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Saturday, November 11, 2006

Linux release candidate


The first public Linux release candidate is ready.
You can get it from this link (30MB).
It is highly probable that it will not work as-is on 90% of linux installs. I release it anyway, so it can be tested and I can get some feedback from linux hackers!
So expect system fiddling and frustration before playing!

The main issue is that it is compiled with a GCC 4.1.1 compiler, and there are many incompatible C++ ABI out there. So it will probably work on a gcc 4.1.1 system, and break on a gcc 3.4 or 3.6 system. I don't know if there is an easy fix to that. Be aware that upgrading your gcc may break badly your system if not done correctly, so do it at your own risk.
Also, if you see the config box, but the game crashes, check the sanity of your GLX system first (test with another GLX program) because it breaks easily. It works with NVidia drivers, but I have not tested the ATI ones.
Read the README.LINUX file for more important informations.

Good luck, and post your success/problems as comments to this post (and mention which system you run (distribution and compiler version).

Pricorde

52 comments:

  1. Cool! I wil try to get dad to donate. he might :) but please use my donation for a mac mini.

    ReplyDelete
  2. I tried on Ubuntu Edgy Eft

    ./RoR: error while loading shared libraries: libzzip-0.so.13: cannot open shared object file: No such file or directory

    I have only this files
    /usr/lib/libzzip-0.so.12.0.83
    /usr/lib/libzzipwrap-0.so.12.0.83

    I think you should link it in or use the older 0.12 version since the 0.13 is unstable, and I guess no distro will have them built-in


    Anyway, I've compiled libzzip
    Didn't help, I did a sudo ldconfig, same result, I did
    LD_PRELOAD=/usr/local/lib/libzzip-0.so.13 ./start, and it worked

    But => it is terrible slow, ~5 FPS, in Windows (with 0.28) I got arround realtime (depends on car/and so on)

    I have a Nvidia geforce 440 MX (pretty old and cheap) with latest drivers for linux (9629)
    Other (OpenGL) games work

    ReplyDelete
  3. Did I say: Thank you for the linux version.?

    Since I forgot, here it is:
    A big thankyou for the linux version

    ReplyDelete
  4. I did not know I linked a "developer" version of zzip... (its what Gentoo installed on my system).
    Maybe a dirty way to fix this kind of problem would be something like:
    (in the RoR directory)
    cp /usr/lib/libzzip-0.so.12.0.83 libzzip-0.so.13
    And maybe the same with the wrapper. With some luck they are compatible enough...
    I'll add the lib in the next release (like I do for the Ogre lib).

    For performances:
    I have a performance loss of about 25% in Linux with a GeForce 6800. I guess its due to the less optimized GL driver. But otherwise the slowdown is not very noticeable.
    Two possible reasons for a total loss of performance can be:
    -you use a software mode GL/GLX
    -there is a critical acceleration feature that is not supported (I know the terrain rendering relies on a hardware feature to optimize its rendering, and the lack of it on old video cards slows things a lot). Maybe Cg support? Try to fiddle with the quality/speed control.

    Hope it helps!

    ReplyDelete
  5. makes me wish i had a powerfull enogh linux machine to play it on ::)
    hows about some optimizatins in the next version?

    ReplyDelete
  6. For all of you on Ubuntu or debian systems I am going to write a little tutorial on how to install and also hopefully pricorde will be willing to include some debs i am having to make to get this working. So far its not working due to lib issues but im on my way to getting it running on my debian etch system.

    Thanks again pricorde

    ReplyDelete
  7. Here is my error report, this seems to happen ogrecore.material in ogrecore.zip

    Check into it for me, or give me instructions for getting a new ogrecore.zip file. i am unsure at the moment why this happens. It also somtimes segfaults after sitting around for a while on ogrecore.material

    Creating resource group General
    Creating resource group Internal
    Creating resource group Autodetect
    Registering ResourceManager for type Material
    Registering ResourceManager for type Mesh
    Registering ResourceManager for type Skeleton
    MovableObjectFactory for type 'ParticleSystem' registered.
    Loading library libOgrePlatform.so
    OverlayElementFactory for type Panel registered.
    OverlayElementFactory for type BorderPanel registered.
    OverlayElementFactory for type TextArea registered.
    Registering ResourceManager for type Font
    ArchiveFactory for archive type FileSystem registered.
    ArchiveFactory for archive type Zip registered.
    DevIL version: Developer's Image Library (DevIL) 1.6.7 May 9 2006
    DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw
    Registering ResourceManager for type HighLevelGpuProgram
    Registering ResourceManager for type Compositor
    MovableObjectFactory for type 'Entity' registered.
    MovableObjectFactory for type 'Light' registered.
    MovableObjectFactory for type 'BillboardSet' registered.
    MovableObjectFactory for type 'ManualObject' registered.
    MovableObjectFactory for type 'BillboardChain' registered.
    MovableObjectFactory for type 'RibbonTrail' registered.
    Loading library /home/will/Desktop/RoR-0.29b/RenderSystem_GL
    OpenGL Rendering Subsystem created.
    Loading library /home/will/Desktop/RoR-0.29b/Plugin_ParticleFX
    Particle Emitter Type 'Point' registered
    Particle Emitter Type 'Box' registered
    Particle Emitter Type 'Ellipsoid' registered
    Particle Emitter Type 'Cylinder' registered
    Particle Emitter Type 'Ring' registered
    Particle Emitter Type 'HollowEllipsoid' registered
    Particle Affector Type 'LinearForce' registered
    Particle Affector Type 'ColourFader' registered
    Particle Affector Type 'ColourFader2' registered
    Particle Affector Type 'ColourImage' registered
    Particle Affector Type 'ColourInterpolator' registered
    Particle Affector Type 'Scaler' registered
    Particle Affector Type 'Rotator' registered
    Particle Affector Type 'DirectionRandomiser' registered
    Particle Affector Type 'DeflectorPlane' registered
    Loading library /home/will/Desktop/RoR-0.29b/Plugin_OctreeSceneManager
    Loading library /home/will/Desktop/RoR-0.29b/Plugin_CgProgramManager
    *-*-* OGRE Initialising
    *-*-* Version 1.2.3 (Dagon)
    OverlayElementFactory for type SpinControl registered.
    Creating resource group Bootstrap
    Added resource location 'data/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
    Added resource location '.' of type 'FileSystem' to resource group 'General'
    Added resource location 'data' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/terrains' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/trucks' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/objects' of type 'FileSystem' to resource group 'General'
    ******************************
    *** Starting GLX Subsystem ***
    ******************************
    GLRenderSystem::createRenderWindow "OGRE Render Window", 800x600 windowed miscParams: FSAA=6 title=OGRE Render Window
    GLXWindow::create
    Parsing miscParams
    GLXWindow::create -- FSAA only supported in fullscreen mode
    GLXWindow::create -- Best visual is 35
    GL_VERSION = 2.0.2 NVIDIA 87.74
    GL_VENDOR = NVIDIA Corporation
    GL_RENDERER = GeForce 7300 GS/PCI/SSE2/3DNOW!
    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_object 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_clear_tag 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_HP_occlusion_test 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_gpu_program_parameters 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 Renderer Started ***
    ***************************
    Registering ResourceManager for type GpuProgram
    GLSL support detected
    GL: Using PBuffers for rendering to textures
    RenderSystem capabilities
    -------------------------
    * Hardware generation of mipmaps: yes
    * Texture blending: yes
    * Anisotropic texture filtering: yes
    * Dot product texture operation: yes
    * Cube mapping: yes
    * Hardware stencil buffer: yes
    - Stencil depth: 8
    - Two sided stencil support: yes
    - Wrap stencil values: yes
    * Hardware vertex / index buffers: yes
    * Vertex programs: yes
    - Max vertex program version: vp40
    * Fragment programs: yes
    - Max fragment program version: fp40
    * Texture Compression: yes
    - DXT: yes
    - VTC: yes
    * Scissor Rectangle: yes
    * Hardware Occlusion Query: yes
    * User clip planes: yes
    * VET_UBYTE4 vertex element type: yes
    * Infinite far plane projection: yes
    * Hardware render-to-texture: yes
    * Floating point textures: yes
    * Non-power-of-two textures: yes
    * Volume textures: yes
    * Multiple Render Targets: 1
    * Point Sprites: yes
    * Extended point parameters: yes
    * Max Point Size: 63.375
    Registering ResourceManager for type Texture
    ResourceBackgroundQueue - threading disabled
    Particle Renderer Type 'billboard' registered
    TerrainSceneManager: Registered a new PageSource for type Heightmap
    Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    Viewport for camera 'PlayerCam', actual dimensions L: 0 T: 0 W: 800 H: 600
    Parsing scripts for resource group Autodetect
    Finished parsing scripts for resource group Autodetect
    Parsing scripts for resource group Bootstrap
    Parsing script OgreCore.material
    Termination handler: uncaught exception!
    *-*-* OGRE Shutdown
    *** ERROR: An exception has been thrown!

