Mailing List Archive

Gaming on gentoo
Hello list,

I am a gentoo newbie. I have installed gentoo about a month ago and have been busy since in my free time getting it up and running.

I have a problem with quakespasm, it segfaults on startup.. this is what I get..

alan@irondust:/usr/share/games/quake$ quakespasm
Command line: quakespasm
Found SDL version 2.24.2
Detected 2 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 20:46:02 Dec 12 2022
256.0 megabyte heap
Video mode 1920x1080x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 390.157
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 4
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SetSwapInterval
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
Segmentation fault
alan@irondust:/usr/share/games/quake$

I get the above with version 0.95.1 (installed from guru using the git version) and from 0.94.1 also from guru.

I am not sure why it segfaults or what I can do about that. I have built it with sdl and sdl2 and I get the same result.

I have run quakespasm on other distributions like debian, archlinux and slackware without issues so there may be something different about gentoo that I need to know about.

Any thoughts or ideas about how to get this working would be appreciated.
Gaming on gentoo [ In reply to ]
On Mon, 12 Dec 2022 21:17:35 -0800
Alan Ianson <agianson@gmail.com> wrote:

> Hello list,
>
> I am a gentoo newbie. I have installed gentoo about a month ago and have been busy since in my free time getting it up and running.
>
> I have a problem with quakespasm, it segfaults on startup.. this is what I get..

Just as a follow up on my own post.. ;)

I ran valgrind against quakespasm and it says this..

alan@irondust:~$ valgrind -q /usr/bin/quakespasm

valgrind: Fatal error at startup: a function redirection
valgrind: which is mandatory for this platform-tool combination
valgrind: cannot be set up. Details of the redirection are:
valgrind:
valgrind: A must-be-redirected function
valgrind: whose name matches the pattern: strlen
valgrind: in an object with soname matching: ld-linux-x86-64.so.2
valgrind: was not found whilst processing
valgrind: symbols from the object with soname: ld-linux-x86-64.so.2
valgrind:
valgrind: Possible fixes: (1, short term): install glibc's debuginfo
valgrind: package on this machine. (2, longer term): ask the packagers
valgrind: for your Linux distribution to please in future ship a non-
valgrind: stripped ld.so (or whatever the dynamic linker .so is called)
valgrind: that exports the above-named function using the standard
valgrind: calling conventions for this platform. The package you need
valgrind: to install for fix (1) is called
valgrind:
valgrind: On Debian, Ubuntu: libc6-dbg
valgrind: On SuSE, openSuSE, Fedora, RHEL: glibc-debuginfo
valgrind:
valgrind: Note that if you are debugging a 32 bit process on a
valgrind: 64 bit system, you will need a corresponding 32 bit debuginfo
valgrind: package (e.g. libc6-dbg:i386).
valgrind:
valgrind: Cannot continue -- exiting now. Sorry.

I'm not exactly sure what the above says/means. Are there gentoo packages I can install to get better info?

I'll keep at this and see what I can find. Any ideas/thoughts/help would be welcome. :)
Re: Gaming on gentoo [ In reply to ]
Hi,

It seems that the game is a binary blob and requires some older libraries.
Have you installed some 32bit libraries. You can check what you need with
'ldd some_binary'. For 32bit libraries you might want to use 'abi_x86_32'
for the needed libraries or enable it globlly in make.conf and then
recompile everything.

Artur

On Tue, 13 Dec 2022 at 08:37, Alan Ianson <agianson@gmail.com> wrote:

