Discussion:
Troubles with loki installer version of 0.16
Paul
2005-01-22 15:13:48 UTC
Permalink
I'm using Fedora Core 3 and having issues with quake2 crashing when I
change any of the sound settings. Is anybody else having this issue?

Another issue is the screen is dark running in OpenGL mode even if I
tweak the brightness all the way up. Is there a way to change the gamma
in the game I've tried changing vid_gamma in the config file but it gets
reset to 0.50000. I'm using a GeForce FX 5700 for a graphics card.

I have not played with this version since 0.05 I believe and remember
there were some issue with TNT cards at that time.

Thanks for any help/input anybody can give me.

Regards,
Paul Berger
Andreas 'GlaDiaC' Schneider
2005-01-22 15:31:16 UTC
Permalink
Do you use quake2 or sdlquake2. The quake2 bin uses oss and sdlquake2
scould alsa if availiable (depends on your SDL).


-- andreas

Paul wrote:
| I'm using Fedora Core 3 and having issues with quake2 crashing when I
| change any of the sound settings. Is anybody else having this issue?
|
| Another issue is the screen is dark running in OpenGL mode even if I
| tweak the brightness all the way up. Is there a way to change the gamma
| in the game I've tried changing vid_gamma in the config file but it gets
| reset to 0.50000. I'm using a GeForce FX 5700 for a graphics card.
|
| I have not played with this version since 0.05 I believe and remember
| there were some issue with TNT cards at that time.
|
| Thanks for any help/input anybody can give me.
|
| Regards,
| Paul Berger
|
|
|

- --
http://www.cynapses.org/ -- the geek source
Paul
2005-01-22 21:45:52 UTC
Permalink
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Do you use quake2 or sdlquake2. The quake2 bin uses oss and sdlquake2
scould alsa if availiable (depends on your SDL).
I launch quake2.sh which looking at it launches sdlquake2 which is what
PS shows.

Paul
Andreas 'GlaDiaC' Schneider
2005-01-22 22:25:07 UTC
Permalink
ok, you use my installer...

I think the problem is that I used SDL 1.2.8... I have updated the
installer and included my libSDL but it isn't on liflg.

I'll build a compile box (suse 8.1 or something else) to build such
binaries so it will be more compatible.

For now try

http://www.cynapses.org/tmp/quake2/q2_3.21+r0.16-x86.tar.bz2
http://www.cynapses.org/tmp/quake2/sdlquake2
http://www.cynapses.org/tmp/quake2/quake2


Sorry for the problems...


-- andreas

Paul wrote:
| On Sat, 2005-01-22 at 16:31 +0100, Andreas 'GlaDiaC' Schneider wrote:
|
|>-----BEGIN PGP SIGNED MESSAGE-----
|>Hash: SHA1
|>
|>Do you use quake2 or sdlquake2. The quake2 bin uses oss and sdlquake2
|>scould alsa if availiable (depends on your SDL).
|>
|
|
| I launch quake2.sh which looking at it launches sdlquake2 which is what
| PS shows.
|
| Paul
|
|
|
|

- --
http://www.cynapses.org/ -- the geek source
Paul
2005-01-23 02:59:14 UTC
Permalink
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
ok, you use my installer...
I think the problem is that I used SDL 1.2.8... I have updated the
installer and included my libSDL but it isn't on liflg.
I'll build a compile box (suse 8.1 or something else) to build such
binaries so it will be more compatible.
For now try
http://www.cynapses.org/tmp/quake2/q2_3.21+r0.16-x86.tar.bz2
http://www.cynapses.org/tmp/quake2/sdlquake2
http://www.cynapses.org/tmp/quake2/quake2
Sorry for the problems...
No problem really ... I'm happy that it's being maintained and that work
is being done to support alsa to keep it compatible with newer distros
and having a nice installer is good also.

After replacing the files with the tarball and putting in place the new
version of sdlquake2 I can change the sound settings without
segfaulting.

Now if I could get it so the screen was not so dark that would be icing.

Paul
Paul
2005-01-23 05:14:33 UTC
Permalink
Post by Paul
Now if I could get it so the screen was not so dark that would be icing.
I found a work-aound I'm using a shell script to use xgamma to change
the gamma and switch it back after I exit out of the game.

Paul
Nick Warne
2005-01-23 09:50:00 UTC
Permalink
Hi Paul,
Post by Paul
Post by Paul
Now if I could get it so the screen was not so dark that would be icing.
I found a work-aound I'm using a shell script to use xgamma to change
the gamma and switch it back after I exit out of the game.
That's interesting. I have a GeForce4 here with nVidia module, and have to
use the KDE Monitor applet->Gamma sliders before I start Quake2 to get the
level right.