    -----------------------------------
    Details:
    -----------------------------------
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    *rvplayer*SmeBSB*fgInsensitive: #b0c6e1
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    I cannot post the rest buti ts just some messed up output that isn't human readable. (says my html tags are broken due to an < somewhere in the output)


    Thanks I will continue to mess with it for now and see if i have any more luck

    ReplyDelete
  8. Ouch!

    OgreCore.zip is a standard part of Ogre and should not be the real cause.
    It looks like a bad case of stack corruption, maybe a libc mismatch. Or maybe just a libzzip problem...
    A good reading to understand the kind of problem we have (expecially the C++ part):
    http://plan99.net/autopackage/Linux_Problems

    Also, use the Ogre.log output instead of stdout, I found its often less garbled.

    ReplyDelete
  9. @pricorde

    About the speed issue: I set all options to the lowest, and is unplayable

    In the Ogre FAQ:

    ""
    Performance

    1. My program is running too slow! (or takes a long time to shutdown)
    1. Debug vs Release
    * You could be building it in 'Debug' mode. Debug mode enables a lot of checks and functions to help debug the code, but at the cost of processor overhead; when you are finished debugging the program, make sure you select 'Release' mode (on Windows systems, on Linux you should add -O3 to your compiler flags) so you can see it run at the proper speed. The difference is usually quite significant. One user reported a 400% difference.
    2. Batching
    * You may be using too many individual objects/submeshes. Graphics cards (GPUs) like to have rendering queued into a relatively small number of large batches to operate at peak efficiency. If you use lots of small movable objects, especially if they are composed of multiple submeshes (each of which is it's own render operation), the GPU underperforms because too much time is being spent in the overhead of setting up the individual rendering operations. This enqueueing process is done in the driver, which is constrained by the speed of the CPU, not the GPU. This presentation explains that 25000 batches per second will saturate (completely, on it's own) a 1Ghz CPU. That means to maintain 60fps on a 1Ghz CPU you cannot issue more than about 416 batches per frame, where a batch is one instance of a submesh (for example). Of course, other factors may limit your performance earlier. You can improve batching by grouping static objects together in a StaticGeometry object, or by reducing the number of submeshes you use per mesh (do you really need that many different materials per mesh?). ""

    Maybe you didn't do a release build
    Maybe it is the problem of the submeshes
    Maybe it is nvidia (how do I see that I have Cg, and what are the extra hardware extensions you talked about?)

    ReplyDelete
  10. Pricorde: I'd suggest you make a "proper" static binary, that comes with all libraries (Not just OGRE) included. That would increase the package size, but would also probably increase compatability.

    ReplyDelete
  11. For the performances: I'm pretty sure Ogre is not in debug mode, and the meshes problem is not platform dependant. I'm not sure what hardware feature the terrain depends on, but I remember that some of those problem cards do not show fog effect.

    I'll try to release a static version patch, but Ogre insists on using dynamic loading (plugin architecture), and there are a few gotchas in static linking versus different libc versus dynamic lib loading. I do not have a test platform handy so the process of finding out the right combination will be painfull...

    Stay tuned...

    ReplyDelete
  12. Good news pricorde,

    After reading what you said about it being a zziplib issue i went and found another package and surely enough that was the issue. So i was able to get it working here on my debian etch system with a couple of packages i had to install. If there is a way i can send this to you with the debs i made to get it working i would appreciate it. it atleast would make it easier for other users looking to play the game on their debian systems (even ubuntu).

    Thanks again (gets back to playing the game :-)

    ReplyDelete
  13. Cool! a success!!!
    I would appreciate if you could write a "HOWTO run RoR in Debian" describing how you got it running, and send it to me at "pricorde -at- rigsofrods.com" it would be very nice.

    I can not do a static version, legally, because the LGPL licence of the libs I use does not allow this.

    One other possibility would be for me to release .o objects with a script to link the app locally, and let the user install the latest Ogre himself, so the only remaining dependency would be the C++ ABI.

    ReplyDelete
  14. thank again pricorde i will have to send you that how to. I will also be sure to test this out on other systems and send you some howto's for other distros. Also if you want to get some more users i recommend posting your game on happypenguin.org

    And one minor bug, the sound appears to be quite mess up on my machine and i am unsure as to why. it is just very distored and seems to be loading the wrong sound affects at certain times. maybe just something to work on for future releases but the game is still quite enjoyable

    ReplyDelete
  15. Also one other note, when your flying the plane if you crash it completely then your camera gets thrown off and you have to quite the game to continue. not really a linux bug but happens with all the versions

    ReplyDelete
  16. Will this work on a PPC linux machine?

    ReplyDelete
  17. It *should*, I'm building a 32-bit chroot jail on my AMD64 Gentoo system right now, after freetype finishes emerging it should be ready, I may write up a little howto for Gentoo, especially for 64-bit users.

    ReplyDelete
  18. Hey! This really looks awesome, so I really want to try it.

    So I installed everything it complained about when I tried to start until finally it couldn't find the file "libCg.so"
    This file just simply DOES NOT EXIST on the internet. I can't find what lib it is part of for the life of me!
    I have an ATi card. Drivers working fine.