> On Mon, 12 Dec 2022 21:17:35 -0800
> Alan Ianson <agianson@gmail.com> wrote:
>
> > Hello list,
> >
> > I am a gentoo newbie. I have installed gentoo about a month ago and have
> been busy since in my free time getting it up and running.
> >
> > I have a problem with quakespasm, it segfaults on startup.. this is what
> I get..
>
> Just as a follow up on my own post.. ;)
>
> I ran valgrind against quakespasm and it says this..
>
> alan@irondust:~$ valgrind -q /usr/bin/quakespasm
>
> valgrind: Fatal error at startup: a function redirection
> valgrind: which is mandatory for this platform-tool combination
> valgrind: cannot be set up. Details of the redirection are:
> valgrind:
> valgrind: A must-be-redirected function
> valgrind: whose name matches the pattern: strlen
> valgrind: in an object with soname matching: ld-linux-x86-64.so.2
> valgrind: was not found whilst processing
> valgrind: symbols from the object with soname: ld-linux-x86-64.so.2
> valgrind:
> valgrind: Possible fixes: (1, short term): install glibc's debuginfo
> valgrind: package on this machine. (2, longer term): ask the packagers
> valgrind: for your Linux distribution to please in future ship a non-
> valgrind: stripped ld.so (or whatever the dynamic linker .so is called)
> valgrind: that exports the above-named function using the standard
> valgrind: calling conventions for this platform. The package you need
> valgrind: to install for fix (1) is called
> valgrind:
> valgrind: On Debian, Ubuntu: libc6-dbg
> valgrind: On SuSE, openSuSE, Fedora, RHEL: glibc-debuginfo
> valgrind:
> valgrind: Note that if you are debugging a 32 bit process on a
> valgrind: 64 bit system, you will need a corresponding 32 bit debuginfo
> valgrind: package (e.g. libc6-dbg:i386).
> valgrind:
> valgrind: Cannot continue -- exiting now. Sorry.
>
> I'm not exactly sure what the above says/means. Are there gentoo packages
> I can install to get better info?
>
> I'll keep at this and see what I can find. Any ideas/thoughts/help would
> be welcome. :)
>
>
Re: Gaming on gentoo [ In reply to ]
On Tue, 13 Dec 2022 12:12:19 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> Hi,
>
> It seems that the game is a binary blob and requires some older libraries.
> Have you installed some 32bit libraries. You can check what you need with
> 'ldd some_binary'. For 32bit libraries you might want to use 'abi_x86_32'
> for the needed libraries or enable it globlly in make.conf and then
> recompile everything.

I do have some 32bit games I'll be trying to run but I haven't looked at that yet. This is a 64bit quakespasm (as far as I know).

This is what ldd has to say about quakespasm..

alan@irondust:~$ ldd /usr/bin/quakespasm
linux-vdso.so.1 (0x00007ffe7b188000)
libm.so.6 => /lib64/libm.so.6 (0x00007f7f78f90000)
libOpenGL.so.0 => /usr/lib64/libOpenGL.so.0 (0x00007f7f78f64000)
libvorbisfile.so.3 => /usr/lib64/libvorbisfile.so.3 (0x00007f7f78f5a000)
libvorbis.so.0 => /usr/lib64/libvorbis.so.0 (0x00007f7f78f2c000)
libogg.so.0 => /usr/lib64/libogg.so.0 (0x00007f7f78f21000)
libmad.so.0 => /usr/lib64/libmad.so.0 (0x00007f7f78efe000)
libSDL2-2.0.so.0 => /usr/lib64/libSDL2-2.0.so.0 (0x00007f7f78882000)
libc.so.6 => /lib64/libc.so.6 (0x00007f7f786b4000)
/lib64/ld-linux-x86-64.so.2 (0x00007f7f79085000)
libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007f7f785fc000)
libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f7f7850f000)
libpulse.so.0 => /usr/lib64/libpulse.so.0 (0x00007f7f784b9000)
libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007f7f78377000)
libXext.so.6 => /usr/lib64/libXext.so.6 (0x00007f7f78360000)
libXcursor.so.1 => /usr/lib64/libXcursor.so.1 (0x00007f7f78353000)
libXi.so.6 => /usr/lib64/libXi.so.6 (0x00007f7f7833f000)
libXfixes.so.3 => /usr/lib64/libXfixes.so.3 (0x00007f7f78336000)
libXrandr.so.2 => /usr/lib64/libXrandr.so.2 (0x00007f7f78329000)
libpulsecommon-16.1.so => /usr/lib64/pulseaudio/libpulsecommon-16.1.so (0x00007f7f7829f000)
libdbus-1.so.3 => /usr/lib64/libdbus-1.so.3 (0x00007f7f78252000)
libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007f7f78228000)
libXrender.so.1 => /usr/lib64/libXrender.so.1 (0x00007f7f7821b000)
libsndfile.so.1 => /usr/lib64/libsndfile.so.1 (0x00007f7f781a5000)
libasyncns.so.0 => /usr/lib64/libasyncns.so.0 (0x00007f7f7819d000)
libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007f7f78198000)
libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007f7f78190000)
libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007f7f78179000)
libmd.so.0 => /usr/lib64/libmd.so.0 (0x00007f7f7816c000)
alan@irondust:~$

Everything there looks good to me. I have since built darkplaces and have a similar experience with that.

There must be some detail in the works that I am missing.

I appreciate your input.
Re: Gaming on gentoo [ In reply to ]
I can test out quakespasm in the evening (for me) as I need to extract the
pak file to test it (as it exitied while trying to load it).

