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vid_restart causes crash to desktop every time #534

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xxvertigoxx opened this issue Nov 25, 2024 · 5 comments
Open

vid_restart causes crash to desktop every time #534

xxvertigoxx opened this issue Nov 25, 2024 · 5 comments
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@xxvertigoxx
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Describe the bug
Changing graphics settings or using 'vid_restart' in console causes a crash to desktop no matter what

To Reproduce
Steps to reproduce the behavior:

  1. Go to 'Options'
  2. Click on 'Video'
  3. Change any setting
  4. Click on 'Apply'

OR

  1. Type 'vid_restart' in console

Expected behavior
Apply graphics changes or using vid_restart should reinitialize video. If graphics related changes to config were set prior to vid_restart these changes should take effect after using the command.

Screenshots (OPTIONAL)
N/A

Logs
N/A

Version information (please complete the following information):

  • OS: 'CachyOS'
  • OS Version ['Kernel: 6.12.1-2-cachyos (64-bit)`]
  • OpenMoHAA Version: ['openmohaa-v0.80.0-linux-amd64`]

Dump (OPTIONAL)
N/A

Additional context (OPTIONAL)
N/A

@smallmodel
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Start openmohaa from the terminal and if there is a stack trace, post it here

@xxvertigoxx
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Thanks @smallmodel, below is the stack trace of my ideal config and running vid_restart. Ideal config being all settings maxed via ingame menu and resolution being set via cvar.

Using the target game: Base

Expected program name: openmohaa.x86_64
Program location: "/home/vertigo/Games/openmohaa-v0.80.0"
Expected path: "/home/vertigo/Games/openmohaa-v0.80.0/openmohaa.x86_64"
--- Common Initialization ---
OpenMoHAA 0.80.0-beta+1.586da44 linux-x86_64 Nov 24 2024 UTC
----- FS_Startup -----
Current search path:
/home/vertigo/.openmohaa/main
/home/vertigo/Games/openmohaa-v0.80.0/main
/home/vertigo/Games/openmohaa-v0.80.0/main/pak7.pk3 (89 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak6EnUk.pk3 (395 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak5.pk3 (259 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak4.pk3 (593 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak3.pk3 (669 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak2.pk3 (4722 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak1.pk3 (396 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak0.pk3 (11174 files)

----------------------
18297 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: omconfig.cfg
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for medium mode.
----- Client Initialization -----
------ Unloading ClientGame ------
Called FadeSound with: 0.000000
----- Initializing Renderer ----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 2.389
...setting mode -1: 3440 1440
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '3440x1440 640x350 720x400 1368x768 864x486 1024x576 1280x720 1600x900 1920x1080 2048x1152 2560x1440 320x200 640x400 768x480 800x500 928x580 960x600 1152x720 1280x800 1440x900 1680x1050 1920x1200 720x480 320x240 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1440x1080 1600x1200 1920x1440 1280x1024'
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 3440 x 1440 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------- Sound Initialization (full) -------
Trying to load "libopenal.so.1"...
OpenAL: List of available devices:
Fiio E10 Analog Stereo

