Open arena and IOQuake3 fail on 64-bit Lucid

Asked by s_raiguel

Both the Open Arena and IOQuake3 engines fail to display bots under 64-bit Lucid. A search shows that others have experienced this same problem with the 64-bit, but not the 32-bit, operating system. The games install and run, the sound and video appear normal, but there are never any bots in any of the arenas. Recompiling and reinstalling IOQ3 has not helped, nor has lifting all the files, intact, from a Karmic backup and copying them to the Lucid disk.

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Thomas Krüger (thkrueger) said :
#1

Did you check if all libraries required by the binary are available?
Run "ldd filename" to do so!

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s_raiguel (raiguel) said :
#2

That's a logical question, but all the dependencies have been met. Nonetheless I did double-check using ldd. Previous, working, installations on 64-bit 9.10 and 9.04 indeed required some additional libraries and symbolic links, but these have been taken care of here. Moreover, the nature of the problem doesn't seem like a dependency problem. If a library is missing, the programs usually simply fail to run. In this case, the programs appear to start up and run perfectly, but the bots never spawn.

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George Standish (george-standish-deactivatedaccount) said :
#3

s_raiguel,

I do have both Quake 3 and ioQuake3 working on 64bit Lucid, some of the steps I used to install can be found here: http://sites.google.com/site/alucidfs/gaming/quake-3

In a terminal could you try running "quake3" and/or "ioquake3" and seeing what error message(s) you are getting.

Good luck,
George

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s_raiguel (raiguel) said :
#4

What you describe is pretty much what I've done. No error messages, either during the installs, or in the output when the IOQ3 is run in a terminal. As I say, both games appear to load and run just fine - but the bots never spawn in either game. Are you perhaps installing and running the 32-bit engine? The install script that I'm using has "_64" appended to the end (ioquake3-1.36-7.1.x86_64.run).

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s_raiguel (raiguel) said :
#5

Ah, OpenArena does give a possibly relevant error message, though this was not the case for IOQ3: ^1Error: file bots/default_c.c, line 24: file charsh" not found. Apparently, I'm not the only one experiencing this problem with OA. See http://ubuntuforums.org/showthread.php?t=1452530

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George Standish (george-standish-deactivatedaccount) said :
#6

s_raiguel,

I have NO idea, but you may want to have a look at the following sites:

https://bugzilla.redhat.com/show_bug.cgi?id=526338

http://r3dux.org/2010/05/how-to-fix-missing-bots-in-ioquake3-in-linux/

Good luck,
George

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s_raiguel (raiguel) said :
#7

Yes, thanks for you input; that seems to be exactly the same issue as the one I'm dealing with. One correction to a comment I made above - IOQuake does indeed give the same error as OpenArena, I'd just missed it. I'll go through these two links carefully to see if there's any information here that that will help clear this issue up.

I appreciate your input. Let's tentatively consider the problem solved: Either there should be some info in the thread here that will solve the problem, or if not, I'm simply going to give up and boot my Karmic disk or XP if I want to play these games. Either way, problem over.

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s_raiguel (raiguel) said :
#8

Realizing that I'm beating a dead, even decomposing, horse here, I just wanted to add that neither of the fixes outlined in the links above, including upgrading to IOQuake to point release 1.36 or downloading and recompiling the binary, changed the behavior of the game one iota. The problem clearly has something to do with the way bot files are parsed, but what, I have no idea. Thanks nonetheless to everyone who pitched in and tried to help.

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s_raiguel (raiguel) said :
#9

Although it's been weeks, even months, since I originally posted this request, I wanted to close the books, as it were, and report that the issue has been resolved, at least where IOQuake3 is concerned. I haven't bothered to apply the patch to Alien Arena, but there's every reason to assume the same fix should work for that game as well.

The starting point was the link provided above (thanks again, George):
http://r3dux.org/2010/05/how-to-fix-missing-bots-in-ioquake3-in-linux/

However, after downloading the source code as described in the link, there is one additional step that must be taken before running the makefile: The source must first be patched, to correct the erroneous use of strcopy. This patch is available at

http://bugzilla-attachments.icculus.org/attachment.cgi?id=2196

If you save this patch script in a file called "patchme" in the quake3-1.36 directory, then applying the patch is simply a matter of entering the command

patch ./quake3-1.36/code/botlib/l_precomp.c ~/patchme

I also ran this command as

patch ./quake3-1.36/code/botlib/l_script.c ~/patchme

But it's not clear to me whether this second step is also necessary.

After copying the newly-compiled binaries to the IOQuake3 directory, the game - at last - worked as it should.