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ioUrbanTerror on sparc/Debian Rate Topic: -----

#1 User is offline   int0xff (old) Icon

  • Joined: 21-December 09
  • Posts: 4

Posted 21 December 2009 - 01:51 PM

Hi all,

over the past days, I've tried to compile the UrbanTerror server from the official (?) UrbanTerror sources on sparc/Debian Lenny. It compiled just fine, but then, after copying the zpaks and cfgs, I got a very strange runtime error:

masterofpc@ultra5:~/tmp/ioUrbanTerrorServerSource/build/release-linux-sparc64$ ./ioUrTded.sparc64 +exec server.cfg
ioq3 1.35urt linux-sparc Dec 21 2009                                                                           
----- FS_Startup -----                                                                                         
Current search path:                                                                                           
/home/masterofpc/.q3a/q3ut4                                                                                    
./q3ut4/zpak000_assets.pk3 (7933 files)                                                                        
./q3ut4/zpak000.pk3 (99 files)                                                                                 
./q3ut4                                                                                                        

----------------------
8032 files in pk3 files
execing default.cfg    
execing q3config.cfg   
execing autoexec.cfg   
Hunk_Clear: reset the hunk ok
--- Common Initialization Complete ---
Opening IP socket: localhost:27960    
Hostname: ultra5.sitaru.dyndns.org    
Alias: ultra5                         
IP: 127.0.0.1                         
------ Server Initialization ------
Server: ut4_casa
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
/home/masterofpc/.q3a/q3ut4
./q3ut4/zpak000_assets.pk3 (7933 files)
./q3ut4/zpak000.pk3 (99 files)
./q3ut4

----------------------
16064 files in pk3 files
Loading vm file vm/qagame.qvm...
Architecture doesn't have a bytecode compiler, using interpreter
qagame loaded in 37410880 bytes on the hunk
------- Game Initialization -------
gamename: q3ut4
gamedate: Dec 21 2007
^3Warning: OP_BLOCK_COPY not dword aligned
]Received signal 10, exiting...
----- Server Shutdown (Signal caught) -----
[some heartbeat/etc messages]
==== ShutdownGame ====
---------------------------


Do you know whats going wrong here?
(Build log: http://pastebin.com/m5a73369 )

Thanks in advance :)

- int0xff

This post has been edited by int0xff: 21 December 2009 - 02:13 PM


#2 User is offline   mitsubishi Icon

  • Account: mitsubishi
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  • Posts: 13,481

Posted 21 December 2009 - 04:14 PM

oh you must have hit some obscure mechanic in the virtual machine code, understood only by the most vicious of hackers.


try #ioquake3 at freenode.

(generally try to build ioquake3 first with it (build with STANDALONE and run with +set fs_game q3ut4) and if it kicks again (which it may) try them)




ah, see google, some messages in relation to tremulous appear (also ioq3 based).

This post has been edited by mitsubishi: 21 December 2009 - 04:17 PM


#3 User is offline   int0xff (old) Icon

  • Joined: 21-December 09
  • Posts: 4

Posted 21 December 2009 - 05:41 PM

View Postmitsubishi, on 21 December 2009 - 04:14 PM, said:

oh you must have hit some obscure mechanic in the virtual machine code, understood only by the most vicious of hackers.


try #ioquake3 at freenode.

(generally try to build ioquake3 first with it (build with STANDALONE and run with +set fs_game q3ut4) and if it kicks again (which it may) try them)




ah, see google, some messages in relation to tremulous appear (also ioq3 based).


thanks, I'll try to build ioq3 and else ask the 1337-hackers for help!

(the google results were some bugs on ppc, where this warning with OP_BLOCK_COPY was repeated, but the game actually started, which in my case was not the case.)

- int0xff

#4 User is offline   int0xff (old) Icon

  • Joined: 21-December 09
  • Posts: 4

Posted 21 December 2009 - 07:00 PM

Wow! Can't believe it...it works now using the official ioquake3.org svn r1757 source + URT files.

Actually, here's how you actually can run a UrbanTerror server on a non-x86 architecture (in my case sparc64):
1. Get a svn snapshot of the sources
svn co svn://svn.icculus.org/quake3/trunk ioquake3 -r1757

2. Edit the head of the Makefile to make sure you have it as follows:
ifndef BUILD_STANDALONE
  BUILD_STANDALONE = 1
endif
ifndef BUILD_CLIENT
  BUILD_CLIENT     = 0
endif
ifndef BUILD_CLIENT_SMP
  BUILD_CLIENT_SMP = 0
endif
ifndef BUILD_SERVER
  BUILD_SERVER     = 1
endif
ifndef BUILD_GAME_SO
  BUILD_GAME_SO    = 1
endif
ifndef BUILD_GAME_QVM
  BUILD_GAME_QVM   = 1
endif
ifndef BUILD_MISSIONPACK
  BUILD_MISSIONPACK= 0
endif


3. OK, now type in make
4. Wait :)
5. go to build/release-linux-sparc64 and paste the q3ut4 folder found in the UrbanTerror zip.
6. Now you need to copy the freshly built QVM and game .so's to q3ut4 - execute:
cp -r baseq3 client ded q3ut4/

7. Finished!!

Now you can launch the server like this:
./ioq3ded.sparc64 +set fs_game q3ut4 +set dedicated 1 +set net_IP 192.168.0.11 +map ut4_elgin

Just make sure to include "+set fs_game q3ut4"!

Have fun!

- int0xff

#5 User is offline   mitsubishi Icon

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Posted 21 December 2009 - 07:13 PM

to go directly to q3ut4 edit the top of q_shared.h

This post has been edited by mitsubishi: 21 December 2009 - 07:15 PM


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#6 User is offline   int0xff (old) Icon

  • Joined: 21-December 09
  • Posts: 4

Posted 21 December 2009 - 08:47 PM

OK, thanks very much for your help mitsubushi...now I've got a fully working UrT server on my little sparc machine.

PS: Also edited the head q_shared.h:
#define BASEGAME                      "q3ut4"


- int0xff

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