OpenAL: Opening device "{default}"...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: OpenAL Community
AL_VERSION: 1.1 ALSOFT 1.24.0
AL_RENDERER: OpenAL Soft
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_debug AL_EXT_direct_context 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_effect AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFTX_source_panning AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
AL extensions ignored
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 44100
----------------------
------- Sound Initialization Complete ------- 26 ms
QKEY found.
Setting up Shaders
Loading inventory...
**************S_LoadSound: sound/menu/back.wav
**************S_LoadSound: sound/menu/apply.wav
**************S_LoadSound: sound/menu/scroll.wav
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- Client Initialization Complete ----- -380 ms
--- Common Initialization Complete --- 424 ms
-- Localization: I see 1 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 2484 localization entries
IP: 127.0.0.1
IP: 192.168.20.2
IP6: ::1
IP6: fe80::f8b6:3ffe:34c0:4d24%enp12s0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
FIXME: Allow reverb toggle at runtime in OpenAL code.
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
RE_Shutdown( 1 )
------ Unloading ClientGame ------
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: farplane_info already defined
Cmd_AddCommand: r_infostaticmodels already defined
Cmd_AddCommand: r_infoworldtris already defined
Cmd_AddCommand: ter_crater already defined
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 2.389
...setting mode -1: 3440 1440
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '3440x1440 640x350 720x400 1368x768 864x486 1024x576 1280x720 1600x900 1920x1080 2048x1152 2560x1440 320x200 640x400 768x480 800x500 928x580 960x600 1152x720 1280x800 1440x900 1680x1050 1920x1200 720x480 320x240 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1440x1080 1600x1200 1920x1440 1280x1024'
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 3440 x 1440 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
Setting up Shaders
----- finished CL_Vid_Restart_f ----
tty]X Error of failed request:  BadValue (integer parameter out of range for operation)
  Major opcode of failed request:  146 ()
  Minor opcode of failed request:  5
  Value in failed request:  0x3e0001e
  Serial number of failed request:  295
  Current serial number in output stream:  296

Here is a stack trace from when I use the games default values (hitting 'default' button on each of the option menus but then enabling the console via Advanced Settings):

--- Common Initialization ---
OpenMoHAA 0.80.0-beta+1.586da44 linux-x86_64 Nov 24 2024 UTC
----- FS_Startup -----
Current search path:
/home/vertigo/.openmohaa/main
/home/vertigo/Games/openmohaa-v0.80.0/main
/home/vertigo/Games/openmohaa-v0.80.0/main/pak7.pk3 (89 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak6EnUk.pk3 (395 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak5.pk3 (259 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak4.pk3 (593 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak3.pk3 (669 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak2.pk3 (4722 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak1.pk3 (396 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak0.pk3 (11174 files)

----------------------
18297 files in pk3 files
execing default.cfg
execing menu.cfg
couldn't exec newconfig.cfg
Config: omconfig.cfg
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for medium mode.
----- Client Initialization -----
------ Unloading ClientGame ------
Called FadeSound with: 0.000000
----- Initializing Renderer ----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 2.389
...setting mode 3: 640 480
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '3440x1440 640x350 720x400 1368x768 864x486 1024x576 1280x720 1600x900 1920x1080 2048x1152 2560x1440 320x200 640x400 768x480 800x500 928x580 960x600 1152x720 1280x800 1440x900 1680x1050 1920x1200 720x480 320x240 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1440x1080 1600x1200 1920x1440 1280x1024'
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------- Sound Initialization (full) -------
Trying to load "libopenal.so.1"...
OpenAL: List of available devices:
Fiio E10 Analog Stereo

OpenAL: Opening device "{default}"...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: OpenAL Community
AL_VERSION: 1.1 ALSOFT 1.24.0
AL_RENDERER: OpenAL Soft
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_debug AL_EXT_direct_context 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_effect AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFTX_source_panning AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
AL extensions ignored
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 11025
----------------------
------- Sound Initialization Complete ------- 24 ms
QKEY found.
Setting up Shaders
Loading inventory...
**************S_LoadSound: sound/menu/back.wav
**************S_LoadSound: sound/menu/apply.wav
**************S_LoadSound: sound/menu/scroll.wav
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- Client Initialization Complete ----- -388 ms
--- Common Initialization Complete --- 436 ms
-- Localization: I see 1 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 2484 localization entries
IP: 127.0.0.1
IP: 192.168.20.2
IP6: ::1
IP6: fe80::f8b6:3ffe:34c0:4d24%enp12s0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
FIXME: Allow reverb toggle at runtime in OpenAL code.
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
RE_Shutdown( 1 )
------ Unloading ClientGame ------
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: farplane_info already defined
Cmd_AddCommand: r_infostaticmodels already defined
Cmd_AddCommand: r_infoworldtris already defined
Cmd_AddCommand: ter_crater already defined
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 2.389
...setting mode 3: 640 480
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '3440x1440 640x350 720x400 1368x768 864x486 1024x576 1280x720 1600x900 1920x1080 2048x1152 2560x1440 320x200 640x400 768x480 800x500 928x580 960x600 1152x720 1280x800 1440x900 1680x1050 1920x1200 720x480 320x240 640x480 800x600 1024x768 1152x864 1280x960 1400x1050 1440x1080 1600x1200 1920x1440 1280x1024'
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
Setting up Shaders
----- finished CL_Vid_Restart_f ----
X Error of failed request:  BadValue (integer parameter out of range for operation)
  Major opcode of failed request:  146 ()
  Minor opcode of failed request:  5
  Value in failed request:  0x3e0001c
  Serial number of failed request:  302
  Current serial number in output stream:  303

