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Savage: XR is a new patch for Savage, created by the Newerth.com staff. The XR1.1 Client is out now! Download it now!
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1  Savage XR / Support Forum / Re: REPORT: Linux Savage XR Bugs on: October 09, 2012, 05:26:46 am
Hi!
Thank you for the fast reply!  Shocked

Did as you said. The game runs slow as hell in 1024x786, but does now. (looks like pure software renderer?) Please note that I also installed libtxc-dxtn-s2tc0 instead of the pre-installed libtxc-dxtn0 which seems to bring the missing s3tc already? Will have to check with a clean install this afternoon. Smiley

Kind regards,

Bigfoot29

Edit: Here are the results: Said package (libtxc...) did the trick. By default, Ubuntu - same as most distributions - don't ship nonfree algorithms. You had to load it manually. If you start Ubuntu then in 2D mode and put the graphic details to low and have lowest resolutions, the game should be able to load and you should be able to spectate and play SMALL games. I keep constant reconnects with bigger servers such as G&G with 40+ players. Maybe this is something you might want to add to the D/L-Page that you might need to add a lib that is called "libtxc-dxtn-s2tc0" on Ubuntu?
2  Savage XR / Support Forum / Re: REPORT: Linux Savage XR Bugs on: October 08, 2012, 10:08:31 pm
Hi.

First of all: Congrats for final XR. "Was about damn time" to quote a well known virtual person. ^^ However, I have a few issues when trying to get it working on my Samsung NC10 with Stock Ubuntu 12.04 LTS. (x32)

Here is what happens:
The game installer takes time, but works in the end. Updates the same. When launching the game, I see the loading screen with the settings to 1024x768 and silverback version. But as soon as it finishes loading I see the title screen just blinking before it gets simple white. Audio seems to be working fine. Find the  debug log attached:

************************************************************
Silverback Engine starting up...
[2012-10-08]
[22:57:36]
VERSION INFO
=====================================
(video res goes here)
Silverback build date: Sep 17 2012
Net Protocol: 12
Silverback XR

Version stamp is now OFF
running with glib version 2.16.6
masterserver.savage.s2games.com resolved to 216.127.51.199
freetype headers don't match binary! - compiled against 2.3.7!
---------------------------------------------------------
Vid_Init():
 * Adding mode 1: 1920x1080x32
 * Adding mode 2: 1680x1050x32
 * Adding mode 3: 1440x900x32
 * Adding mode 4: 1280x1024x32
 * Adding mode 5: 1280x960x32
 * Adding mode 6: 1280x720x32
 * Adding mode 7: 1152x864x32
 * Adding mode 8: 1024x768x32
 * Adding mode 9: 832x624x32
 * Adding mode 10: 800x600x32
 * Adding mode 11: 720x400x32
 * Adding mode 12: 640x480x32
attempting to set the following video mode: 1024 x 768 x 32 (32 bit depth buffer)
attempting to set the following video mode: 1024 x 768 x 32 (24 bit depth buffer)
Screen Res: 1024 x 768
Screen BPP: 32
Depth Buffer Size: 24

Vendor     : Tungsten Graphics, Inc
Renderer   : Mesa DRI Intel(R) 945GME x86/MMX/SSE2
Version    : 1.4 Mesa 8.0.4
Extensions : GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_NV_vertex_program GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_vertex_program1_1 GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_rectangle GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_EXT_separate_shader_objects GL_ARB_ES2_compatibility GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_robustness