Arutr

On Tue, 13 Dec 2022 at 12:24, Alan Ianson <agianson@gmail.com> wrote:

> On Tue, 13 Dec 2022 12:12:19 +0000
> Artur Tamm <artur.tamm.85@gmail.com> wrote:
>
> > Hi,
> >
> > It seems that the game is a binary blob and requires some older
> libraries.
> > Have you installed some 32bit libraries. You can check what you need with
> > 'ldd some_binary'. For 32bit libraries you might want to use 'abi_x86_32'
> > for the needed libraries or enable it globlly in make.conf and then
> > recompile everything.
>
> I do have some 32bit games I'll be trying to run but I haven't looked at
> that yet. This is a 64bit quakespasm (as far as I know).
>
> This is what ldd has to say about quakespasm..
>
> alan@irondust:~$ ldd /usr/bin/quakespasm
> linux-vdso.so.1 (0x00007ffe7b188000)
> libm.so.6 => /lib64/libm.so.6 (0x00007f7f78f90000)
> libOpenGL.so.0 => /usr/lib64/libOpenGL.so.0 (0x00007f7f78f64000)
> libvorbisfile.so.3 => /usr/lib64/libvorbisfile.so.3
> (0x00007f7f78f5a000)
> libvorbis.so.0 => /usr/lib64/libvorbis.so.0 (0x00007f7f78f2c000)
> libogg.so.0 => /usr/lib64/libogg.so.0 (0x00007f7f78f21000)
> libmad.so.0 => /usr/lib64/libmad.so.0 (0x00007f7f78efe000)
> libSDL2-2.0.so.0 => /usr/lib64/libSDL2-2.0.so.0
> (0x00007f7f78882000)
> libc.so.6 => /lib64/libc.so.6 (0x00007f7f786b4000)
> /lib64/ld-linux-x86-64.so.2 (0x00007f7f79085000)
> libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0
> (0x00007f7f785fc000)
> libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f7f7850f000)
> libpulse.so.0 => /usr/lib64/libpulse.so.0 (0x00007f7f784b9000)
> libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007f7f78377000)
> libXext.so.6 => /usr/lib64/libXext.so.6 (0x00007f7f78360000)
> libXcursor.so.1 => /usr/lib64/libXcursor.so.1 (0x00007f7f78353000)
> libXi.so.6 => /usr/lib64/libXi.so.6 (0x00007f7f7833f000)
> libXfixes.so.3 => /usr/lib64/libXfixes.so.3 (0x00007f7f78336000)
> libXrandr.so.2 => /usr/lib64/libXrandr.so.2 (0x00007f7f78329000)
> libpulsecommon-16.1.so => /usr/lib64/pulseaudio/
> libpulsecommon-16.1.so (0x00007f7f7829f000)
> libdbus-1.so.3 => /usr/lib64/libdbus-1.so.3 (0x00007f7f78252000)
> libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007f7f78228000)
> libXrender.so.1 => /usr/lib64/libXrender.so.1 (0x00007f7f7821b000)
> libsndfile.so.1 => /usr/lib64/libsndfile.so.1 (0x00007f7f781a5000)
> libasyncns.so.0 => /usr/lib64/libasyncns.so.0 (0x00007f7f7819d000)
> libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007f7f78198000)
> libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007f7f78190000)
> libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007f7f78179000)
> libmd.so.0 => /usr/lib64/libmd.so.0 (0x00007f7f7816c000)
> alan@irondust:~$
>
> Everything there looks good to me. I have since built darkplaces and have
> a similar experience with that.
>
> There must be some detail in the works that I am missing.
>
> I appreciate your input.
>
>
Re: Gaming on gentoo [ In reply to ]
On Tue, 13 Dec 2022 12:28:18 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> I can test out quakespasm in the evening (for me) as I need to extract the
> pak file to test it (as it exitied while trying to load it).

I appreciate that, please let us know how it goes for you.

I may have to disable use flags or something. I'm not sure exactly but if you have success with quakespasm (or darkplaces) can you post the output of "ldd quakespasm (or darkplaces)"? That might shed some light on why it fails here.
Re: Gaming on gentoo [ In reply to ]
On Tue, 13 Dec 2022 12:28:18 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> I can test out quakespasm in the evening (for me) as I need to extract the
> pak file to test it (as it exitied while trying to load it).

I just built ironwail (https://github.com/andrei-drexler/ironwail) and that runs fine here. Ironwail is a quakespasm fork, fairly recent I think.

Still, I like to get to the bottom of my issues with quakespasm and darkplaces if I can.
Re: Gaming on gentoo [ In reply to ]
did you try to compile quakespasm yourself?

On Tue, 13 Dec 2022, 15:25 Alan Ianson, <agianson@gmail.com> wrote:

> On Tue, 13 Dec 2022 12:28:18 +0000
> Artur Tamm <artur.tamm.85@gmail.com> wrote:
>
> > I can test out quakespasm in the evening (for me) as I need to extract
> the
> > pak file to test it (as it exitied while trying to load it).
>
> I just built ironwail (https://github.com/andrei-drexler/ironwail) and
> that runs fine here. Ironwail is a quakespasm fork, fairly recent I think.
>
> Still, I like to get to the bottom of my issues with quakespasm and
> darkplaces if I can.
>
>
Re: Gaming on gentoo [ In reply to ]
On Tue, 13 Dec 2022 15:32:38 +0200
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> did you try to compile quakespasm yourself?