Can you show the script you use to do this automagically?

Thanks,

Nick
--
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
Paul
2005-01-23 13:07:07 UTC
Permalink
Post by Nick Warne
Hi Paul,
Post by Paul
Post by Paul
Now if I could get it so the screen was not so dark that would be icing.
I found a work-aound I'm using a shell script to use xgamma to change
the gamma and switch it back after I exit out of the game.
That's interesting. I have a GeForce4 here with nVidia module, and have to
use the KDE Monitor applet->Gamma sliders before I start Quake2 to get the
level right.
Can you show the script you use to do this automagically?
#!/bin/sh
xgamma -gamma 1.5
/usr/local/bin/quake2
xgamma -gamma 1
exit 0

I actually got it from the GLquake page.

Regards,
Paul
Nick Warne
2005-01-23 13:53:26 UTC
Permalink
Post by Paul
Post by Nick Warne
Can you show the script you use to do this automagically?
#!/bin/sh
xgamma -gamma 1.5
/usr/local/bin/quake2
xgamma -gamma 1
exit 0
I actually got it from the GLquake page.
Heh, bloody hell - all this time I farted around with KDE kgamma.

I already start quake2 from a script to get sound etc. working, so this is
great.

Thanks,

Nick
--
"When you're chewing on life's gristle,
Don't grumble, Give a whistle..."
Paul
2005-01-23 20:59:47 UTC
Permalink
Post by Nick Warne
Post by Paul
Post by Nick Warne
Can you show the script you use to do this automagically?
#!/bin/sh
xgamma -gamma 1.5
/usr/local/bin/quake2
xgamma -gamma 1
exit 0
I actually got it from the GLquake page.
Heh, bloody hell - all this time I farted around with KDE kgamma.
I already start quake2 from a script to get sound etc. working, so this is
great.
Thanks,
You welcome.

Paul
Gian Paolo Mureddu
2005-01-24 06:37:04 UTC
Permalink
Post by Paul
I'm using Fedora Core 3 and having issues with quake2 crashing when I
change any of the sound settings. Is anybody else having this issue?
Another issue is the screen is dark running in OpenGL mode even if I
tweak the brightness all the way up. Is there a way to change the gamma
in the game I've tried changing vid_gamma in the config file but it gets
reset to 0.50000. I'm using a GeForce FX 5700 for a graphics card.
I have not played with this version since 0.05 I believe and remember
there were some issue with TNT cards at that time.
Thanks for any help/input anybody can give me.
Regards,
Paul Berger
For some reason in my case the when I launch quake2 it segfaults on
Post by Paul
[gianni at Blackhawk napali]$ quake2
Quake 2 -- Version 3.21+r0.16
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
Added packfile ./baseq2/pak10.pak (806 files)
Added packfile ./baseq2/pak11.pak (47 files)
Added packfile ./baseq2/pak12.pak (79 files)
Added packfile ./baseq2/pak13.pak (16 files)
Added packfile ./baseq2/pak14.pak (46 files)
Added packfile ./baseq2/pak16.pak (30 files)
Added packfile ./baseq2/pak17.pak (22 files)
Added packfile ./baseq2/pak19.pak (13 files)
Added packfile ./baseq2/maxpak.pak (40 files)
using /home/gianni/.quake2/baseq2/ for writing
execing default.cfg
couldn't exec config.cfg
Console initialized.
------- sound initialization -------
sound sampling rate: 11025
------------------------------------
------- Loading ref_softx.so -------
LoadLibrary("./ref_softx.so")
No joysticks found
setting mode 0: 320 240
808k surface cache
ref_soft version: SOFT 0.01
------------------------------------
------- Loading gamei386.so -------
==== InitGame ====
------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------
====== Quake2 Initialized ======
0.0.0.0:0: client_connect
------- sound initialization -------
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
----------------------------------

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Gian Paolo Mureddu
2005-01-24 07:22:57 UTC
Permalink
Ok, this may be a problem on my end... It crashes at the sound
initialization, as you can see above, so changing the executable to
quake2 plain does run, BUT the sound is HORRIBLE too much static, plus I
get this dump on the console:

[gianni at Blackhawk quake2]$ ./quake2
Quake 2 -- Version 3.21+r0.16
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
Added packfile ./baseq2/pak10.pak (806 files)
Added packfile ./baseq2/pak11.pak (47 files)
Added packfile ./baseq2/pak12.pak (79 files)
Added packfile ./baseq2/pak13.pak (16 files)
Added packfile ./baseq2/pak14.pak (46 files)
Added packfile ./baseq2/pak16.pak (30 files)
Added packfile ./baseq2/pak17.pak (22 files)
Added packfile ./baseq2/pak19.pak (13 files)
Added packfile ./baseq2/maxpak.pak (40 files)
using /home/gianni/.quake2/baseq2/ for writing
execing default.cfg
execing config.cfg
Console initialized.

