Quake III Arena - Fadenkreuz reagiert nicht

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Quake III Arena - Fadenkreuz reagiert nicht

Beitragvon dYr0 » 11.12.2008, 15:12

Hallo,
ich habe mir heute Quake III Arena installiert und schon im Menü reagiert die Maus nicht, aber die Tasten funktionieren. Das Fadenkreuz hängt bei mir oben links in der Ecke und will sich einfach nicht bewegen lassen.

System: Ubuntu 8.10

Das zeigt er mir in der Konsole an:
Code: Alles auswählen
./quake3
Q3 1.32 linux-i386 Oct  7 2002
----- FS_Startup -----
Current search path:
/home/dyr0/.q3a/baseq3
/home/dyr0/quake3/baseq3/pak8.pk3 (9 files)
/home/dyr0/quake3/baseq3/pak7.pk3 (4 files)
/home/dyr0/quake3/baseq3/pak6.pk3 (64 files)
/home/dyr0/quake3/baseq3/pak5.pk3 (7 files)
/home/dyr0/quake3/baseq3/pak4.pk3 (272 files)
/home/dyr0/quake3/baseq3/pak3.pk3 (4 files)
/home/dyr0/quake3/baseq3/pak2.pk3 (148 files)
/home/dyr0/quake3/baseq3/pak1.pk3 (26 files)
/home/dyr0/quake3/baseq3/pak0.pk3 (3539 files)
/home/dyr0/quake3/baseq3
./quake3.x86/baseq3

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldnt exec autoexec.cfg
Hunk_Clear: reset the hunk ok

------- Input Initialization -------
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
...loading libGL.so.1: Initializing OpenGL display
...setting mode 8: 1280 1024
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 1280x1024
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce 6200/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
XF86 Gamma extension initialized

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 6200/AGP/SSE/3DNOW!
GL_VERSION: 2.1.2 NVIDIA 177.80
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render 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(24-bits) Z(24-bit) stencil(0-bits)
MODE: 8, 1280 x 1024 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading scripts/lightningnew.shader
...loading scripts/explode1.shader
...loading scripts/gfx.shader
...loading scripts/tim.shader
...loading scripts/base.shader
...loading scripts/base_button.shader
...loading scripts/base_floor.shader
...loading scripts/base_light.shader
...loading scripts/base_object.shader
...loading scripts/base_support.shader
...loading scripts/base_trim.shader
...loading scripts/base_wall.shader
...loading scripts/common.shader
...loading scripts/ctf.shader
...loading scripts/eerie.shader
...loading scripts/gothic_block.shader
...loading scripts/gothic_floor.shader
...loading scripts/gothic_light.shader
...loading scripts/gothic_trim.shader
...loading scripts/gothic_wall.shader
...loading scripts/hell.shader
...loading scripts/liquid.shader
...loading scripts/menu.shader
...loading scripts/models.shader
...loading scripts/organics.shader
...loading scripts/sfx.shader
...loading scripts/shrine.shader
...loading scripts/skin.shader
...loading scripts/sky.shader
...loading scripts/test.shader
----- finished R_Init -----

------- sound initialization -------
------------------------------------
----- Sound Info -----
sound system is muted
   1 stereo
32768 samples
   16 samplebits
   1 submission_chunk
22050 speed
0xb1d0d000 dma buffer
No background file.
----------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: hostname
IP: 127.0.1.1
Started tty console (use +set ttycon 0 to disable)
^5PunkBuster Client: PunkBuster Client (v0.993 | A0) **DISABLED**
^3PunkBuster Server: PunkBuster Server (v0.993 | A0 C0.0) **DISABLED**
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------
Shutdown tty console


Hoffe das jemand was damit anfangen kann.


mfg dyr0
Zuletzt geändert von dYr0 am 12.12.2008, 00:01, insgesamt 2-mal geändert.
dYr0
 
Beiträge: 10
Registriert: 10.08.2007, 14:15

Beitragvon SolidMob » 11.12.2008, 16:09

Klingt komisch, im log kann ich nichts entdecken.
Es steht ja da:

Code: Alles auswählen
XF86DGA Mouse (Version 2.0) initialized


Hast du vllt. eine vorherige Config reingetan? Wenn ja dann kopier sie dir mal und lösch sie im Verzeichnis. Dann starte q3 nochmal.
Ansonsten weiss ich leider auch nicht :(
SolidMob
 
Beiträge: 648
Registriert: 16.02.2007, 01:16
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Distribution: Ubuntu 16.04

Beitragvon dYr0 » 11.12.2008, 17:03

Ich finde nichtmal eine Config ;D

hm das is echt mies :/

Also meine Maus is eine Razer Death Adder, vll hilft das ja
dYr0
 
Beiträge: 10
Registriert: 10.08.2007, 14:15

Beitragvon Cheeky@Boinc » 11.12.2008, 17:09

Unter "/home/dyr0/.q3a/" ;)
".q3a" ist ein versteckter Ordner! Entweder unter "Ansicht" sichtbar machen, oder per Konsole rein ;)
<3 SuL <3
Benutzeravatar
Cheeky@Boinc
 
Beiträge: 7388
Registriert: 28.06.2006, 14:19
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Lizenz: GPL

Beitragvon dYr0 » 11.12.2008, 17:23

Danke hab sie gefunden.

Habe die Zeilen gefunden:
Code: Alles auswählen
seta in_mouse "1"
seta in_dgamouse "1"


Habe die cfg auch gelöscht und Quake nochmal neu gestartet doch es hat nicht geholfen.


EDIT:
Habe jetzt Quake III Arena ganz runtergeschmissen und ioquake3 installiert ( http://ioquake3.org/ ) das funktioniert perfekt 8)
Zuletzt geändert von dYr0 am 12.12.2008, 00:01, insgesamt 3-mal geändert.
dYr0
 
Beiträge: 10
Registriert: 10.08.2007, 14:15


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