Yes, I emerged 0.94.1 and also the git version (0.95.1) using the quakespasm-9999.ebuild. Both of those are from the gentoo guru repository. I also built 0.95.1 myself from the tarball at the quakespasm sourceforge site but none of those will run for me here. I'm not sure why.
Re: Gaming on gentoo [ In reply to ]
sourceforge tarball was a prebuilt binary (at least the one I downloaded).
I saw that the source code is here:
https://github.com/sezero/quakespasm/tree/master/Quake
The default Makefile might need some editing for a successful compilation.

Artur

On Tue, 13 Dec 2022 at 13:45, Alan Ianson <agianson@gmail.com> wrote:

> On Tue, 13 Dec 2022 15:32:38 +0200
> Artur Tamm <artur.tamm.85@gmail.com> wrote:
>
> > did you try to compile quakespasm yourself?
>
> Yes, I emerged 0.94.1 and also the git version (0.95.1) using the
> quakespasm-9999.ebuild. Both of those are from the gentoo guru repository.
> I also built 0.95.1 myself from the tarball at the quakespasm sourceforge
> site but none of those will run for me here. I'm not sure why.
>
>
>
Re: Gaming on gentoo [ In reply to ]
On Tue, 13 Dec 2022 13:49:54 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> sourceforge tarball was a prebuilt binary (at least the one I downloaded).

The source is there too in a different directory.

> I saw that the source code is here:
> https://github.com/sezero/quakespasm/tree/master/Quake
> The default Makefile might need some editing for a successful compilation.

I just grabbed the linux-64 archive from sourceforge. I have never run the prebuilt binaries before but I tried it just to see what would happen. The quakespasm-sdl2 segfaulted the same as my own build but the quakespasm (sdl I suppose?) does run here.

So that is something! I can run their sdl quakespasm but not my own built here.

That is better than nothing but I'd still like to hear about your experience. I'd be happy if I could build and run my own if I can figure out what the issue is.
Re: Gaming on gentoo [ In reply to ]
Hi,

I finally had the time to test quakespasm. I tried both the binary from the
project as well as the version compiled by me from the project page on
github. After copying the binary into quake folder (GoG version) and making
symlinks to pak0.pak and pak1.pak (filesystem is case sensitive and the
software cannot handle it). It worked fine.

Artur

Here is the ldd output (don't know if it helps)
ldd quakespasm_compiled
linux-vdso.so.1 (0x00007ffe3bd52000)
libm.so.6 => /lib64/libm.so.6 (0x00007f2cd37c0000)
libGL.so.1 => /usr/lib64/libGL.so.1 (0x00007f2cd373a000)
libvorbisfile.so.3 => /usr/lib64/libvorbisfile.so.3 (0x00007f2cd3730000)
libvorbis.so.0 => /usr/lib64/libvorbis.so.0 (0x00007f2cd3702000)
libogg.so.0 => /usr/lib64/libogg.so.0 (0x00007f2cd36f7000)
libmad.so.0 => /usr/lib64/libmad.so.0 (0x00007f2cd36d4000)
libSDL-1.2.so.0 => /usr/lib64/libSDL-1.2.so.0 (0x00007f2cd3668000)
libc.so.6 => /lib64/libc.so.6 (0x00007f2cd346b000)
/lib64/ld-linux-x86-64.so.2 (0x00007f2cd3db6000)
libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007f2cd33b3000)
libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x00007f2cd337f000)
libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f2cd328f000)
libdl.so.2 => /lib64/libdl.so.2 (0x00007f2cd328a000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f2cd3283000)
libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007f2cd313f000)
libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007f2cd3115000)
libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007f2cd3110000)
libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007f2cd3108000)
libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007f2cd30ef000)
libmd.so.0 => /usr/lib64/libmd.so.0 (0x00007f2cd30e1000)


On Tue, 13 Dec 2022 at 14:24, Alan Ianson <agianson@gmail.com> wrote:

> On Tue, 13 Dec 2022 13:49:54 +0000
> Artur Tamm <artur.tamm.85@gmail.com> wrote:
>
> > sourceforge tarball was a prebuilt binary (at least the one I
> downloaded).
>
> The source is there too in a different directory.
>
> > I saw that the source code is here:
> > https://github.com/sezero/quakespasm/tree/master/Quake
> > The default Makefile might need some editing for a successful
> compilation.
>
> I just grabbed the linux-64 archive from sourceforge. I have never run the
> prebuilt binaries before but I tried it just to see what would happen. The
> quakespasm-sdl2 segfaulted the same as my own build but the quakespasm (sdl
> I suppose?) does run here.
>
> So that is something! I can run their sdl quakespasm but not my own built
> here.
>
> That is better than nothing but I'd still like to hear about your
> experience. I'd be happy if I could build and run my own if I can figure
> out what the issue is.
>
>
>
Re: Gaming on gentoo [ In reply to ]
On Wed, 14 Dec 2022 21:12:32 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> Hi,
>
> I finally had the time to test quakespasm. I tried both the binary from the
> project as well as the version compiled by me from the project page on
> github. After copying the binary into quake folder (GoG version) and making
> symlinks to pak0.pak and pak1.pak (filesystem is case sensitive and the
> software cannot handle it). It worked fine.

Thank you for the assistance.
>
> Here is the ldd output (don't know if it helps)

It does help. I can see that an sdl build is working for you so I will compare that with my own and see if anything is different.

My own quakespasm (sdl and sdl2) segfaulted, but I am able to run an sdl build provided by the project at sourceforge. Hmm. :)

I'm thinking I may need to -sdl and +sdl2 in the use flags, or maybe +sdl and -sdl2. I'll check that when I get a bit of free time.
RE: Gaming on gentoo [ In reply to ]
Note that some programs will dynamically load libraries at runtime, in addition to being linked against them at build time. These don’t necessarily show up in ldd. (Qt is horrible about this) Enabling core dumps or running under a debugger might shed some light on what’s going on. If that doesn’t work easily then check the project documentation to see if they have a special debugging workflow. Some game engines require a very specific debugging setup for the output to make any sense.

LMP

From: Artur Tamm <artur.tamm.85@gmail.com>
Sent: Wednesday, December 14, 2022 1:13 PM
To: gentoo-user@lists.gentoo.org
Subject: Re: [gentoo-user] Gaming on gentoo

Hi,

I finally had the time to test quakespasm. I tried both the binary from the project as well as the version compiled by me from the project page on github. After copying the binary into quake folder (GoG version) and making symlinks to pak0.pak and pak1.pak (filesystem is case sensitive and the software cannot handle it). It worked fine.

Artur

Here is the ldd output (don't know if it helps)
ldd quakespasm_compiled
linux-vdso.so.1 (0x00007ffe3bd52000)
libm.so.6 => /lib64/libm.so.6 (0x00007f2cd37c0000)
libGL.so.1 => /usr/lib64/libGL.so.1 (0x00007f2cd373a000)
libvorbisfile.so.3 => /usr/lib64/libvorbisfile.so.3 (0x00007f2cd3730000)
libvorbis.so.0 => /usr/lib64/libvorbis.so.0 (0x00007f2cd3702000)
libogg.so.0 => /usr/lib64/libogg.so.0 (0x00007f2cd36f7000)
libmad.so.0 => /usr/lib64/libmad.so.0 (0x00007f2cd36d4000)
libSDL-1.2.so.0 => /usr/lib64/libSDL-1.2.so.0 (0x00007f2cd3668000)
libc.so.6 => /lib64/libc.so.6 (0x00007f2cd346b000)
/lib64/ld-linux-x86-64.so.2 (0x00007f2cd3db6000)
libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007f2cd33b3000)
libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x00007f2cd337f000)
libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f2cd328f000)
libdl.so.2 => /lib64/libdl.so.2 (0x00007f2cd328a000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f2cd3283000)
libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007f2cd313f000)
libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007f2cd3115000)
libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007f2cd3110000)
libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007f2cd3108000)
libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007f2cd30ef000)
libmd.so.0 => /usr/lib64/libmd.so.0 (0x00007f2cd30e1000)


On Tue, 13 Dec 2022 at 14:24, Alan Ianson <agianson@gmail.com<mailto:agianson@gmail.com>> wrote:
On Tue, 13 Dec 2022 13:49:54 +0000
Artur Tamm <artur.tamm.85@gmail.com<mailto:artur.tamm.85@gmail.com>> wrote:

> sourceforge tarball was a prebuilt binary (at least the one I downloaded).

The source is there too in a different directory.

> I saw that the source code is here:
> https://github.com/sezero/quakespasm/tree/master/Quake
> The default Makefile might need some editing for a successful compilation.

I just grabbed the linux-64 archive from sourceforge. I have never run the prebuilt binaries before but I tried it just to see what would happen. The quakespasm-sdl2 segfaulted the same as my own build but the quakespasm (sdl I suppose?) does run here.

So that is something! I can run their sdl quakespasm but not my own built here.