@smallmodel
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Could you try setting the environment variable SDL_VIDEODRIVER to wayland and start openmohaa? SDL_VIDEODRIVER=wayland ./launch_openmohaa_base.x86_64
Does it works in ioquake3?

As the last resort try compiling openmohaa from source and see if the issue still occurs

@xxvertigoxx
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xxvertigoxx commented Nov 25, 2024

after setting SDL_VIDEODRIVER=wayland I receive the following errors on starting openmohaa

Using the target game: Base

Expected program name: openmohaa.x86_64
Program location: "/home/vertigo/Games/openmohaa-v0.80.0"
Expected path: "/home/vertigo/Games/openmohaa-v0.80.0/openmohaa.x86_64"
--- Common Initialization ---
OpenMoHAA 0.80.0-beta+1.586da44 linux-x86_64 Nov 24 2024 UTC
----- FS_Startup -----
Current search path:
/home/vertigo/.openmohaa/main
/home/vertigo/Games/openmohaa-v0.80.0/main
/home/vertigo/Games/openmohaa-v0.80.0/main/pak7.pk3 (89 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak6EnUk.pk3 (395 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak5.pk3 (259 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak4.pk3 (593 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak3.pk3 (669 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak2.pk3 (4722 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak1.pk3 (396 files)
/home/vertigo/Games/openmohaa-v0.80.0/main/Pak0.pk3 (11174 files)

----------------------
18297 files in pk3 files
execing default.cfg
execing menu.cfg
couldn't exec newconfig.cfg
Config: omconfig.cfg
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for medium mode.
----- Client Initialization -----
------ Unloading ClientGame ------
Called FadeSound with: 0.000000
----- Initializing Renderer ----
----- R_Init -----
SDL using driver "wayland"
Initializing OpenGL display
Display aspect: 0.562
...setting mode -1: 3440 1440
tty]fish: Job 1, './launch_openmohaa_base.x86_64' terminated by signal SIGILL (Illegal instruction)

When launching ioquake3 I have no issues:

ioq3 1.36_GIT_cc18246f-2024-10-11 linux-x86_64 Nov 26 2024
SSE instruction set enabled
----- FS_Startup -----
We are looking in the current search path:
/home/vertigo/.q3a/baseq3
/opt/quake3/baseq3
/opt/quake3/baseq3/pak8.pk3 (9 files)
/opt/quake3/baseq3/pak7.pk3 (4 files)
/opt/quake3/baseq3/pak6.pk3 (64 files)
/opt/quake3/baseq3/pak5.pk3 (7 files)
/opt/quake3/baseq3/pak4.pk3 (272 files)
/opt/quake3/baseq3/pak3.pk3 (4 files)
/opt/quake3/baseq3/pak2.pk3 (148 files)
/opt/quake3/baseq3/pak1.pk3 (26 files)
/opt/quake3/baseq3/pak0.pk3 (3539 files)

