it has come back.
hello,
I just finished installing urban terror on ubuntu dapper.
I launched it a first time and connect to a server ; then my comp freezes. I couldn't do anything else than rebooting...
2d time : connected to a game, fine. While waiting for spawning, it suddenly came back to the desktop and closed UTerror.
3d time : I can't now even start the game. It gets black for several seconds then back to desktop.
Here is the log from the console when I launch the game in the terminal :
Quote
coq@coq-desktop:~$ chmod +x ~/ioquake/ioUrbanTerror.i386
coq@coq-desktop:~$ cd ~/ioquake && ./ioUrbanTerror.i386
ioQ3 1.33urt linux-i386 Feb 12 2007
----- FS_Startup -----
Current search path:
/home/coq/.q3a/q3ut4
/home/coq/ioquake/q3ut4/zpak000.pk3 (6139 files)
/home/coq/ioquake/q3ut4
/home/coq/.q3a/baseq3
/home/coq/ioquake/baseq3
----------------------
6139 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 6: 1024 768
Using 4/4/4 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5600/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5600/AGP/SSE/3DNOW!
GL_VERSION: 2.1.0 NVIDIA 97.46
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
blah blah ...
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_E_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
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/27s.shader'
...loading 'scripts/abbey.shader'
blah blah ...
...loading 'scripts/zzz_sanc.shader'
...loading 'scripts/z_newbh.shader'
...loading 'scripts/z_nvg.shader'
----- finished R_Init -----
------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "alsa".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 514
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
0x8afd378 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
VM file ui compiled to 737219 bytes of code
ui loaded in 33931296 bytes on the hunk
trying menu/art/3_cursor2.TGA...
trying ui/assets/gradientbar2.TGA...
trying menu/art/fx_base.TGA...
blah blah ...
Parsing menu file:ui/ingame_select_gear_grenade.menu
Parsing menu file:ui/ingame_select_player.menu
Parsing menu file:ui/ingame_ut_matchmode.menu
UI menu load time = 492 milli seconds
16 bots parsed
13 crosshairs parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: localhost
Alias: coq-desktop
Alias: coq-desktop
IP: 127.0.0.1
IP: 127.0.1.1
Started tty console (use +set ttycon 0 to disable)
Received signal 6, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Shutdown tty console
coq@coq-desktop:~/ioquake$
coq@coq-desktop:~$ cd ~/ioquake && ./ioUrbanTerror.i386
ioQ3 1.33urt linux-i386 Feb 12 2007
----- FS_Startup -----
Current search path:
/home/coq/.q3a/q3ut4
/home/coq/ioquake/q3ut4/zpak000.pk3 (6139 files)
/home/coq/ioquake/q3ut4
/home/coq/.q3a/baseq3
/home/coq/ioquake/baseq3
----------------------
6139 files in pk3 files
execing default.cfg
execing q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
------- Input Initialization -------
Joystick is not active.
------------------------------------
...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 6: 1024 768
Using 4/4/4 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5600/AGP/SSE/3DNOW!
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5600/AGP/SSE/3DNOW!
GL_VERSION: 2.1.0 NVIDIA 97.46
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
blah blah ...
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_E_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
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/27s.shader'
...loading 'scripts/abbey.shader'
blah blah ...
...loading 'scripts/zzz_sanc.shader'
...loading 'scripts/z_newbh.shader'
...loading 'scripts/z_nvg.shader'
----- finished R_Init -----
------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "alsa".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 514
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
0x8afd378 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
VM file ui compiled to 737219 bytes of code
ui loaded in 33931296 bytes on the hunk
trying menu/art/3_cursor2.TGA...
trying ui/assets/gradientbar2.TGA...
trying menu/art/fx_base.TGA...
blah blah ...
Parsing menu file:ui/ingame_select_gear_grenade.menu
Parsing menu file:ui/ingame_select_player.menu
Parsing menu file:ui/ingame_ut_matchmode.menu
UI menu load time = 492 milli seconds
16 bots parsed
13 crosshairs parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: localhost
Alias: coq-desktop
Alias: coq-desktop
IP: 127.0.0.1
IP: 127.0.1.1
Started tty console (use +set ttycon 0 to disable)
Received signal 6, exiting...
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
Shutdown tty console
coq@coq-desktop:~/ioquake$
What can I do ?