    Please contact me as soon as you can at Chetic@gmail.com and maybe you can help me out. Feels like I'm pretty close to running it here.

    P.S: Oh dear, don't tell me I HAVE to have an NVidia card...

    ReplyDelete
  19. libcg was something with nvidia.
    nvidia-card owner have that portage emerged by default, but ati-card owners have to emerge that by hand
    just search 'eix nvidia' or 'emerge -s nvidia' and you will find some portage with "cg". emerge it, and everything should work as expected. :-)

    ReplyDelete
  20. Hi!
    I wanted to ask: will there be source released? It could solve any compatibility problems, and also I want to play it on my FreeBSD box... Source would be great.

    ReplyDelete
  21. I'm not using Gentoo, I'm using Ubuntu.
    So what package do I want to get then?

    ReplyDelete
  22. @chetic: this:
    * media-gfx/nvidia-cg-toolkit
    Available versions: 1.4.0.4 ~1.4.1
    Installed: 1.4.0.4
    Homepage: http://developer.nvidia.com/object/cg_toolkit.html
    Description: nvidia's c graphics compiler toolkit

    this works for me fine

    ReplyDelete
  23. Now I need to find out why my X programs aren't starting withing the chroot...

    ReplyDelete
  24. I echo the request for source, please either release the source, or leave a note giving your reasons for not releasing it. A lot of compatibility issues (wrong library versions, wrong c++ abi versions, etc) would all be solved by releasing the source.

    Otherwise, it looks like a really neat program, keep up the good work!

    ReplyDelete
  25. Everything is OK, the "game" starts and when I fireup the truck and ride it for a second or so it dies. ):

    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/bridge.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t10' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    EFL: beam instanciated
    Mesh: Loading robot.mesh.
    Skeleton: Loading robot-Armature.skeleton
    Texture: mirror.png: Loading 1 faces(PF_B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
    EFL: overlays ok
    Texture: dust.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    Texture: smoke.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    Texture: wreckerhelp.png: Loading 1 faces(PF_B8G8R8,512x128x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x128x1.
    Texture: lopress-on.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: ign-on.png: Loading 1 faces(PF_B8G8R8,138x143x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: batt-on.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Texture: clutch-on.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    ./start: line 3: 8804 Segmentation fault ./RoR

    I'm a Gentoo Linux user, gcc-4.1.1.

    ReplyDelete
  26. OK, I got it working by downloading that Cg thing.

    Well, almost.
    Here are the last two lines of output:
    Texture: data/terrains/aspen-mini.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    ./start: line 3: 6693 Segmentation fault ./RoR

    From my experience, I'd say a segfault sucks ass.
    So now what?

    ReplyDelete
  27. You need to add nvidia-cg-toolkit as a dependency in the README.LINUX file !

    ReplyDelete
  28. ./start
    Creating resource group General
    Creating resource group Internal
    Creating resource group Autodetect
    Registering ResourceManager for type Material
    Registering ResourceManager for type Mesh
    Registering ResourceManager for type Skeleton
    MovableObjectFactory for type 'ParticleSystem' registered.
    Loading library libOgrePlatform.so
    OverlayElementFactory for type Panel registered.
    OverlayElementFactory for type BorderPanel registered.
    OverlayElementFactory for type TextArea registered.
    Registering ResourceManager for type Font
    ArchiveFactory for archive type FileSystem registered.
    ArchiveFactory for archive type Zip registered.
    DevIL version: Developer's Image Library (DevIL) 1.6.7 Nov 13 2006
    DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal raw
    Registering ResourceManager for type HighLevelGpuProgram
    Registering ResourceManager for type Compositor
    MovableObjectFactory for type 'Entity' registered.
    MovableObjectFactory for type 'Light' registered.
    MovableObjectFactory for type 'BillboardSet' registered.
    MovableObjectFactory for type 'ManualObject' registered.
    MovableObjectFactory for type 'BillboardChain' registered.
    MovableObjectFactory for type 'RibbonTrail' registered.
    Loading library ./RenderSystem_GL
    OpenGL Rendering Subsystem created.
    Loading library ./Plugin_ParticleFX
    Particle Emitter Type 'Point' registered
    Particle Emitter Type 'Box' registered
    Particle Emitter Type 'Ellipsoid' registered
    Particle Emitter Type 'Cylinder' registered
    Particle Emitter Type 'Ring' registered
    Particle Emitter Type 'HollowEllipsoid' registered
    Particle Affector Type 'LinearForce' registered
    Particle Affector Type 'ColourFader' registered
    Particle Affector Type 'ColourFader2' registered
    Particle Affector Type 'ColourImage' registered
    Particle Affector Type 'ColourInterpolator' registered
    Particle Affector Type 'Scaler' registered
    Particle Affector Type 'Rotator' registered
    Particle Affector Type 'DirectionRandomiser' registered
    Particle Affector Type 'DeflectorPlane' registered
    Loading library ./Plugin_OctreeSceneManager
    Loading library ./Plugin_CgProgramManager
    *-*-* OGRE Initialising
    *-*-* Version 1.2.3 (Dagon)
    OverlayElementFactory for type SpinControl registered.
    Creating resource group Bootstrap
    Added resource location 'data/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
    Added resource location '.' of type 'FileSystem' to resource group 'General'
    Added resource location 'data' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/terrains' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/trucks' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/objects' of type 'FileSystem' to resource group 'General'
    ******************************
    *** Starting GLX Subsystem ***
    ******************************
    GLRenderSystem::createRenderWindow "OGRE Render Window", 800x600 fullscreen miscParams: FSAA=0 title=OGRE Render Window
    GLXWindow::create
    Parsing miscParams
    GLXWindow::create -- Entering full screen mode
    GLXWindow::create -- Best visual is 36
    GL_VERSION = 2.1.0 NVIDIA 97.42
    GL_VENDOR = NVIDIA Corporation
    GL_RENDERER = GeForce 6600 GT/AGP/SSE2
    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 Renderer Started ***
    ***************************
    Registering ResourceManager for type GpuProgram
    GLSL support detected
    GL: Using PBuffers for rendering to textures
    RenderSystem capabilities
    -------------------------
    * Hardware generation of mipmaps: yes
    * Texture blending: yes
    * Anisotropic texture filtering: yes
    * Dot product texture operation: yes
    * Cube mapping: yes
    * Hardware stencil buffer: yes
    - Stencil depth: 8
    - Two sided stencil support: yes
    - Wrap stencil values: yes
    * Hardware vertex / index buffers: yes
    * Vertex programs: yes
    - Max vertex program version: vp40
    * Fragment programs: yes
    - Max fragment program version: fp40
    * Texture Compression: yes
    - DXT: yes
    - VTC: yes
    * Scissor Rectangle: yes
    * Hardware Occlusion Query: yes
    * User clip planes: yes
    * VET_UBYTE4 vertex element type: yes
    * Infinite far plane projection: yes
    * Hardware render-to-texture: yes
    * Floating point textures: yes
    * Non-power-of-two textures: yes
    * Volume textures: yes
    * Multiple Render Targets: 1
    * Point Sprites: yes
    * Extended point parameters: yes
    * Max Point Size: 63.375
    Registering ResourceManager for type Texture
    ResourceBackgroundQueue - threading disabled
    Particle Renderer Type 'billboard' registered
    TerrainSceneManager: Registered a new PageSource for type Heightmap
    Creating viewport on target 'OGRE Render Window', rendering from camera 'PlayerCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    Viewport for camera 'PlayerCam', actual dimensions L: 0 T: 0 W: 800 H: 600
    Parsing scripts for resource group Autodetect
    Finished parsing scripts for resource group Autodetect
    Parsing scripts for resource group Bootstrap
    Parsing script OgreCore.material
    Parsing script OgreProfiler.material
    Parsing script Ogre.fontdef
    Parsing script OgreDebugPanel.overlay
    Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
    Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Font TrebuchetMSBoldusing texture size 512x512
    Info: Freetype returned null for character 160 in font TrebuchetMSBold
    Texture: TrebuchetMSBoldTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
    Texture: ogretext.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
    Parsing script OgreLoadingPanel.overlay
    Finished parsing scripts for resource group Bootstrap
    Parsing scripts for resource group General
    Parsing script MotionBlur.material
    Error in material Ogre/Compositor/Combine at line 25 of MotionBlur.material: Invalid vertex_program_ref entry - vertex program Ogre/Compositor/StdQuad_vp has not been defined.
    Parsing script truck_editor.material
    Error in material editor/selectionbox at line 575 of truck_editor.material: Unrecognised command: depth_check_off
    Parsing script Bloom.material
    Error at line 7 of Bloom.material: Error in program Blur0_vs11 parameter entry_point is not valid.
    Error at line 7 of Bloom.material: Error in program Blur0_vs11 parameter target is not valid.
    Error at line 15 of Bloom.material: Error in program Blur0_ps20 parameter entry_point is not valid.
    Error at line 15 of Bloom.material: Error in program Blur0_ps20 parameter target is not valid.
    Error at line 23 of Bloom.material: Error in program Blur1_vs11 parameter entry_point is not valid.
    Error at line 23 of Bloom.material: Error in program Blur1_vs11 parameter target is not valid.
    Error at line 31 of Bloom.material: Error in program Blur1_ps20 parameter entry_point is not valid.
    Error at line 31 of Bloom.material: Error in program Blur1_ps20 parameter target is not valid.
    Blur_ps_glsl : GLSL compiled