SDL_GL_RED_SIZE: requested 8, got 8
SDL_GL_GREEN_SIZE: requested 8, got 8
SDL_GL_BLUE_SIZE: requested 8, got 8
SDL_GL_DEPTH_SIZE: requested 32, got 24
SDL_GL_DOUBLEBUFFER: requested 1, got 1
Anti-aliasing not enabled
Using mode 8: 1024x768x32
OpenGL: Vendor: Tungsten Graphics, Inc
OpenGL: Renderer: Mesa DRI Intel(R) 945GME x86/MMX/SSE2
OpenGL: Version: 1.4 Mesa 8.0.4
OpenGL: Extensions: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_NV_vertex_program GL_ARB_depth_texture GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_vertex_program1_1 GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_pixel_buffer_object GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_rectangle GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_gpu_program_parameters GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_map_buffer_range GL_EXT_separate_shader_objects GL_ARB_ES2_compatibility GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_EXT_provoking_vertex GL_ARB_robustness
Enabling GL extension ARB_vertex_buffer_object
Enabling GL extension EXT_compiled_vertex_array
Enabling GL extension EXT_texture_env_combine
Enabling GL extension ARB_multitexture
Enabling GL extension EXT_secondary_color
Enabling GL extension EXT_separate_specular_color
Extension NV_register_combiners not available
Enabling GL extension EXT_texture_env_dot3
Extension EXT_texture_compression_s3tc not available
Enabling GL extension ARB_texture_compression
OpenGL: s3tc seems to be supported

--------------------------------------
Initializing GLSL
Enabling GL extension ARB_shading_language_100
Enabling GL extension ARB_shader_objects
Enabling GL extension ARB_vertex_shader
Enabling GL extension ARB_fragment_shader
Detecting supported Shader Model...
- Shader Model 2 detected
^gGLSL supported
--------------------------------------

---------------------------------------------------------
Sound Output Driver Type: Advanced Linux Sound Architecture
0 - default
1 - null
2 - pulse
3 - sysdefault:CARD=Intel
4 - front:CARD=Intel,DEV=0
5 - surround40:CARD=Intel,DEV=0
6 - surround41:CARD=Intel,DEV=0
7 - surround50:CARD=Intel,DEV=0
8 - surround51:CARD=Intel,DEV=0
9 - surround71:CARD=Intel,DEV=0
10 - dmix:CARD=Intel,DEV=0
11 - dsnoop:CARD=Intel,DEV=0
12 -




In the end is the only bug I see that the program seems to have issues with freetype. (Microsoft freetype fonts not installed as of now but were not requested in the install howto.)

Is there something I am missing? Does Savage require OpenGL 2.0 as of now? glxgears works. as does glxinfo. (saying basically the same as the log file above.)

Thanks in advance...

Regards, Bigfoot29
3  Announcements / Main Page News / Re: Relic hunting on: April 07, 2011, 12:26:21 pm
Whow... that sounds great!  Grin

Any news on the relics?  Smiley

Regards, Bigfoot29
4  Announcements / Main Page News / Re: Relic hunting on: March 26, 2011, 11:50:06 am
Well, I am having some sort of Linux pre-2.0-Demo and a lot of (later) SEP/Ex2-Files... however, nothing before 1.3/1.4 me thinks... The question is: What are you looking for that cannot be restored/recreated?

Regards, Bigfoot29
5  Announcements / Main Page News / Re: XR Development News on: March 22, 2011, 08:01:45 am
Hey, thats good news! Smiley

However, I hope you don't do the same mistakes the tombstone team did... means: Don't extend the feature list more and more, keeping the game an ongoing beta but _release_ stuff. Makes players happy and is also a huge satisfaction for the devs... It will also give you new power after a break. As said, I would highly recommend to not put too much new things into XR until release. All of you folks did a great job. Give us the chance to celebrate this _before_ most people of the dev loose the interest (again)...

Regards, Bigfoot29
6  Announcements / Main Page News / Re: XR 1.0 Delayed on: January 02, 2011, 10:06:26 pm
Well, don't rush. Its done when its done.

I have seen lots of changes where I had to say "wtf" in the past. However, if you can deactivate them in the configs, noone can cry.

As for "Shiny new stuff doesn't make the game better": Well, its a couple of years ago where I asked Uttar to add Voicechat via Teamspeak - which were some simple scripts that needed to be emulated in the code. It were these times, where it was usefull to have a server side teamspeak system for scrims, cws and such alike. (Interestingly it was refused again and again unless it got reborn in the TombStone-Mod). It WAS a great thing that day and it was used in many games in Sav2 where the commander was at least able to voice to the team.