------- sound initialization -------
sound sampling rate: 44100
------------------------------------
------- Loading ref_glx.so -------
LoadLibrary("./ref_glx.so")
No joysticks found
rfx_gl version: GL 0.01
Using libGL.so for OpenGL...Initializing OpenGL display
...setting fullscreen mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
I: got 8 bits of red
I: got 8 bits of blue
I: got 8 bits of green
I: got 24 bits of depth
I: got 0 bits of alpha
I: got 8 bits of stencil
Using hardware gamma
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5900/AGP/SSE/3DNOW!
GL_VERSION: 1.5.2 NVIDIA 66.29
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
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_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array
GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection
GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
...allowing CDS
...enabling GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...using GL_ARB_multitexture
...GL_SGIS_multitexture not found
------------------------------------
CDAudio_Init: open of "/dev/cdrom" failed (16)
alsa: buffer underrun
------- Loading gamei386.so -------
==== InitGame ====
------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------
====== Quake2 Initialized ======

0.0.0.0:0: client_connect
Dropped frame: 6 > 5
Dropped frame: 9 > 8
Dropped frame: 12 > 11
Dropped frame: 15 > 14
==== ShutdownGame ====
Cmd_RemoveCommand: joy_advancedupdate not added
Error, Problem closing joystick.recursive shutdown

WTH??
----------------------------------

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Paul
2005-01-24 19:10:18 UTC
Permalink
Post by Gian Paolo Mureddu
Ok, this may be a problem on my end... It crashes at the sound
initialization, as you can see above, so changing the executable to
quake2 plain does run, BUT the sound is HORRIBLE too much static, plus I
[gianni at Blackhawk quake2]$ ./quake2
Quake 2 -- Version 3.21+r0.16
<SNIP>
Post by Gian Paolo Mureddu
Dropped frame: 12 > 11
Dropped frame: 15 > 14
==== ShutdownGame ====
Cmd_RemoveCommand: joy_advancedupdate not added
Error, Problem closing joystick.recursive shutdown
WTH??
----------------------------------
Conoce Tutopia, Internet de m?xima velocidad, http://www.tutopia.com
The fix I received from Andreas worked in my case.

-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

ok, you use my installer...

I think the problem is that I used SDL 1.2.8... I have updated the
installer and included my libSDL but it isn't on liflg.

I'll build a compile box (suse 8.1 or something else) to build such
binaries so it will be more compatible.

For now try

http://www.cynapses.org/tmp/quake2/q2_3.21+r0.16-x86.tar.bz2
http://www.cynapses.org/tmp/quake2/sdlquake2
http://www.cynapses.org/tmp/quake2/quake2


Sorry for the problems...


-- andreas

Paul wrote:
| On Sat, 2005-01-22 at 16:31 +0100, Andreas 'GlaDiaC' Schneider wrote:
|
|>-----BEGIN PGP SIGNED MESSAGE-----
|>Hash: SHA1
|>
|>Do you use quake2 or sdlquake2. The quake2 bin uses oss and sdlquake2
|>scould alsa if availiable (depends on your SDL).
|>
|
|
| I launch quake2.sh which looking at it launches sdlquake2 which is
what
| PS shows.
|
| Paul
|
|
|
|

- --
http://www.cynapses.org/ -- the geek source
Gian Paolo Mureddu
2005-01-24 19:24:39 UTC
Permalink
Post by Andreas 'GlaDiaC' Schneider
ok, you use my installer...
I think the problem is that I used SDL 1.2.8... I have updated the
installer and included my libSDL but it isn't on liflg.
I'll build a compile box (suse 8.1 or something else) to build such
binaries so it will be more compatible.
For now try
http://www.cynapses.org/tmp/quake2/q2_3.21+r0.16-x86.tar.bz2
http://www.cynapses.org/tmp/quake2/sdlquake2
http://www.cynapses.org/tmp/quake2/quake2
Sorry for the problems...
Well, apparently it was a problem with SDL, I updated my FC3 to SDL
1.2.8 and that solved the problem, so I'm pretty sure people that don't
have it yet installed will appreciate those links.
----------------------------------