    Blur0_vs_glsl : GLSL compiled

    Blur1_vs_glsl : GLSL compiled

    Parsing script tracks.material
    Parsing script 3d_dashboard.material
    Parsing script dashboard.material
    Parsing script Sunburn.material
    Error in material Ogre/Compositor/Sunburn at line 17 of Sunburn.material: Invalid vertex_program_ref entry - vertex program Ogre/Compositor/StdQuad_vp has not been defined.
    Parsing script semi.material
    Parsing script semiflat.material
    Parsing script liebherr.material
    Parsing script multibenne.material
    Parsing script flatdaf.material
    Parsing script acontainer.material
    Parsing script t813.material
    Parsing script fl6-volvo.material
    Parsing script daf.material
    Parsing script ampliroll.material
    Parsing script dodge.material
    Parsing script crate.material
    Parsing script agora.material
    Parsing script caliber.material
    Parsing script renault.material
    Parsing script turbotwin.material
    Parsing script an-12.material
    Parsing script common.material
    Parsing script wrecker.material
    Parsing script SideBar.material
    Parsing script myhangar2.material
    Parsing script chp.material
    Parsing script hangardoor.material
    Parsing script signs.material
    Parsing script tunapicker.material
    Parsing script robot.material
    Parsing script lab.material
    Parsing script stand2.material
    Parsing script chapel.material
    Parsing script smallhouse.material
    Parsing script smallhouse2.material
    Parsing script nedlloyd.material
    Parsing script kwhale.material
    Parsing script myobs.material
    Parsing script road.material
    Parsing script truckshop.material
    Parsing script Examples.compositor
    Parsing script smoke.particle
    Parsing script dust.particle
    Parsing script map.overlay
    Texture: unknown.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: redarrow.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Parsing script 3d_dashblend.overlay
    Texture: dashblend.png: Loading 1 faces(PF_B8G8R8,128x64x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x64x1.
    Parsing script loader.overlay
    Parsing script truck_editor.overlay
    Texture: moveicon.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: selecticon.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: selectbeamicon.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: buildicon.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: radiounchecked.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: checkunchecked.png: Loading 1 faces(PF_B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
    Parsing script needlesmask.overlay
    Texture: pitchmask.png: Loading 1 faces(PF_B8G8R8,128x64x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x64x1.
    Texture: rollmask.png: Loading 1 faces(PF_B8G8R8,128x64x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x64x1.
    Parsing script editor.overlay
    Parsing script needles.overlay
    Texture: redneedle.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Texture: whiteneedle.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Texture: blueneedle.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Texture: pedal.png: Loading 1 faces(PF_A8B8G8R8,128x64x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x64x1.
    Texture: pbrake-off.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: locked-off.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: secured-off.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: lopress-off.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: clutch-off.png: Loading 1 faces(PF_A8B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
    Texture: lights-off.png: Loading 1 faces(PF_L8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_L8,64x64x1.
    Texture: batt-off.png: Loading 1 faces(PF_L8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_L8,64x64x1.
    Texture: ign-off.png: Loading 1 faces(PF_B8G8R8,138x143x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,138x143x1.
    Parsing script dashboard.overlay
    Texture: speedo.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: tacho.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: anglo.png: Loading 1 faces(PF_B8G8R8,128x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x256x1.
    Texture: instructions.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: dashbar.png: Loading 1 faces(PF_B8G8R8,512x16x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x16x1.
    Parsing script various.overlay
    Parsing script 3d_dashboard.overlay
    Texture: dashboard.png: Loading 1 faces(PF_B8G8R8,1024x256x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x256x1.
    Parsing script airdashboard.overlay
    Texture: airhelp.png: Loading 1 faces(PF_B8G8R8,512x32x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x32x1.
    Texture: airspeed.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    Texture: altimeter.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: vvi.png: Loading 1 faces(PF_B8G8R8,128x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x256x1.
    Texture: adi.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: aoa.png: Loading 1 faces(PF_B8G8R8,128x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x256x1.
    Texture: hsi.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Texture: thrusttrack.png: Loading 1 faces(PF_B8G8R8,32x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x128x1.
    Texture: engfire-off.png: Loading 1 faces(PF_B8G8R8,64x32x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x32x1.
    Texture: engstart-off.png: Loading 1 faces(PF_B8G8R8,64x32x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x32x1.
    Texture: airrpm.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    Texture: airpitch.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    Texture: airtorque.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    Parsing script credits.overlay
    Texture: credits.png: Loading 1 faces(PF_B8G8R8,1024x512x1) with 10 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x512x1.
    Parsing script airneedles.overlay
    Texture: thrusthandle.png: Loading 1 faces(PF_B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
    Parsing script mouse.overlay
    Texture: mouse.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Parsing script engine.overlay
    Parsing script 3d_dashboard_needles.overlay
    Finished parsing scripts for resource group General
    Parsing scripts for resource group Internal
    Finished parsing scripts for resource group Internal
    Texture: data/terrains/nhelens-mini.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    TerrainSceneManager: Activated PageSource Heightmap
    Texture: nhelens.bmp: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    Texture: terrain_detail.jpg: Loading 1 faces(PF_B8G8R8,256x256x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: data/terrains/nhelens.bmp: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
    Texture: water.jpg: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    GLXPBuffer::PBuffer chose format configID=212 visualID=103 bufferSize=32 level=0 doubleBuffer=0 stereo=0 auxBuffers=4 renderType=1 redSize=8 greenSize=8 blueSize=8 alphaSize=8 depthSize=24 stencilSize=8 accumRedSize=16 accumGreenSize=16 accumBlueSize=16 accumAlphaSize=16 drawableType=5 caveat=32781 maxPBufferWidth=4096 maxPBufferHeight=4096 maxPBufferPixels=16777216
    GLXPBuffer::PBuffer created -- Real dimensions 128x256, number of bits is 8, floating point is false
    WARNING: Texture instance 'mirrortexture' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Creating viewport on target 'mirrortexture/0/0/0', rendering from camera 'MirrorCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    Viewport for camera 'MirrorCam', actual dimensions L: 0 T: 0 W: 128 H: 256
    GLXPBuffer::PBuffer destroyed
    GLXPBuffer::PBuffer chose format configID=212 visualID=103 bufferSize=32 level=0 doubleBuffer=0 stereo=0 auxBuffers=4 renderType=1 redSize=8 greenSize=8 blueSize=8 alphaSize=8 depthSize=24 stencilSize=8 accumRedSize=16 accumGreenSize=16 accumBlueSize=16 accumAlphaSize=16 drawableType=5 caveat=32781 maxPBufferWidth=4096 maxPBufferHeight=4096 maxPBufferPixels=16777216
    GLXPBuffer::PBuffer created -- Real dimensions 1024x512, number of bits is 8, floating point is false
    WARNING: Texture instance 'dashtexture' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Creating viewport on target 'dashtexture/0/0/0', rendering from camera 'DashCam', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
    Viewport for camera 'DashCam', actual dimensions L: 0 T: 0 W: 1024 H: 512
    Mesh: Loading road-block1.mesh.
    Texture: road.png: Loading 1 faces(PF_B8G8R8,256x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x512x1.
    Texture: blackdot.png: Loading 1 faces(PF_A8B8G8R8,8x8x1) with 3 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,8x8x1.
    Mesh: Loading road-runway-end.mesh.
    Texture: runway.png: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Mesh: Loading road-runway-band.mesh.
    Mesh: Loading road-runway-middle.mesh.
    Mesh: Loading road-taxiway.mesh.
    Mesh: Loading chp-start.mesh.
    Texture: chp.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: reddot.png: Loading 1 faces(PF_A8B8G8R8,8x8x1) with 3 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,8x8x1.
    Mesh: Loading chp-checkpoint.mesh.
    Mesh: Loading chapel.mesh.
    Texture: chapel.png: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Texture: pinksquare.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Mesh: Loading smallhouse.mesh.
    Texture: smallhouse.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Mesh: Loading myobs.mesh.
    Texture: myobs.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Mesh: Loading smallhouse2.mesh.
    Texture: smallhouse2.jpg: Loading 1 faces(PF_B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
    Mesh: Loading myhangar2.mesh.
    Texture: myhangar2.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    Mesh: Loading hangardoor.mesh.
    Texture: hangardoor.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Mesh: Loading truckshop.mesh.
    Texture: truckshop.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    Mesh: Loading lab.mesh.
    Texture: lab.png: Loading 1 faces(PF_B8G8R8,512x256x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x256x1.
    Mesh: Loading stand2.mesh.
    Texture: whiteobs.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Texture: bluehouse.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
    Mesh: Loading nedlloyd.mesh.
    Texture: nedlloyd.png: Loading 1 faces(PF_B8G8R8,512x256x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x256x1.
    Mesh: Loading tunapicker.mesh.
    Texture: tunapicker.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading kwhale.mesh.
    Texture: kwhale.png: Loading 1 faces(PF_B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x128x1.
    Mesh: Loading road-street.mesh.
    Mesh: Loading road-crossing.mesh.
    Mesh: Loading road-tee.mesh.
    Mesh: Loading road-slab.mesh.
    Mesh: Loading road-turn.mesh.
    Mesh: Loading road-park.mesh.
    Mesh: Loading road.mesh.
    Mesh: Loading roadborderleft.mesh.
    Mesh: Loading roadborderboth.mesh.
    Mesh: Loading roadbridge.mesh.
    Mesh: Loading roadborderright.mesh.
    Mesh: Loading roadquay.mesh.