Sav1 suffered from many wrong decisions. Gameplay-Updates and Mods in general were none of the greater reasons. (The biggest reason FOR Sav1 being still alive is the fact that they failed at Sav2 after being told they will, and the biggest reason for Sav1's small community is the drop of support of Sav1 for 2 years with nearly no sign of life (just remembering the whole authserver-issues as a example) unless they released the game. Dunno what "helped" this game more...)

So Devs, please, change with care, but don't listen to a _few_ cry-babies.

Thanks in advance!

Regards, Bigfoot29
7  Archive / Server Forum / Re: Rent a server on: February 09, 2010, 04:23:02 pm
Thx Groentjuh.  Grin

Regards, Bigfoot29
8  Announcements / Main Page News / Re: Savage XR RC3 Update on: November 10, 2009, 09:30:37 pm
DJ, I have to admit, I  Grin

Keep up the good work. Don't let the sarcasm get you. Actually it gave the thread a bit colour next to all the cheer ups. wink

Regards, Bigfoot29
9  Announcements / Main Page News / Re: Heroes of Newerth on: September 09, 2009, 12:25:42 pm
Hi.

Got my Key too. Dunno if I will use it.   Tongue

You can call me a gut-kicker again, but did you notice the fine fact that they can't even afford the server maintenance NOW? How will that happen to work once the game is out? Think about 250k players playing the game. This are one-time-costs that do create income. And then?
At least S2 can't hope that there will be buyers for the next years. Or will this game be shut down after a year (or two) if the income doesn't match the costs any longer?

Maybe there is a thread about that already. Maybe S2 has a useable plan for long term support. It were just my thoughts while reading the newspost. Can someone lighten me up on this?

Regards, Bigfoot29
10  Other S2G Games / Heroes of Newerth / Re: BETA Site revealed on: May 22, 2009, 07:39:40 am
Small correction:

Savage 1: ( http://masterserver.savage.s2games.com/ ) - "Savage Master Server" - Full content inclusive colours
Savage 2: ( http://masterserver.savage2.s2games.com/ ) - "Hello!" - Simple html text site
HoN: ( http://masterserver.hon.s2games.com/ ) - "Hello!" - "Hello, World!"

Wink

Regards, Bigfoot29
11  Other S2G Games / Heroes of Newerth / Re: BETA Site revealed on: May 21, 2009, 10:41:00 pm
lol. You really had to made that official after finding out, right?  Evil

Maybe you want to add a screenshot before its gone. Wink

But meh, its a beta - so what do you expect. ^^

Regards, Bigfoot29
12  Other S2G Games / Heroes of Newerth / Re: Heroes of Newerth facebook page on: May 21, 2009, 08:50:47 pm
$hacaR: I think all people here know what was meant by that particular part of the discussion.

All people that do know me, knew that I:
a) wouldn't want to take part after what happened (There was a way for me to get access.)
b) wouldn't propably get an invitiation from S2 directly.

That might have to do something with the fact that I stomped at their feet (well, THEIR feet is wrong, Maliken's feet is more correct) a few times too often. wink

Regards, Bigfoot29
13  Other S2G Games / Heroes of Newerth / Re: Heroes of Newerth facebook page on: May 21, 2009, 08:27:28 am
you flamer bigfoot.
naaawwww...  Cry
14  Other S2G Games / Heroes of Newerth / Re: Heroes of Newerth facebook page on: May 20, 2009, 06:20:31 pm
Yep. Or did I say something bad today? 
- Or yesterday? Evil

Regards, Bigfoot29
15  Other S2G Games / Heroes of Newerth / Re: Heroes of Newerth facebook page on: May 20, 2009, 03:42:56 pm
He. Must be because I wasn't too friendly with S2 in the past.  Grin

Regards, Bigfoot29
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