Summary: | quake2-icculus is missing ref_softx.so and/or ref_soft.so on amd64 | ||
---|---|---|---|
Product: | Gentoo Linux | Reporter: | Oliver Jeeves <oli-j> |
Component: | [OLD] Games | Assignee: | Gentoo Games <games> |
Status: | RESOLVED FIXED | ||
Severity: | normal | CC: | amd64 |
Priority: | High | ||
Version: | unspecified | ||
Hardware: | AMD64 | ||
OS: | Linux | ||
Whiteboard: | |||
Package list: | Runtime testing required: | --- |
Description
Oliver Jeeves
2005-03-24 10:42:35 UTC
maybe worth including the contents of qpkg -l to show which files do get built unicron ~ # qpkg -l quake2-icculus games-fps/quake2-icculus-0.16.1 * CONTENTS: /usr /usr/share /usr/share/doc /usr/share/doc/quake2-icculus-0.16.1 /usr/share/doc/quake2-icculus-0.16.1/readme.txt.gz /usr/share/doc/quake2-icculus-0.16.1/README.gz /usr/share/doc/quake2-icculus-0.16.1/TODO.gz /usr/share/doc/quake2-icculus-0.16.1/README-postinstall.gz /usr/games /usr/games/lib /usr/games/lib/quake2-icculus /usr/games/lib/quake2-icculus/baseq2 /usr/games/lib/quake2-icculus/baseq2/gamex86_64.so /usr/games/lib/quake2-icculus/ctf /usr/games/lib/quake2-icculus/ctf/gamex86_64.so /usr/games/lib/quake2-icculus/ref_glx.so /usr/games/lib/quake2-icculus/ref_sdlgl.so /usr/games/lib/quake2-icculus/ref_softaa.so /usr/games/lib/quake2-icculus/rogue /usr/games/lib/quake2-icculus/xatrix /usr/games/lib/quake2-icculus-qmax /usr/games/lib/quake2-icculus-qmax/baseq2 /usr/games/lib/quake2-icculus-qmax/baseq2/gamex86_64.so /usr/games/lib/quake2-icculus-qmax/baseq2/maxpak.pak /usr/games/lib/quake2-icculus-qmax/ctf /usr/games/lib/quake2-icculus-qmax/ctf/gamex86_64.so /usr/games/lib/quake2-icculus-qmax/ref_glx.so /usr/games/lib/quake2-icculus-qmax/ref_sdlgl.so /usr/games/lib/quake2-icculus-qmax/ref_softaa.so /usr/games/lib/quake2-icculus-qmax/rogue /usr/games/lib/quake2-icculus-qmax/xatrix /usr/games/bin /usr/games/bin/quake2 /usr/games/bin/q2ded /usr/games/bin/sdlquake2 /usr/games/bin/quake2-qmax /usr/games/bin/q2ded-qmax /usr/games/bin/sdlquake2-qmax Ditto...seems to be a problem with AMD64? (since that's what I have, too) you built with USE=-X rebuilt with USE=X first of all, the ebuild doesn't even check for the X USE flag. Secondly, in the information I have already given, you'll see that X is quite clearly in my USE flags. ok, it appears that after an emerge sync, X now is a use flag that the ebuild uses, although the version number of the package hasn't changed? The results of an emerge -pv quake2-icculus were: [ebuild R ] games-fps/quake2-icculus-0.16.1 +aalib -arts -dedicated -ipv6 -joystick -noqmax +opengl -rogue +sdl (-svga) -xatrix 4,695 kB but are now: [ebuild R ] games-fps/quake2-icculus-0.16.1 +X +aalib -arts -dedicated -ipv6 -joystick -noqmax +opengl -rogue +sdl (-svga) -xatrix 4,695 kB shouldn't version number (even just the -rX bit) change when the ebuild changes? rebuilding to test this will have to wait until tomorrow. calm down there buddy :P portage normally sorts your USE flags so i looked at the tail end and didnt see X quake2 has ALWAYS used X, i just neglected to add it to IUSE, so in reality nothing changed according to the quake2 makefile, either upstream made a mistake and didnt include BUILD_X11 support on amd64, or it isnt supported the 'ifeq ($(ARCH),x86_64)' section is missing this which is under the i386 section: ifeq ($(strip $(BUILD_X11)),YES) TARGETS += $(BUILDDIR)/ref_softx.$(SHLIBEXT) endif ok, the makefile just has a typo (BUILD_SOFTX instead of BUILD_X11) regardless, software rendering isnt supported on x86_64 atm ... but quake2 uses that when it is first run, so you get stuck in a loop ... no way to change your driver without starting the game, but no way to start the game without ref_softx ;) as a workaround, you can for now do this: `quake2 +set vid_ref glx` added a small workaround to portage ... the default renderer on amd64 will be 'glx' until the 'softx' and 'soft' renderers work on amd64 |