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
Trying to load "renderer_opengl2_x86_64.so" from "."...
Trying to load "renderer_opengl2_x86_64.so" from "/opt/quake3"...
-------------------------------
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "wayland"
Initializing OpenGL display
Display aspect: 0.562
...setting mode -2: 1152 2048
Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '486x864 720x1280 900x1600 1080x1920 1152x2048 1440x2560 768x1368 800x1280 900x1440 1050x1680 1200x1920 480x720 480x640 600x800 768x1024 864x1152 960x1280 1050x1400 1080x1440 1200x1600 1440x1920 1024x1280'
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp
...using GL_ARB_framebuffer_object
...using GL_ARB_vertex_array_object
...using GL_ARB_texture_float
...using GL_ARB_depth_clamp
...ignoring GL_ARB_seamless_cube_map
...using GL_NVX_gpu_memory_info
...GL_ATI_meminfo not found
...ignoring GL_ARB_texture_compression_rgtc
...ignoring GL_ARB_texture_compression_bptc
...using GL_EXT_direct_state_access
...using GLSL version 1.50 NVIDIA via Cg compiler
------- FBO_Init -------
------- GLSL_InitGPUShaders -------
Using GPU vertex animation
loaded 114 GLSL shaders (48 gen 42 light 24 etc) in  0.97 seconds
------- R_InitVaos -------
Initializing Shaders

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 4080 SUPER/PCIe/SSE2
GL_VERSION: 3.2.0 NVIDIA 565.57.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp 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GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_EGL_image_storage GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OES_EGL_image GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_IMAGE_UNITS: 32

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -2, 1152 x 2048 fullscreen hz:N/A
GAMMA: software w/ 1 overbright bits
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 0
compiled vertex arrays: disabled
texenv add: enabled
compressed textures: disabled
----- finished R_Init -----
------ Initializing Sound ------
Allocated 96 sources.
No ALC_EXT_capture support, can't record audio.
OpenAL info:
  Vendor:         OpenAL Community
  Version:        1.1 ALSOFT 1.24.0
  Renderer:       OpenAL Soft
  AL Extensions:  AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_debug AL_EXT_direct_context 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer AL_SOFTX_convolution_effect AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFTX_source_panning AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay AL_SOFT_UHJ AL_SOFT_UHJ_ex
  ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_debug ALC_EXT_DEDICATED ALC_EXT_direct_context ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_loopback_bformat ALC_SOFT_output_limiter ALC_SOFT_output_mode ALC_SOFT_pause_device ALC_SOFT_reopen_device ALC_SOFT_system_events
  Device:         Fiio E10 Analog Stereo
  Available Devices:
Fiio E10 Analog Stereo
Sound initialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "/opt/quake3/baseq3/pak8.pk3"
VM file ui compiled to 991377 bytes of code
ui loaded in 1688576 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
IP: 127.0.0.1
IP: 192.168.20.2
IP6: ::1
IP6: fe80::f8b6:3ffe:34c0:4d24%enp12s0
Opening IP6 socket: [::]:27960
Opening IP socket: 0.0.0.0:27960
tty]

I'll try compiling openmohaa tonight and let you know if it changes anything. It's not a showstopper bug for me since config changes are saved before the crash and I can play fine.

On an unrelated note - in the first level at the start while riding the truck, the mouse cursor is quite delayed/laggy. This only occurs while in the truck, it's fine in training and after you disembark the truck. I've had this issue previously with native vanilla versions, is this a known engine issue?

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On an unrelated note - in the first level at the start while riding the truck, the mouse cursor is quite delayed/laggy. This only occurs while in the truck, it's fine in training and after you disembark the truck. I've had this issue previously with native vanilla versions, is this a known engine issue?

It's because the player is glued inside the truck with physics disabled. When player's physics are disabled, prediction is turned off, so the movement looks delayed, and it depends on the server's response time (even locally).

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