    Mesh: Loading sign-crossing.mesh.
    Texture: sign-crossing.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-bump.mesh.
    Texture: sign-bump.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-rightturn.mesh.
    Texture: sign-rightturn.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-leftturn.mesh.
    Texture: sign-leftturn.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-rocks.mesh.
    Texture: sign-rocks.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-warning.mesh.
    Texture: sign-warning.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-descent.mesh.
    Texture: sign-descent.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-fall.mesh.
    Texture: sign-fall.png: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Mesh: Loading sign-dir-elk-left.mesh.
    Texture: sign-nhelens.png: Loading 1 faces(PF_B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x128x1.
    Mesh: Loading sign-dir-john-cast.mesh.
    Mesh: Loading sign-dir-stud-cast.mesh.
    Mesh: Loading sign-dir-fish.mesh.
    Mesh: Loading sign-dir-cold-cast.mesh.
    Mesh: Loading sign-dir-cargo.mesh.
    Mesh: Loading sign-dir-cold-left.mesh.
    Mesh: Loading sign-pos-coldwater.mesh.
    Mesh: Loading sign-pos-castle.mesh.
    BEAM: Start of truck loading
    Parsing 'data/trucks/wrecker.truck'
    Mesh: Loading beam.mesh.
    Texture: RustySteel.jpg: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: Chrome.jpg: Loading 1 faces(PF_L8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_L8,256x256x1.
    WARNING: Mesh instance 'wheel-t0-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Texture: wheelface.jpg: Loading 1 faces(PF_B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
    Texture: wheelband1.jpg: Loading 1 faces(PF_B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
    WARNING: Mesh instance 'wheel-t0-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t0-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Texture: wheelband2.jpg: Loading 1 faces(PF_B8G8R8,32x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x64x1.
    WARNING: Mesh instance 'wheel-t0-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t0-4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t0-5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Mesh: Loading dirwheel.mesh.
    Texture: dirwheel.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Mesh: Loading dashboard.mesh.
    Mesh: Loading leftmirror.mesh.
    Texture: mirrorlayer.png: Loading 1 faces(PF_A8B8G8R8,128x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x256x1.
    Mesh: Loading rightmirror.mesh.
    Mesh: Loading beacon.mesh.
    Texture: beacon.png: Loading 1 faces(PF_A8B8G8R8,16x16x1) with 4 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
    Texture: beaconflare.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
    Mesh: Loading seat.mesh.
    Texture: seat.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: flare.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: wrecker.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    Texture: wrecker_emissive.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/acontainer.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: acontainer.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/aflatbed.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: aflatbed.png: Loading 1 faces(PF_B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x128x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/multibenne.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: multibenne.png: Loading 1 faces(PF_A8B8G8R8,1024x512x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x512x1.
    Texture: multibenne_emissive.png: Loading 1 faces(PF_B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x128x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/multibenne.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/crate.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: crate.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/an-12.truck'
    WARNING: Mesh instance 'wing-t6-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Texture: an-12.png: Loading 1 faces(PF_A8B8G8R8,1024x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
    WARNING: Mesh instance 'wing-t6-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-6' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-7' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-8' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-9' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: Full Wing 0-8 SPAN=38 AREA=122.4
    Texture: greenflare.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    Texture: redflare.png: Loading 1 faces(PF_A8B8G8R8,64x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
    WARNING: Mesh instance 'wing-t6-10' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-11' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: Full Wing 9-10 SPAN=11.8878 AREA=36.7098
    WARNING: Mesh instance 'wing-t6-12' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wing-t6-13' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t6-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Texture: an12wheelface.png: Loading 1 faces(PF_B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
    Texture: an12wheelband.png: Loading 1 faces(PF_B8G8R8,32x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x64x1.
    WARNING: Mesh instance 'wheel-t6-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t6-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t6-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t6-4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Mesh: Loading an12nacelle.mesh.
    Mesh: Loading pale.mesh.
    Texture: prop.png: Loading 1 faces(PF_B8G8R8,16x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,16x128x1.
    Mesh: Loading spinprop.mesh.
    Texture: spinprop.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
    Mesh: Loading redbeacon.mesh.
    Texture: redbeacon.png: Loading 1 faces(PF_A8B8G8R8,16x16x1) with 4 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
    Texture: redbeaconflare.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
    Mesh: Loading an12turret.mesh.
    Mesh: Loading an12fairing-left.mesh.
    Mesh: Loading an12fairing-right.mesh.
    BEAM: End of truck loading
    BEAM: Full Wing 11-13 SPAN=12.2 AREA=26.7043
    BEAM: Wing 6 is washed by prop 0 at 46.9385%
    BEAM: Wing 7 is washed by prop 0 at 65.7143%
    BEAM: Wing 5 is washed by prop 1 at 69.6972%
    BEAM: Wing 6 is washed by prop 1 at 46.9385%
    BEAM: Wing 2 is washed by prop 2 at 46.9392%
    BEAM: Wing 3 is washed by prop 2 at 69.696%
    BEAM: Wing 1 is washed by prop 3 at 65.7143%
    BEAM: Wing 2 is washed by prop 3 at 46.9391%
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t6' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/crate.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t7' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/semi.load'
    WARNING: Mesh instance 'wheel-t8-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t8-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t8-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t8-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t8-4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t8-5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t8' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: semi.png: Loading 1 faces(PF_A8B8G8R8,1024x512x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x512x1.
    Texture: ampliroll_emissive.png: Loading 1 faces(PF_B8G8R8,256x128x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x128x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/semiflat.load'
    WARNING: Mesh instance 'wheel-t9-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t9-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t9-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t9-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t9-4' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t9-5' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t9' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: semiflat.png: Loading 1 faces(PF_A8B8G8R8,512x256x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x256x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/boxtrailer.load'
    WARNING: Mesh instance 'wheel-t10-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t10-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t10-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t10-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t10' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: fl6-volvo.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    Texture: fl6-volvo_emissive.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/dodgepolice.truck'
    WARNING: Mesh instance 'wheel-t11-0' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Texture: dodgewheelface.png: Loading 1 faces(PF_B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
    Texture: dodgewheelband.png: Loading 1 faces(PF_B8G8R8,32x64x1) with 6 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x64x1.
    WARNING: Mesh instance 'wheel-t11-1' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t11-2' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    WARNING: Mesh instance 'wheel-t11-3' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    Mesh: Loading lightbar.mesh.
    Texture: lightbar.png: Loading 1 faces(PF_A8B8G8R8,64x32x1) with 6 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
    Texture: brightblueflare.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
    Texture: brightredflare.png: Loading 1 faces(PF_A8B8G8R8,128x128x1) with 7 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t11' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: dodge-police.png: Loading 1 faces(PF_A8B8G8R8,512x1024x1) with 10 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x1024x1.
    Texture: dodge-police-emissive.png: Loading 1 faces(PF_B8G8R8,128x256x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x256x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/crane.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t12' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    Texture: liebherr.png: Loading 1 faces(PF_A8B8G8R8,512x512x1) with 9 hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    BEAM: Start of truck loading
    Parsing 'data/trucks/bridge.load'
    BEAM: End of truck loading
    BEAM: creating cab
    BEAM: creating mesh
    WARNING: Mesh instance 'cab-t13' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
    BEAM: creating entity
    BEAM: creating node
    BEAM: attaching
    BEAM: cab ok
    EFL: beam instanciated
    Mesh: Loading robot.mesh.
    Skeleton: Loading robot-Armature.skeleton
    Texture: mirror.png: Loading 1 faces(PF_B8G8R8,32x32x1) with 5 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
    EFL: overlays ok
    Using FSAA from GL_ARB_multisample extension.
    Texture: wreckerhelp.png: Loading 1 faces(PF_B8G8R8,512x128x1) with 9 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x128x1.
    Texture: lopress-on.png: Loading 1 faces(PF_B8G8R8,256x64x1) with 8 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x64x1.
    Texture: ign-on.png: Loading 1 faces(PF_B8G8R8,138x143x1) with 7 hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,138x143x1.
    ./start: line 3: 11661 Erreur de segmentation ./RoR

