You are on page 1of 6

Yamagi Quake II v7.

42
=====================
Client build options:
+ OpenAL audio
Platform: Windows
Architecture: AMD64
Byte ordering: little endian

Added packfile './baseq2/pak0.pak' (3307 files).


Added packfile './baseq2/pak1.pak' (279 files).
Added packfile './baseq2/pak2.pak' (2 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak0.pak' (3307 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak1.pak' (279 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak2.pak' (2 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak0.pak' (3307 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak1.pak' (279 files).
Added packfile 'C:\Users\Daniel\Desktop\quake 2\Quake.2.HD.Edition\Quake
II\/baseq2/pak2.pak' (2 files).
Using 'C:/Users/Daniel/Documents/YamagiQ2//baseq2' for writing.
execing default.cfg
couldn't exec yq2.cfg
execing config.cfg
couldn't exec autoexec.cfg
Winsock Initialized
Console initialized.

------- sound initialization -------


LoadLibrary(openal32.dll)
...opening OpenAL device:ok
...creating OpenAL context: ok
...making context current: ok

OpenAL settings:
AL_VENDOR: OpenAL Community
AL_RENDERER: OpenAL Soft
AL_VERSION: 1.1 ALSOFT 1.19.1
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE
AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW
AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET
AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES
AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates
AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex
AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM
AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler
AL_SOFT_source_spatialize

Available OpenAL devices:


- OpenAL Soft on Speakers / Headphones (Realtek High Definition Audio)
- OpenAL Soft on Internal AUX Jack (DroidCam Virtual Audio)

Current OpenAL device:


- OpenAL Soft
Number of OpenAL sources: 31

Sound sampling rate: 0


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

SDL version is: 2.0.10


SDL video driver is "windows".
SDL didplay modes:
- Mode 0: 1920x1080@60
- Mode 1: 1920x1080@30
- Mode 2: 1680x1050@60
- Mode 3: 1680x1050@59
- Mode 4: 1600x900@60
- Mode 5: 1440x900@60
- Mode 6: 1400x1050@60
- Mode 7: 1366x768@60
- Mode 8: 1360x768@60
- Mode 9: 1280x1024@85
- Mode 10: 1280x1024@75
- Mode 11: 1280x1024@60
- Mode 12: 1280x960@85
- Mode 13: 1280x960@60
- Mode 14: 1280x800@60
- Mode 15: 1280x768@60
- Mode 16: 1280x720@60
- Mode 17: 1152x864@75
- Mode 18: 1024x768@85
- Mode 19: 1024x768@75
- Mode 20: 1024x768@70
- Mode 21: 1024x768@60
- Mode 22: 848x480@60
- Mode 23: 800x600@85
- Mode 24: 800x600@75
- Mode 25: 800x600@72
- Mode 26: 800x600@60
- Mode 27: 640x480@85
- Mode 28: 640x480@75
- Mode 29: 640x480@73
- Mode 30: 640x480@60
- Mode 31: 640x480@59
- Mode 32: 640x400@70
- Mode 33: 512x384@85
- Mode 34: 512x384@75
- Mode 35: 512x384@70
- Mode 36: 512x384@60
- Mode 37: 400x300@85
- Mode 38: 400x300@75
- Mode 39: 400x300@72
- Mode 40: 400x300@60
- Mode 41: 320x240@85
- Mode 42: 320x240@75
- Mode 43: 320x240@73
- Mode 44: 320x240@60
- Mode 45: 320x240@59
- Mode 46: 320x200@70
----- refresher initialization -----
LoadLibrary(ref_gl3.dll)
Byte ordering: little endian
Refresh: Yamagi Quake II OpenGL3 Refresher
Client: 7.42

setting mode -2: 1920 1080


Real display mode: 1920x1080@60 (vid_fullscreen: 1)
Successfully loaded OpenGL function pointers using glad, got version 3.2!

