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NAVYSEALS help!

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  • NAVYSEALS help!

    I've been trying to play Navyseals. The problem is that QW-clients wont run it (have tried only ez and fuh though). Darkplaces loads it but textures won't show up (walls, drawviewmodels, etc. hud and other 2d seems to be OK)

    could someone give me a helping hand here?

    thanks!

  • #2
    I got the navyseals working with joequake, all though it's just the weapons which work.. can't get the maps working... :-(

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    • #3
      I'm pretty sure you have to run it with a netquake client.
      Try qrack, it looks much like fuhquake.

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      • #4
        I had no problems with joequake I think the maps work without any problems

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        • #5
          I play navyseals fairly often in DarkPlaces without any problems - if DP usually looks normal then it sounds like something is up with a config file in the navyseals folder.
          Inside3d - Because you can't be Outside 3D!

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          • #6
            I ran Navy Seals with either Enhanced GLQuake or JoeQuake and it ran fine.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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            • #7
              OK, I got it working with JoeQuake... I've no idea what's wrong with my DarkPlaces though.. I've it on a fresh fQuake install and normal quake install, both won't work.. Anyway, tons of tanks to you guys!

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              • #8
                Doesn't work for me at all (NS version 3), after trying Tyrquake, Proquake and Joequake.

                Each time, the result is a segfault. :-/ I even removed the demos and configs from the pakfile... no dice. Doesn't matter what map I try to load, if any.

                -> segmentation fault without further errors. I even did a strace, nothing out of the ordinary...

                *shrug* realistic mods aren't my cup of tea anyway, but it IS strange. Perhaps it just doesn't work in software mode, whatever.

                Perhaps recompiling the progs.dat might help, perhaps not. And I guess there's always Action Quake2 when I get the urge (it's pretty crappy though), or even Sin if one just wants to fight "terrorists."

                Oh well, on to all the other fascinating crappy mods.
                Scout's Journey
                Rune of Earth Magic

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                • #9
                  Don't you get some kind of post-mortem dump in Linux when an app crashes, e.g. like DrWatson in Win32? With that and a map file from the linker, you can find the function where the app crashed.

                  I just tried NavySeals3 in TyrQuake (GL Win32) and there were no obvious crash issues, only console warnings about missing frames/sounds etc.

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                  • #10
                    Yes, we get a core dump (if enabled) which can then be looked at with a debugger.

                    I might install gdb and poke around, however a) this is only a minor issue for me and b) I don't really have the time. It would be something else if it crashed on Quoth ;-)

                    If I find something, I'll file a bug...
                    Scout's Journey
                    Rune of Earth Magic

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                    • #11
                      Played this recently, and found it entertaining. The relative weakness of the player makes the game more interesting, without getting boring, since the weapons are pretty powerful.

                      One small nitpick: I'm not really sure if we need to glorify headshots and the sound of splashing brains in games, though. It's not like it keeps me from enjoying the game, but the thought occurred to me.

                      Monster set is obviously too limited - black clad guys with submachineguns, wow.
                      Scout's Journey
                      Rune of Earth Magic

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