That is better than nothing but I'd still like to hear about your experience. I'd be happy if I could build and run my own if I can figure out what the issue is.
Re: Gaming on gentoo [ In reply to ]
On Thu, 15 Dec 2022 19:06:07 +0000
Laurence Perkins <lperkins@openeye.net> wrote:

> Note that some programs will dynamically load libraries at runtime, in addition to being linked against them at build time. These don’t necessarily show up in ldd. (Qt is horrible about this) Enabling core dumps or running under a debugger might shed some light on what’s going on. If that doesn’t work easily then check the project documentation to see if they have a special debugging workflow. Some game engines require a very specific debugging setup for the output to make any sense.

One thing I notice that is different about Artur's setup and mine is that pulseaudio doesn't show up in his ldd output.

I am just configuring a desktop without pulseaudio and see if that works any better. I think pulseaudio is worthwhile but I'll try without it and see how it goes.
Re: Gaming on gentoo [ In reply to ]
Thank u

Dave

On Fri, Dec 16, 2022, 8:18 PM Alan Ianson <agianson@gmail.com> wrote:

> On Thu, 15 Dec 2022 19:06:07 +0000
> Laurence Perkins <lperkins@openeye.net> wrote:
>
> > Note that some programs will dynamically load libraries at runtime, in
> addition to being linked against them at build time. These don’t
> necessarily show up in ldd. (Qt is horrible about this) Enabling core dumps
> or running under a debugger might shed some light on what’s going on. If
> that doesn’t work easily then check the project documentation to see if
> they have a special debugging workflow. Some game engines require a very
> specific debugging setup for the output to make any sense.
>
> One thing I notice that is different about Artur's setup and mine is that
> pulseaudio doesn't show up in his ldd output.
>
> I am just configuring a desktop without pulseaudio and see if that works
> any better. I think pulseaudio is worthwhile but I'll try without it and
> see how it goes.
>
>
Re: Gaming on gentoo [ In reply to ]
On Fri, 16 Dec 2022 20:20:01 -0500
David Rosenbaum <rosenbaumd181@gmail.com> wrote:

> Thank u

No problem.. :)

I have the same results without pulseaudio. Both quakespasm and darkplaces segfault on startup but ironwail runs ok.

I'm going to mess around here for a day or two without pulseaudio then put it back and put gdb to work and see if I can get a better idea of what the problem is. The solution will probably be easy if I can figure out what the issue is.
Re: Gaming on gentoo [ In reply to ]
Hi,

I try to have a systemd and pulseaudio free setup ("religious" reasons).
When I need pulse I use apulse and otherwise everything else is compiled
with alsa flag. I wonder if the issue is related to graphics
drivers/libraries instead. D remember having segfaults with some other
linux ports whirh were caused by a missing library which did not show up (I
do not remember the name but something with ?t3c?) but I think it is now in
mesa. .If you figure out what opengl features are being used we could
compare glxinfo outputs.

So, I tested quakespasm on an ryzen 7 apu (2700u) with vega gpu (thinkpad
e485). I am using mesa drivers and a linux 6.0.8 kernel.

Artur

On Sat, 17 Dec 2022, 04:20 Alan Ianson, <agianson@gmail.com> wrote:

> On Fri, 16 Dec 2022 20:20:01 -0500
> David Rosenbaum <rosenbaumd181@gmail.com> wrote:
>
> > Thank u
>
> No problem.. :)
>
> I have the same results without pulseaudio. Both quakespasm and darkplaces
> segfault on startup but ironwail runs ok.
>
> I'm going to mess around here for a day or two without pulseaudio then put
> it back and put gdb to work and see if I can get a better idea of what the
> problem is. The solution will probably be easy if I can figure out what the
> issue is.
>
>
Re: Gaming on gentoo [ In reply to ]
On Sat, 17 Dec 2022 11:03:42 +0200
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> I try to have a systemd and pulseaudio free setup ("religious" reasons).

I also prefer OpenRC myself but I like pulseaudio. It doesn't replace alsa, it compliments it.

> When I need pulse I use apulse and otherwise everything else is compiled
> with alsa flag.

I normally have both alsa and pulseaudio once I have a desktop profile selected. It's worked well for me.

> I wonder if the issue is related to graphics drivers/libraries instead.

I don't think so but it might be. It really doesn't make sense does it? There is some detail in the works here. It is odd since I have never had a problem with quakespasm or darkplaces. I have always built them from source and they always run without any issues.

I also have issues with ioquake3. I can run a binary I built on slackware and it runs fine (here, on gentoo). When I try to build on gentoo the build fails. I haven't had a good look at that though, I'll leave that on the back burner and look at that another time.

> D remember having segfaults with some other
> linux ports whirh were caused by a missing library which did not show up (I
> do not remember the name but something with ?t3c?) but I think it is now in
> mesa. .If you figure out what opengl features are being used we could
> compare glxinfo outputs.