Conoce Tutopia, Internet de m?xima velocidad, http://www.tutopia.com
Paul
2005-01-25 03:04:09 UTC
Permalink
Post by Gian Paolo Mureddu
Post by Andreas 'GlaDiaC' Schneider
ok, you use my installer...
I think the problem is that I used SDL 1.2.8... I have updated the
installer and included my libSDL but it isn't on liflg.
I'll build a compile box (suse 8.1 or something else) to build such
binaries so it will be more compatible.
<SNIP>
Post by Gian Paolo Mureddu
Post by Andreas 'GlaDiaC' Schneider
Sorry for the problems...
Well, apparently it was a problem with SDL, I updated my FC3 to SDL
1.2.8 and that solved the problem, so I'm pretty sure people that don't
have it yet installed will appreciate those links.
I suspect that was my issue as well since the tar included a copy of the
SDL lib. Probably why most the commercial games I see include their own
copy of SDL with them.

I'm running into issues with one that I compiled myself also crashing
after the sound gets initialized. ::SIGH:: probably borked version of
SDL included with FC3.

Regards,
Paul

Brendan Burns
2005-01-25 00:02:42 UTC
Permalink
That dump on the console looks fine. but I'll look into the sound
stuff...

--brendan
Post by Gian Paolo Mureddu
Ok, this may be a problem on my end... It crashes at the sound
initialization, as you can see above, so changing the executable to
quake2 plain does run, BUT the sound is HORRIBLE too much static, plus
[gianni at Blackhawk quake2]$ ./quake2
Quake 2 -- Version 3.21+r0.16
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
Added packfile ./baseq2/pak10.pak (806 files)
Added packfile ./baseq2/pak11.pak (47 files)
Added packfile ./baseq2/pak12.pak (79 files)
Added packfile ./baseq2/pak13.pak (16 files)
Added packfile ./baseq2/pak14.pak (46 files)
Added packfile ./baseq2/pak16.pak (30 files)
Added packfile ./baseq2/pak17.pak (22 files)
Added packfile ./baseq2/pak19.pak (13 files)
Added packfile ./baseq2/maxpak.pak (40 files)
using /home/gianni/.quake2/baseq2/ for writing
execing default.cfg
execing config.cfg
Console initialized.
------- sound initialization -------
sound sampling rate: 44100
------------------------------------
------- Loading ref_glx.so -------
LoadLibrary("./ref_glx.so")
No joysticks found
rfx_gl version: GL 0.01
Using libGL.so for OpenGL...Initializing OpenGL display
...setting fullscreen mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
I: got 8 bits of red
I: got 8 bits of blue
I: got 8 bits of green
I: got 24 bits of depth
I: got 0 bits of alpha
I: got 8 bits of stencil
Using hardware gamma
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5900/AGP/SSE/3DNOW!
GL_VERSION: 1.5.2 NVIDIA 66.29
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_border_clamp GL_ARB_texture_compression
GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object
GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos
GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color 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_draw_range_elements GL_EXT_fog_coord
GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture
GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D 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_lod
GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array
GL_HP_occlusion_test GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence
GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program
GL_NV_fragment_program_option GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_filter_hint
GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart
GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_expand_normal
GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2
GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
GL_NV_vertex_program2 GL_NV_vertex_program2_option
GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture
GL_SGIX_shadow GL_SUN_slice_accum
...allowing CDS
...enabling GL_EXT_compiled_vertex_array
...using GL_EXT_point_parameters
...using GL_ARB_multitexture
...GL_SGIS_multitexture not found
------------------------------------
CDAudio_Init: open of "/dev/cdrom" failed (16)
alsa: buffer underrun
------- Loading gamei386.so -------
==== InitGame ====
------- Server Initialization -------
0 entities inhibited
0 teams with 0 entities
-------------------------------------
====== Quake2 Initialized ======
0.0.0.0:0: client_connect
Dropped frame: 6 > 5
Dropped frame: 9 > 8
Dropped frame: 12 > 11
Dropped frame: 15 > 14
==== ShutdownGame ====
Cmd_RemoveCommand: joy_advancedupdate not added
Error, Problem closing joystick.recursive shutdown
WTH??
----------------------------------
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