    ReplyDelete
  29. Anyone posting his ogre.log, please do so in http://pastebin.com/ , and post the link here, for it clutters the comments if you post the whole ogre.log in here.

    I'm running on Arch Linux, and apart from finding and installing all of the dependencies (Wasn't that hard), I'm not having any problems except from borked (broken) sound. I guess it's an OpenAL problem. I'm getting good speeds also.

    Thanks pricorde. You've done an awesome work. If I can get sound to work properly, I'll marry you.

    ReplyDelete
  30. Works with Ubuntu 6.10 and nvidia GeForce 6600 GT

    Steps to install:

    * sudo apt-get install libdevil1c2
    * cd /usr/lib; sudo ln -s libzzip-0.so.12 libzzip-0.so.13
    * get cg toolkit from http://developer.nvidia.com/object/cg-toolkit-15#downloads (I used the i386 RPM-Package)
    * convert the RPM-Package with sudo alien Cg-1.5.i386.rpm
    * dpkg -i cg_1.5.0-15_i386.deb

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  31. segfaults are known to occur if your system uses the ABI of gcc 3.x.x
    if you recompile your whole system using gcc 4.1.1, erverthing should work. :-)

    ReplyDelete
  32. Thank you anonymous, your post is of great help. Anyhow, you should add sudo apt-get install libzzip-0-12 as the second step, because some people may not have that package in the first place (like me!). ;)
    Tested with Ubuntu 6.10 and ATI Radeon X300SE.

