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- Yamagi Quake II v5.00
- =====================
- Client build options:
- + CD audio
- + OGG/Vorbis
- + OpenAL audio
- + Zip file support
- Platform: Linux
- Architecture: i386
- Byte ordering: little endian
- Using /usr/share/games/quake2//baseq2/ to fetch paks
- Added packfile '/home/dima/.yq2/baseq2/pak0.pak' (3307 files).
- Added packfile '/home/dima/.yq2/baseq2/pak2.pak' (2 files).
- Added packfile '/home/dima/.yq2/baseq2/pak5.pak' (169 files).
- Using '/home/dima/.yq2/baseq2' for writing.
- execing default.cfg
- execing yq2.cfg
- execing config.cfg
- Console initialized.
- ------- sound initialization -------
- LoadLibrary(libopenal.so.1)
- ...opening OpenAL device:ok
- ...creating OpenAL context: ok
- ...making context current: ok
- OpenAL settings:
- AL_VENDOR: OpenAL Community
- AL_RENDERER: OpenAL Soft
- AL_VERSION: 1.1 ALSOFT 1.14
- AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points
- Available OpenAL devices:
- - Built-in Audio Analog Stereo
- Current OpenAL device:
- - OpenAL Soft
- Number of OpenAL sources: 31
- Starting Ogg Vorbis.
- OGG_LoadPlaylist: could not open playlist: No such file or directory.
- No Ogg Vorbis files found.
- Shutting down Ogg Vorbis.
- ------------------------------------
- ----- refresher initialization -----
- Byte ordering: little endian
- Input initialized.
- Refresher build options:
- + Retexturing support
- + Gamma via X11
- Refresh: Yamagi Quake II OpenGL Refresher
- Using libGL.so.1 for OpenGL.
- SDL video driver is "x11".
- setting mode 3: 640 400
- Got 8 bits of stencil.
- Using hardware gamma via X11.
- OpenGL setting:
- GL_VENDOR: Intel Open Source Technology Center
- GL_RENDERER: Mesa DRI Intel(R) IGD x86/MMX/SSE2
- GL_VERSION: 1.4 Mesa 9.0.3
- GL_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_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc 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_compression_dxt1 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_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_texture_rgb10_a2ui GL_EXT_provoking_vertex GL_ARB_robustness GL_ARB_texture_storage GL_ARB_invalidate_subdata
- Probing for OpenGL extensions:
- ...enabling GL_EXT_compiled_vertex_array
- ...using GL_EXT_point_parameters
- ...GL_EXT_shared_texture_palette not found
- ...using GL_ARB_multitexture
- ...GL_SGIS_multitexture not found
- ...using GL_EXT_texture_filter_anisotropic
- ...using GL_ARB_texture_env_combine
- ------------------------------------
- -------- game initialization -------
- LoadLibrary("game.so")
- Game is starting up.
- Game is baseq2.
- ------------------------------------
- ------- server initialization ------
- 0 entities inhibited.
- 0 teams with 0 entities.
- ------------------------------------
- ==== Yamagi Quake II Initialized ====
- *************************************
- [0.0.0.0]:0: client_connect
- ------- server initialization ------
- 0 entities inhibited.
- 0 teams with 0 entities.
- ------------------------------------
- Changing map...
- reconnecting...
- Installation
- Map: base2
- pics
- maps/base2.bsp
- models/weapons/v_blast/tris.md2
- models/objects/gibs/sm_meat/tris.md2
- models/objects/gibs/arm/tris.md2
- models/objects/gibs/bone/tris.md2
- models/objects/gibs/bone2/tris.md2
- models/objects/gibs/chest/tris.md2
- models/objects/gibs/skull/tris.md2
- models/objects/gibs/head2/tris.md2
- models/monsters/gunner/tris.md2
- models/monsters/infantry/tris.md2
- models/monsters/soldier/tris.md2
- models/objects/laser/tris.md2
- models/deadbods/dude/tris.md2
- models/items/ammo/shells/medium/tris.
- models/items/healing/medium/tris.md2
- models/weapons/g_shotg/tris.md2
- models/weapons/v_shotg/tris.md2
- weapons/v_shotg/flash2/tris.md2
- models/items/armor/shard/tris.md2
- models/items/ammo/bullets/medium/tris
- models/items/ammo/grenades/medium/tri
- models/weapons/v_handgr/tris.md2
- models/items/healing/large/tris.md2
- models/monsters/flyer/tris.md2
- models/items/healing/stimpack/tris.md
- models/items/armor/jacket/tris.md2
- models/objects/debris1/tris.md2
- models/objects/debris2/tris.md2
- models/objects/debris3/tris.md2
- models/objects/barrels/tris.md2
- models/weapons/g_shotg2/tris.md2
- models/weapons/v_shotg2/tris.md2
- models/weapons/g_machn/tris.md2
- models/weapons/v_machn/tris.md2
- models/objects/gibs/head/tris.md2
- models/items/quaddama/tris.md2
- images
- client 0
- sky
- OGG_OpenName: '07' not in the list.
- Input shut down.
- ----- refresher initialization -----
- Byte ordering: little endian
- Input initialized.
- Refresher build options:
- + Retexturing support
- + Gamma via X11
- Refresh: Yamagi Quake II OpenGL Refresher
- Using libGL.so.1 for OpenGL.
- SDL video driver is "x11".
- setting mode 4: 640 480
- Got 8 bits of stencil.
- Using hardware gamma via X11.
