clip_control
  VK_EXT_depth_clip_enable
  VK_EXT_depth_range_unrestricted
  VK_EXT_descriptor_indexing
  VK_EXT_discard_rectangles
  VK_EXT_display_control
  VK_EXT_extended_dynamic_state
  VK_EXT_extended_dynamic_state2
  VK_EXT_external_memory_dma_buf
  VK_EXT_external_memory_host
  VK_EXT_fragment_shader_interlock
  VK_EXT_global_priority
  VK_EXT_global_priority_query
  VK_EXT_graphics_pipeline_library
  VK_EXT_host_query_reset
  VK_EXT_image_2d_view_of_3d
  VK_EXT_image_drm_format_modifier
  VK_EXT_image_robustness
  VK_EXT_image_view_min_lod
  VK_EXT_index_type_uint8
  VK_EXT_inline_uniform_block
  VK_EXT_line_rasterization
  VK_EXT_load_store_op_none
  VK_EXT_memory_budget
  VK_EXT_mesh_shader
  VK_EXT_multi_draw
  VK_EXT_mutable_descriptor_type
  VK_EXT_non_seamless_cube_map
  VK_EXT_opacity_micromap
  VK_EXT_pci_bus_info
  VK_EXT_physical_device_drm
  VK_EXT_pipeline_creation_cache_control
  VK_EXT_pipeline_creation_feedback
  VK_EXT_pipeline_robustness
  VK_EXT_post_depth_coverage
  VK_EXT_primitive_topology_list_restart
  VK_EXT_primitives_generated_query
  VK_EXT_private_data
  VK_EXT_provoking_vertex
  VK_EXT_queue_family_foreign
  VK_EXT_robustness2
  VK_EXT_sample_locations
  VK_EXT_sampler_filter_minmax
  VK_EXT_scalar_block_layout
  VK_EXT_separate_stencil_usage
  VK_EXT_shader_atomic_float
  VK_EXT_shader_demote_to_helper_invocation
  VK_EXT_shader_image_atomic_int64
  VK_EXT_shader_module_identifier
  VK_EXT_shader_subgroup_ballot
  VK_EXT_shader_subgroup_vote
  VK_EXT_shader_viewport_index_layer
  VK_EXT_subgroup_size_control
  VK_EXT_texel_buffer_alignment
  VK_EXT_tooling_info
  VK_EXT_transform_feedback
  VK_EXT_vertex_attribute_divisor
  VK_EXT_vertex_input_dynamic_state
  VK_EXT_ycbcr_2plane_444_formats
  VK_EXT_ycbcr_image_arrays
  VK_NV_clip_space_w_scaling
  VK_NV_compute_shader_derivatives
  VK_NV_cooperative_matrix
  VK_NV_copy_memory_indirect
  VK_NV_corner_sampled_image
  VK_NV_coverage_reduction_mode
  VK_NV_cuda_kernel_launch
  VK_NV_dedicated_allocation
  VK_NV_dedicated_allocation_image_aliasing
  VK_NV_device_diagnostic_checkpoints
  VK_NV_device_diagnostics_config
  VK_NV_device_generated_commands
  VK_NV_fill_rectangle
  VK_NV_fragment_coverage_to_color
  VK_NV_fragment_shader_barycentric
  VK_NV_fragment_shading_rate_enums
  VK_NV_framebuffer_mixed_samples
  VK_NV_geometry_shader_passthrough
  VK_NV_inherited_viewport_scissor
  VK_NV_linear_color_attachment
  VK_NV_memory_decompression
  VK_NV_mesh_shader
  VK_NV_optical_flow
  VK_NV_ray_tracing
  VK_NV_ray_tracing_invocation_reorder
  VK_NV_ray_tracing_motion_blur
  VK_NV_representative_fragment_test
  VK_NV_sample_mask_override_coverage
  VK_NV_scissor_exclusive
  VK_NV_shader_image_footprint
  VK_NV_shader_sm_builtins
  VK_NV_shader_subgroup_partitioned
  VK_NV_shading_rate_image
  VK_NV_viewport_array2
  VK_NV_viewport_swizzle
  VK_NVX_binary_import
  VK_NVX_image_view_handle
  VK_NVX_multiview_per_view_attributes
Physical device 1: llvmpipe (LLVM 11.0.1, 256 bits)
Supported Vulkan device extensions:
  VK_KHR_bind_memory2
  VK_KHR_dedicated_allocation
  VK_KHR_driver_properties
  VK_KHR_get_memory_requirements2
  VK_KHR_incremental_present
  VK_KHR_maintenance1
  VK_KHR_relaxed_block_layout
  VK_KHR_sampler_mirror_clamp_to_edge
  VK_KHR_storage_buffer_storage_class
  VK_KHR_swapchain
  VK_EXT_external_memory_dma_buf
  VK_EXT_private_data
  VK_GOOGLE_decorate_string
  VK_GOOGLE_hlsl_functionality1
Picked physical device 0: NVIDIA GeForce RTX 3060
Using VK_KHR_ray_query
FP16 support: yes
-----------------------
SDL mouse initialized.
====== Quake II RTX initialized ======

No server running.
Loaded game library from /home/shared/Games/quake2/xatrix/gamex86_64.so
Game is starting up.
Game is xatrix built on Dec 11 2022.
------- Server Initialization -------
SpawnServer: ntro.cin
0 entities inhibited.
0 teams with 0 entities.
-------------------------------------
Requesting connection... 1
Connected to loopback (protocol 36).
Can't "invuse", not connected
------- Server Initialization -------
SpawnServer: base1
28 entities inhibited.
1 teams with 2 entities.
-------------------------------------
Changing map...
Reconnecting...
Outer Base
loading base1
Execing maps/default.cfg
==== ShutdownGame ====
Shutting down OpenAL.
Closing console log.
abalfoort commented 1 year ago

Couldn't let it go. I fixed this issue by deleting ~/.quake2rtx. Now both MPs start up fine.