    ReplyDelete
  33. In my case the game was starting, then crashing with SIGSEGV after I selected a truck and tried to leave the garage. I run it with Valgrind, and it printed out this:

    ==17432== Process terminating with default action of signal 11 (SIGSEGV)
    ==17432== Access not within mapped region at address 0x17B15000
    ==17432== at 0x445EDCE: (within /usr/lib/libopenal.so.0.0.0)
    ==17432== by 0x69A6BA6B: ???
    ==17432== by 0xBE: ???
    ==17432== by 0x3: ???
    ==17432== by 0x69A6BACF: ???

    I copied a different openal binary from another game to the game directory, and now it works fine. So a note to the developer: please include your version of openal with the game.

    ReplyDelete
  34. Okay, success!
    All I had to do to avoid that stupid segfault was log in to Ubuntu WITHOUT Xgl.
    I found out xgl doesn't let applications directly take control of the opengl hardware so I tried it and now it works for me like for everybody else.

    Slowish with choppy sounds.
    But still kind of playable!

    Thank you for this wonderful piece of binary!

    ReplyDelete
  35. Hi Pricorde!

    As I reported yesterday, I was successful in executing your game, but still have a problem. When playing, at a random moment the scenery fills up with huge triangles making the game unplayable. I think it is part of the vehicle's mesh that goes nuts, because the moment it happens most of the vehicle I'm driving disappears. I am using an ATI Radeon X300SE card, and know of another guy using an ATI 9800 Pro which has the same problem.

    Hope it was of help.

    ReplyDelete
  36. I also had segfaults relating to libopenal. I was using 0.0.8. Upgraded to 0.0.8-r1 temporarily and it worked. I was confused about why the plane wasn't placed on a runway until I found the one over there. :P

    ReplyDelete
  37. Got it to work under ubuntu dapper. libzzip-0-12 seems to work just fine,
    maybe use that instead of 0.13?

    Just got the tar package form
    http://developer.nvidia.com/object/cg_toolkit.html
    and copied the libCg.so to my /usr/lib folder

    After a short test it seems playable on my 1.66GHz Athlon XP 2000+ and GeForce 6200.
    There is sound, but they are at times a bit weird. Engine sounds are
    not the right frequency and dont change when shifting gears etc.

    Linux version 2.6.15-27-386
    gcc version 4.0.3

    Nice work!

    ReplyDelete
  38. Many thanks for the linux version !
    it work fine on my openSUSE 10.1 :)

    ReplyDelete
  39. Another thing I just noticed is that, selecting to play using a resolution other than my desktop's, when exiting the game does not restore my desktop's resolution.

    ReplyDelete
  40. Hi all!
    Thanks for all your feedback.
    I'm impressed so many people were able use my binary on so many distribs!
    -I take note of the nvidia-cg dependency, and the Xgl problem.
    -I was able to reproduce the huge trangles problem (on my nvidia), and it looked like a tire that exploded for no good reason. I've never seen this in windows and I think it will be hard to track the cause.
    -OpenAL is really a pain, a big source of segfaults in windows too, and often the sound is wrong. Try the "Software sound" mode (better sound, but stereo only) and try to see if it is better in single thread mode (maybe a re-entrancy abuse)
    -b_lizzard, I'm already married :)
    -Why not open source? I do this game on my free time, alone, for my enjoyment and because of the lack of good driving sims, and this game is the testament of the failure of the game industry to imagine and innovate in racing simulation (I'm a total amateur). I believe soft body physics will be the next big thing in gaming, and at least I don't want my code to be robbed by the industry, at most I want to be able to eventually profit from it. As selling games is not my business for the moment, I give it for free, but don't ask for the sources!

    Okay, enough ranting...
    So in short, it seems that any gcc4 system with a sane GLX environment and the right dependencies installed can run it. And OpenAL is broken as usual... (I could not test sounds because I'm still trying to make linux sound work on my computer). not so bad.
    I'll have to find some time to update the package...

    ReplyDelete
  41. It is a fun program. Thanks for sharing the bins.

    I am not sure about driving sims but there is a nice racing sim lifeforspeed.net (not to be confused with needforspeed).
    As for openning the program source... The current game concept will shine with a LOT of content put into the game:
    vast terrains, road nets, missions and quest engines, network connection, etc. RoR can mature into a really killerapp
    project. Just consider this.

    PS: Choosing the right licence will protect your code from "industry robbers". I am looking at Ogre. What a nice piece of
    software can be build on top of their gfx engine. I am sure that it feels nice seeing software live and kicking and not
    totally forgotten because of lack of developer(s)'(s) time.

    ReplyDelete
  42. It's liveforspeed.net, not lifeforspeed!
    It really is an amazing racing sim. At least if you have a computer steering wheel.

    I strongly recommend you try it if you haven't already, pricorde! :)

    ReplyDelete
  43. uh.. it's realy cool :)

    ReplyDelete
  44. I know LFS (got caught in a flexible chassis discussion on LFS forums ;-), but I admit I did not took time to try it. But guess what, they're independent!

    Ogre is the best open source project I ever saw: professionnal, full of features (you can have shadow volume in two lines of code), a perfect example of object oriented programming, really multi-platform (you can even choose between OpenGL and DirectX without changing the code, and without significant visual impact), no limits in what you can do (e.g. I was able to make custom deformable meshes, a feature that is never used usually, apart from the special case of skeleton animation for characters), and a very friendly and accessible main developper (Sinbad) and community.

    Yes, Rigs of Rods lacks content, but I'm a lone coder and I'm not an artist! I'm still searching for good artists willing to help this aspect of the game. I can't offer money for that, but I guess my game could be a nice showcase for an artist searching a job, or for an amateur modeler that want to model for an usefull cause.

    Also, check the wiki that documents most of the game's file formats.

    Cheers!

    ReplyDelete
  45. @pricorde

    If you put your license under GPL, industry normally can't steal the source. They can use it, but they should give it (to the buyers).
    So normally they can't steal it. The only can use your idea. (but that they can do now already)

    I like to see it opensource, but it is your decission

    ReplyDelete
  46. if i hit load in the editor, ror crashes O_o this is not a linux comp. also, can you make it so you can work plane control surfaces in a car or truck with wasd? ty!