OpenGL setting:
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 4600
GL_VERSION: 3.2.0 - Build 20.19.15.4835
GL_SHADING_LANGUAGE_VERSION: 1.50 - Build 20.19.15.4835
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color
GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array
GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements
GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels
GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture
GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine
GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord
GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix
GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add
GL_IBM_texture_mirrored_repeat GL_ARB_texture_mirrored_repeat
GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square
GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1
GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp
GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow
GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program
GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side
GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias
GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader
GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow
GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle
GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel
GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_ARB_texture_barrier
GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex
GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB
GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent
GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render
GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync
GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2
GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array
GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range
GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query
GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart
GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture
GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra
GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4
GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location
GL_ARB_draw_elements_base_vertex GL_EXT_shader_integer_mix GL_ARB_instanced_arrays
GL_ARB_base_instance GL_ARB_fragment_coord_conventions
GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample
GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_timer_query GL_EXT_timer_query GL_ARB_tessellation_shader
GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading
GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering
GL_ARB_fragment_shader_interlock GL_ARB_clip_control GL_ARB_shader_subroutine
GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects
GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array
GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage
GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing
GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack
GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader
GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport
GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size
GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample
GL_ARB_buffer_storage GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object
GL_EXT_polygon_offset_clamp GL_ARB_clear_texture
GL_ARB_texture_mirror_clamp_to_edge GL_ARB_debug_output GL_ARB_enhanced_layouts
GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels
GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_INTEL_map_texture
GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility
GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode
GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access
GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location
GL_ARB_multi_bind GL_ARB_indirect_parameters WGL_EXT_depth_float
WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read
WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control
WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float
WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile
WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile
WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_INTEL_cl_sharing
WGL_NV_DX_interop2 WGL_ARB_create_context_robustness

Probing for OpenGL extensions:


- Anisotropic Filtering: Max level: 16x
- OpenGL Debug Output: Supported (but disabled with gl3_debugcontext = 0)
Loading shaders succeeded!

Successfully loaded ref_gl3.dll as rendering backend


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

------- input initialization -------


0 joysticks were found.
Most likely mouse isn't haptic
------------------------------------

------- curl initialization -------


LoadLibrary(curl.dll)
------------------------------------

-------- game initialization -------


Game is starting up.
Game is baseq2 built on Nov 30 2019.
------------------------------------

------- server initialization ------


0 entities inhibited.
0 teams with 0 entities.
------------------------------------
==== Yamagi Quake II Initialized ====

*************************************

[0.0.0.0]:0: client_connect
You must be in a game to save.
You must be in a game to save.
Loading game...
==== ShutdownGame ====
-------- game initialization -------
Game is starting up.
Game is baseq2 built on Nov 30 2019.
------------------------------------

------- server initialization ------


41 entities inhibited.
4 teams with 18 entities.
------------------------------------

Server restarted
Server disconnected, reconnecting
Connecting to localhost...
[0.0.0.0]:0: challenge
[0.0.0.0]:0: client_connect

-===================================-

Comm Satellite
Map: space pics
maps/space.bsp models/weapons/v_blast/tris.md2
models/objects/gibs/sm_meat/tris.md2
models/objects/gibs/arm/tris.md2
models/objects/gibs/bone/tris.md2
models/objects/gibs/bone2/tris.md2
models/objects/gibs/chest/tris.md2
models/objects/gibs/skull/tris.md2
models/objects/gibs/head2/tris.md2
models/items/ammo/slugs/medium/tris.m
models/weapons/g_rail/tris.md2
models/weapons/v_rail/tris.md2
models/items/adrenal/tris.md2
models/items/armor/shard/tris.md2
models/items/ammo/bullets/medium/tris
models/monsters/flyer/tris.md2
models/monsters/hover/tris.md2
models/items/healing/stimpack/tris.md
models/items/healing/large/tris.md2
models/items/ammo/shells/medium/tris.
models/deadbods/dude/tris.md2
models/monsters/float/tris.md2
models/items/ammo/rockets/medium/tris
models/monsters/boss2/tris.md2
models/items/healing/medium/tris.md2
models/items/band/tris.md2
models/items/armor/body/tris.md2
models/items/ammo/grenades/medium/tri
models/weapons/v_handgr/tris.md2
models/items/ammo/cells/medium/tris.m
models/items/armor/shield/tris.md2
models/objects/debris1/tris.md2
models/objects/debris2/tris.md2
models/weapons/v_rocket/tris.md2
models/weapons/v_shotg/tris.md2 images
client 0 sky
Player died.

----------- shutting down ----------


==== ShutdownGame ====
Shutting down curl.
Shutting down OpenAL.
Shutting down input.

You might also like