- OpenGL setting:
- GL_VENDOR: Intel Open Source Technology Center
- GL_RENDERER: Mesa DRI Intel(R) IGD x86/MMX/SSE2
- GL_VERSION: 1.4 Mesa 9.0.3
- GL_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_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc 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_compression_dxt1 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_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_texture_rgb10_a2ui GL_EXT_provoking_vertex GL_ARB_robustness GL_ARB_texture_storage GL_ARB_invalidate_subdata
- Probing for OpenGL extensions:
- ...enabling GL_EXT_compiled_vertex_array
- ...using GL_EXT_point_parameters
- ...GL_EXT_shared_texture_palette not found
- ...using GL_ARB_multitexture
- ...GL_SGIS_multitexture not found
- ...using GL_EXT_texture_filter_anisotropic
- ...using GL_ARB_texture_env_combine
- ------------------------------------
- Map: base2
- pics
- maps/base2.bsp
- models/weapons/v_blast/tris.md2
- models/objects/gibs/sm_meat/tris.md2
- models/objects/gibs/arm/tris.md2
- models/objects/gibs/bone/tris.md2
- models/objects/gibs/bone2/tris.md2
- models/objects/gibs/chest/tris.md2
- models/objects/gibs/skull/tris.md2
- models/objects/gibs/head2/tris.md2
- models/monsters/gunner/tris.md2
- models/monsters/infantry/tris.md2
- models/monsters/soldier/tris.md2
- models/objects/laser/tris.md2
- models/deadbods/dude/tris.md2
- models/items/ammo/shells/medium/tris.
- models/items/healing/medium/tris.md2
- models/weapons/g_shotg/tris.md2
- models/weapons/v_shotg/tris.md2
- weapons/v_shotg/flash2/tris.md2
- models/items/armor/shard/tris.md2
- models/items/ammo/bullets/medium/tris
- models/items/ammo/grenades/medium/tri
- models/weapons/v_handgr/tris.md2
- models/items/healing/large/tris.md2
- models/monsters/flyer/tris.md2
- models/items/healing/stimpack/tris.md
- models/items/armor/jacket/tris.md2
- models/objects/debris1/tris.md2
- models/objects/debris2/tris.md2
- models/objects/debris3/tris.md2
- models/objects/barrels/tris.md2
- models/weapons/g_shotg2/tris.md2
- models/weapons/v_shotg2/tris.md2
- models/weapons/g_machn/tris.md2
- models/weapons/v_machn/tris.md2
- models/objects/gibs/head/tris.md2
- models/items/quaddama/tris.md2
- images
- client 0
- sky
- OGG_OpenName: '07' not in the list.
- Input shut down.
- ----- refresher initialization -----
- Byte ordering: little endian
- Input initialized.
- Refresher build options:
- + Retexturing support
- + Gamma via X11
- Refresh: Yamagi Quake II OpenGL Refresher
- Using libGL.so.1 for OpenGL.
- SDL video driver is "x11".
- setting mode 4: 640 480
- Got 8 bits of stencil.
- Using hardware gamma via X11.
- OpenGL setting:
- GL_VENDOR: Intel Open Source Technology Center
- GL_RENDERER: Mesa DRI Intel(R) IGD x86/MMX/SSE2
- GL_VERSION: 1.4 Mesa 9.0.3
- GL_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_S3_s3tc GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_compression_s3tc 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_compression_dxt1 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_debug_output GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_texture_rgb10_a2ui GL_EXT_provoking_vertex GL_ARB_robustness GL_ARB_texture_storage GL_ARB_invalidate_subdata
- Probing for OpenGL extensions:
- ...enabling GL_EXT_compiled_vertex_array
- ...using GL_EXT_point_parameters
- ...GL_EXT_shared_texture_palette not found
- ...using GL_ARB_multitexture
- ...GL_SGIS_multitexture not found
- ...using GL_EXT_texture_filter_anisotropic
- ...using GL_ARB_texture_env_combine
- ------------------------------------
- Map: base2
- pics
- maps/base2.bsp
- models/weapons/v_blast/tris.md2
- models/objects/gibs/sm_meat/tris.md2
- models/objects/gibs/arm/tris.md2
- models/objects/gibs/bone/tris.md2
- models/objects/gibs/bone2/tris.md2
- models/objects/gibs/chest/tris.md2
- models/objects/gibs/skull/tris.md2
- models/objects/gibs/head2/tris.md2
- models/monsters/gunner/tris.md2
- models/monsters/infantry/tris.md2
- models/monsters/soldier/tris.md2
- models/objects/laser/tris.md2
- models/deadbods/dude/tris.md2
- models/items/ammo/shells/medium/tris.
- models/items/healing/medium/tris.md2
- models/weapons/g_shotg/tris.md2
- models/weapons/v_shotg/tris.md2
- weapons/v_shotg/flash2/tris.md2
- models/items/armor/shard/tris.md2
- models/items/ammo/bullets/medium/tris
- models/items/ammo/grenades/medium/tri
- models/weapons/v_handgr/tris.md2
- models/items/healing/large/tris.md2
- models/monsters/flyer/tris.md2
- models/items/healing/stimpack/tris.md
- models/items/armor/jacket/tris.md2
- models/objects/debris1/tris.md2
- models/objects/debris2/tris.md2
- models/objects/debris3/tris.md2
- models/objects/barrels/tris.md2
- models/weapons/g_shotg2/tris.md2
- models/weapons/v_shotg2/tris.md2
- models/weapons/g_machn/tris.md2
- models/weapons/v_machn/tris.md2
- models/objects/gibs/head/tris.md2
- models/items/quaddama/tris.md2
- images
- client 0
- sky
- OGG_OpenName: '07' not in the list.
- ----------- shutting down ----------
- ==== ShutdownGame ====
- Shutting down OpenAL.
- Input shut down.
- ------------------------------------
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