    ReplyDelete
  47. i have a problem with the windows verson, the spining props don't show on the planes :(

    ReplyDelete
  48. perlovka@thunder ~/Desktop/RoR-0.29b $ ./start
    Creating resource group General
    Creating resource group Internal
    Creating resource group Autodetect
    Registering ResourceManager for type Material
    Registering ResourceManager for type Mesh
    Registering ResourceManager for type Skeleton
    MovableObjectFactory for type 'ParticleSystem' registered.
    Loading library libOgrePlatform.so
    OverlayElementFactory for type Panel registered.
    OverlayElementFactory for type BorderPanel registered.
    OverlayElementFactory for type TextArea registered.
    Registering ResourceManager for type Font
    ArchiveFactory for archive type FileSystem registered.
    ArchiveFactory for archive type Zip registered.
    DevIL version: Developer's Image Library (DevIL) 1.6.7 Nov 16 2006
    DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst wal raw
    Registering ResourceManager for type HighLevelGpuProgram
    Registering ResourceManager for type Compositor
    MovableObjectFactory for type 'Entity' registered.
    MovableObjectFactory for type 'Light' registered.
    MovableObjectFactory for type 'BillboardSet' registered.
    MovableObjectFactory for type 'ManualObject' registered.
    MovableObjectFactory for type 'BillboardChain' registered.
    MovableObjectFactory for type 'RibbonTrail' registered.
    Loading library ./RenderSystem_GL
    OpenGL Rendering Subsystem created.
    Loading library ./Plugin_ParticleFX
    Particle Emitter Type 'Point' registered
    Particle Emitter Type 'Box' registered
    Particle Emitter Type 'Ellipsoid' registered
    Particle Emitter Type 'Cylinder' registered
    Particle Emitter Type 'Ring' registered
    Particle Emitter Type 'HollowEllipsoid' registered
    Particle Affector Type 'LinearForce' registered
    Particle Affector Type 'ColourFader' registered
    Particle Affector Type 'ColourFader2' registered
    Particle Affector Type 'ColourImage' registered
    Particle Affector Type 'ColourInterpolator' registered
    Particle Affector Type 'Scaler' registered
    Particle Affector Type 'Rotator' registered
    Particle Affector Type 'DirectionRandomiser' registered
    Particle Affector Type 'DeflectorPlane' registered
    Loading library ./Plugin_OctreeSceneManager
    Loading library ./Plugin_CgProgramManager
    *-*-* OGRE Initialising
    *-*-* Version 1.2.3 (Dagon)
    OverlayElementFactory for type SpinControl registered.
    Creating resource group Bootstrap
    Added resource location 'data/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
    Added resource location '.' of type 'FileSystem' to resource group 'General'
    Added resource location 'data' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/terrains' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/trucks' of type 'FileSystem' to resource group 'General'
    Added resource location 'data/objects' of type 'FileSystem' to resource group 'General'
    ******************************
    *** Starting GLX Subsystem ***
    ******************************
    GLRenderSystem::createRenderWindow "OGRE Render Window", 800x600 windowed miscParams: FSAA=0 title=OGRE Render Window
    GLXWindow::create
    Parsing miscParams
    GLXWindow::create -- Best visual is 36
    ./start: line 3: 11492 Segmentation fault ./RoR

    ---------------------------------------------------------------------------------------------------

    thunder ~ # emerge --info
    Portage 2.1.2_rc1-r7 (default-linux/x86/2006.1, gcc-4.1.1, glibc-2.5-r0, 2.6.18-gentoo-r1 i686)
    =================================================================
    System uname: 2.6.18-gentoo-r1 i686 Intel(R) Pentium(R) 4 CPU 1.80GHz
    Gentoo Base System version 1.12.6
    Last Sync: Thu, 16 Nov 2006 19:30:01 +0000
    dev-lang/python: 2.4.4
    dev-python/pycrypto: 2.0.1-r5
    sys-apps/sandbox: 1.2.18.1
    sys-devel/autoconf: 2.13, 2.60
    sys-devel/automake: 1.4_p6, 1.5, 1.6.3, 1.7.9-r1, 1.8.5-r3, 1.9.6-r2, 1.10
    sys-devel/binutils: 2.17
    sys-devel/gcc-config: 1.3.14
    sys-devel/libtool: 1.5.22
    virtual/os-headers: 2.6.17-r1
    ACCEPT_KEYWORDS="x86 ~x86"
    AUTOCLEAN="yes"
    CBUILD="i686-pc-linux-gnu"
    CFLAGS="-O2 -march=pentium4 -pipe -fomit-frame-pointer"
    CHOST="i686-pc-linux-gnu"
    CONFIG_PROTECT="/etc /usr/share/X11/xkb"
    CONFIG_PROTECT_MASK="/etc/env.d /etc/gconf /etc/revdep-rebuild /etc/terminfo"
    CXXFLAGS="-O2 -march=pentium4 -pipe -fomit-frame-pointer"
    DISTDIR="/usr/portage/distfiles"
    FEATURES="autoconfig distlocks metadata-transfer sandbox sfperms strict"
    GENTOO_MIRRORS="http://mirror.hamakor.org.il/pub/mirrors/gentoo/ ftp://ftp.ussg.iu.edu/pub/linux/gentoo http://mirror.gentoo.no/"
    LANG="ru_RU.UTF-8"
    LINGUAS="en ru"
    MAKEOPTS="-j2"
    PKGDIR="/usr/portage/packages"
    PORTAGE_RSYNC_OPTS="--recursive --links --safe-links --perms --times --compress --force --whole-file --delete --delete-after --stats --timeout=180 --exclude=/distfiles --exclude=/local --exclude=/packages"
    PORTAGE_TMPDIR="/var/tmp"
    PORTDIR="/usr/portage"
    PORTDIR_OVERLAY="/usr/local/portage /usr/local/portage/xgl-coffee"
    SYNC="rsync://rsync.gentoo.org/gentoo-portage"
    USE="x86 alsa apache2 berkdb bitmap-fonts cli cracklib crypt dbus dlloader dri dvdr elibc_glibc firefox flac fortran gdbm gif gpm gtk2 hal iconv input_devices_keyboard input_devices_mouse ipv6 isdnlog jpeg kernel_linux libg++ linguas_en linguas_ru mmx mp3 ncurses nls nptl nptlonly nsplugin nvidia ogg opengl pam pcre perl png ppds pppd python readline reflection session spl sse sse2 ssl svg tcpd truetype-fonts type1-fonts udev unicode userland_GNU video_cards_none video_cards_nvidia vorbis win32codecs xorg xv zlib"
    Unset: CTARGET, EMERGE_DEFAULT_OPTS, INSTALL_MASK, LC_ALL, LDFLAGS, PORTAGE_RSYNC_EXTRA_OPTS

    ReplyDelete
  49. Running failed on Ubuntu Edgy due to the fact that zzziplib is only version 0.12.

    ReplyDelete
  50. The zip lib will work fine if you fake 0.12 to be 0.13

    ReplyDelete
  51. I tested this on an Ubuntu Edgy system, and got it working after just 2 changes. I had to make a symbolic link from libzzip 0.12 to libzzip 0.13, and download the libCG.so from nVidia's site. After that it booted up without issue. Unfortunately though, it ran at 1/3 the speed of the Windows version. :/

    ReplyDelete
  52. ced117, any chance you could tell me how you did it in 10.1?

    It's what I'm running and I'm a Linux noob so still rather inexperienced...


    TIA
    Pete

    ReplyDelete

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