I am going to build a quakespasm with debugging support and run it through gdb. I am no expert with any of this though, so I have to read up on how to do that. I hope that will provide an answer I can understand and work out.

I'll reply with anything I find and hopefully at some point I can move beyond this.

> So, I tested quakespasm on an ryzen 7 apu (2700u) with vega gpu (thinkpad
> e485). I am using mesa drivers and a linux 6.0.8 kernel.

I was sporting a 6.1 kernel a couple days ago without any issues. :) I am running 5.15.80 now and am happy to stick with the defaults that the gentoo devs choose to go with most times.
Re: Gaming on gentoo [ In reply to ]
Dave

On Tue, Dec 13, 2022, 12:18 AM Alan Ianson <agianson@gmail.com> wrote:

> Hello list,
>
> I am a gentoo newbie. I have installed gentoo about a month ago and have
> been busy since in my free time getting it up and running.
>
> I have a problem with quakespasm, it segfaults on startup.. this is what I
> get..
>
> alan@irondust:/usr/share/games/quake$ quakespasm
> Command line: quakespasm
> Found SDL version 2.24.2
> Detected 2 CPUs.
> Initializing QuakeSpasm v0.95.1
> Host_Init
> Playing registered version.
> Console initialized.
> UDP Initialized
> Server using protocol 666 (FitzQuake)
> Exe: 20:46:02 Dec 12 2022
> 256.0 megabyte heap
> Video mode 1920x1080x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
> GL_VENDOR: NVIDIA Corporation
> GL_RENDERER: GeForce GT 610/PCIe/SSE2
> GL_VERSION: 4.6.0 NVIDIA 390.157
> FOUND: ARB_vertex_buffer_object
> FOUND: ARB_multitexture
> GL_MAX_TEXTURE_UNITS: 4
> FOUND: ARB_texture_env_combine
> FOUND: ARB_texture_env_add
> FOUND: SDL_GL_SetSwapInterval
> FOUND: EXT_texture_filter_anisotropic
> FOUND: ARB_texture_non_power_of_two
> FOUND: GLSL
> FOUND: glGenerateMipmap
>
> Sound Initialization
> Segmentation fault
> alan@irondust:/usr/share/games/quake$
>
> I get the above with version 0.95.1 (installed from guru using the git
> version) and from 0.94.1 also from guru.
>
> I am not sure why it segfaults or what I can do about that. I have built
> it with sdl and sdl2 and I get the same result.
>
> I have run quakespasm on other distributions like debian, archlinux and
> slackware without issues so there may be something different about gentoo
> that I need to know about.
>
> Any thoughts or ideas about how to get this working would be appreciated.
>
>
Re: Gaming on gentoo [ In reply to ]
Here is my output (start the game and exit from menu right away). It seems
yours is failing at the audio initialisation stage. Could you try to
compile quakespasm without any audio support.
===
Command line: ./quakespasm_compiled
Found SDL version 1.2.16
Detected 8 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP_Init: WARNING: gethostbyname failed (Unknown host)
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 21:05:46 Dec 14 2022
256.0 megabyte heap
Video mode 800x600x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: AMD
GL_RENDERER: AMD Radeon Vega 3 Graphics (raven, LLVM 14.0.6, DRM 3.48,
6.0.8)
GL_VERSION: 4.6 (Compatibility Profile) Mesa 22.1.7
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 8
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SWAP_CONTROL
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
SDL audio spec : 44100 Hz, 940 samples, 2 channels
SDL audio driver: alsa, 65536 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 0 CD-ROM drives

Language initialization
Couldn't load 'localization/loc_english.txt'
from '/home/artuuuro/Games/Native/Quake'

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
execing autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.



the Necropolis
Using protocol 15
Couldn't find a cdrip for track 2
You got the shells
Couldn't write config.cfg.
Shutting down SDL sound
===

On Sat, 17 Dec 2022 at 16:54, David Rosenbaum <rosenbaumd181@gmail.com>
wrote:

>
>
> Dave
>
> On Tue, Dec 13, 2022, 12:18 AM Alan Ianson <agianson@gmail.com> wrote:
>
>> Hello list,
>>
>> I am a gentoo newbie. I have installed gentoo about a month ago and have
>> been busy since in my free time getting it up and running.
>>
>> I have a problem with quakespasm, it segfaults on startup.. this is what
>> I get..
>>
>> alan@irondust:/usr/share/games/quake$ quakespasm
>> Command line: quakespasm
>> Found SDL version 2.24.2
>> Detected 2 CPUs.
>> Initializing QuakeSpasm v0.95.1
>> Host_Init
>> Playing registered version.
>> Console initialized.
>> UDP Initialized
>> Server using protocol 666 (FitzQuake)
>> Exe: 20:46:02 Dec 12 2022
>> 256.0 megabyte heap
>> Video mode 1920x1080x24 60Hz (24-bit z-buffer, 0x FSAA) initialized
>> GL_VENDOR: NVIDIA Corporation
>> GL_RENDERER: GeForce GT 610/PCIe/SSE2
>> GL_VERSION: 4.6.0 NVIDIA 390.157
>> FOUND: ARB_vertex_buffer_object
>> FOUND: ARB_multitexture
>> GL_MAX_TEXTURE_UNITS: 4
>> FOUND: ARB_texture_env_combine
>> FOUND: ARB_texture_env_add
>> FOUND: SDL_GL_SetSwapInterval
>> FOUND: EXT_texture_filter_anisotropic
>> FOUND: ARB_texture_non_power_of_two
>> FOUND: GLSL
>> FOUND: glGenerateMipmap
>>
>> Sound Initialization
>> Segmentation fault
>> alan@irondust:/usr/share/games/quake$
>>
>> I get the above with version 0.95.1 (installed from guru using the git
>> version) and from 0.94.1 also from guru.
>>
>> I am not sure why it segfaults or what I can do about that. I have built
>> it with sdl and sdl2 and I get the same result.
>>
>> I have run quakespasm on other distributions like debian, archlinux and
>> slackware without issues so there may be something different about gentoo
>> that I need to know about.
>>
>> Any thoughts or ideas about how to get this working would be appreciated.
>>
>>
Re: Gaming on gentoo [ In reply to ]
On Sat, 17 Dec 2022 18:46:57 +0000
Artur Tamm <artur.tamm.85@gmail.com> wrote:

> Here is my output (start the game and exit from menu right away). It seems
> yours is failing at the audio initialisation stage. Could you try to

I disabled all the audio options in the makefile like this..

# Enable/Disable user directories support
DO_USERDIRS=1

### Enable/Disable SDL2
USE_SDL2=0

### Enable/Disable codecs for streaming music support
USE_CODEC_WAVE=0
USE_CODEC_FLAC=0
USE_CODEC_MP3=0
USE_CODEC_VORBIS=0
USE_CODEC_OPUS=0
# either xmp or mikmod (or modplug)
USE_CODEC_MIKMOD=0
USE_CODEC_XMP=0
USE_CODEC_MODPLUG=0
USE_CODEC_UMX=0

.. and this is what I get when I run that quakespasm..

alan@irondust:~/quakespasm-0.95.1/Quake$ ./quakespasm -basedir /usr/share/games/quake
Command line: ./quakespasm -basedir /usr/share/games/quake
Found SDL version 1.2.16
Detected 2 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 11:25:38 Dec 17 2022
256.0 megabyte heap
Video mode 1920x1080x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 390.157
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 4
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SWAP_CONTROL
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
Segmentation fault

This is what I get when I run the quakespasm supplied by the project at sourceforge.

alan@irondust:/usr/share/games/quake$ ./quakespasm
Command line: ./quakespasm
Found SDL version 1.2.16
Detected 2 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 20:50:09 Nov 4 2022
256.0 megabyte heap
Video mode 1920x1080x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 390.157
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 4
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SWAP_CONTROL
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
SDL audio spec : 44100 Hz, 512 samples, 2 channels
SDL audio driver: pulse, 32768 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 1 CD-ROM drive
CDAudio initialized (SDL, using /dev/cdrom)
CDAudio_Init: No CD in drive

Language initialization
Couldn't load 'localization/loc_english.txt'
from '/mnt/slack15.0/usr/share/games/quake'

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.



the Necropolis
Using protocol 15
You got the shells
You got the Grenade Launcher
Couldn't write config.cfg.
Shutting down SDL sound

The above is the quakespasm executible from the project at sf.net running sdl, it seems to run fine. The quakespasm-sdl2 from sourceforge also segfaults at the same point as my own build. It is a mystery why that happens. I am going to get a debug version together soonish and run it through gdb and hopefully that will provide an answer. I haven't use gdb in a very long time so I need to read up on that and get back up to speed. The gentoo website has a page that explains that, so that'll help.

I'll post whatever I find out.
Re: Gaming on gentoo [ In reply to ]
Am Sat, Dec 17, 2022 at 11:54:28AM -0500 schrieb David Rosenbaum:
> Dave


Out of curiosity: what is the purpose of those mails which simply full-quote
another mail, but have no visible reply from you? I’ve been noticing them
quite often of late. Am I missing somehting?

--
Grüße | Greetings | Salut | Qapla’
Please do not share anything from, with or about me on any social network.

Down with the date line! (32nd September Initiative)