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Official Smokin' Guns team engine repository, master branch was directly imported from SourceForge Subversion repository, pull requests will be reviewed and integrated in future Smokin' Guns releases.

License: GNU General Public License v2.0

C++ 3.54% C 95.22% Assembly 0.27% Objective-C 0.67% MATLAB 0.01% Perl 0.07% Shell 0.22% Visual Basic 0.01%
ioquake3 standalone-game game qvm cvars first-person-shooter western

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smokinguns's Issues

Music Credits of Smokin' Guns Game?

I was wondering if the game music derived from another source. If so, please elaborate on the details. If the song is original, I was wondering if there is are other renditions or extended versions. Some of the songs could be listening quality than just reloops.

cpu power use dampner

in sys_main.c i put a usleep(5*1000); at the end in the while loop and #include at the top to help with the cpu use on multicore systems/laptops.

Stuck on loading screen

Hello there

I`m trying to play smoking guns in a Raspberry pi 3 using the ioquake3 engine
im loading smoking gun inside the quake 3 menu as a mod it loads ok plays videos etc
but when i go to the single player and select the first level alamo or any other level i select it press load it stucks in the loading screen if a press any buttons it goes back to main menu

any help?

Publish debian directory for creating packages for Ubuntu

Hello,

there has been a request to publish Smokin Guns 1.1 on the Ubuntu gaming site playdeb.net where I publish game packages.
https://bugs.launchpad.net/getdeb.net/+bug/1011029

When I tried to create the amd64 package there was a segfault in it:
http://0bin.net/paste/f5758667f50f8f6189a8911003b3b50d5d9fafd7#Tg9oXxRPREkArIh6RM+qSwyEefytzi/X41lslaLjW5s=

As I see there are Debian packages published:
http://dansh.org/deb/main/

So I would like that you also publish the debian directory of the package so I can try building on Ubuntu (12.04 and 12.10) again.

PROJECT SMOKIN GUNS ABADONED

The developers have abandoned the game and no longer want to deal with it, so a new developer has appeared who will take care of this support for this project go to the discord https://discord.gg/hUqegqKmUx the group still needs to be finalized but this is not a problem the game is also changing its name to WESTERN 3D Come and participate in developing a new game

Build fail

...
REF_CC build/release-linux-x86_64/renderergl2/glsl/tonemap_fp.c
REF_STR code/renderergl2/glsl/tonemap_vp.glsl
REF_CC build/release-linux-x86_64/renderergl2/glsl/tonemap_vp.c
LD build/release-linux-x86_64/renderer_opengl2_x86_64.so
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xf8): multiple definition of `qglGenFramebuffersEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x90): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xf0): multiple definition of `qglBindFramebufferEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0xa0): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xe8): multiple definition of `qglGenRenderbuffersEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0xc0): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xe0): multiple definition of `qglBindRenderbufferEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0xd0): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xd8): multiple definition of `qglRenderbufferStorageEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0xb8): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xd0): multiple definition of `qglRenderbufferStorageMultisampleEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x8): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xc8): multiple definition of `qglFramebufferRenderbufferEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x68): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xc0): multiple definition of `qglFramebufferTexture2DEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x78): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xb8): multiple definition of `qglCheckFramebufferStatusEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x88): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xb0): multiple definition of `qglDeleteFramebuffersEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x98): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xa8): multiple definition of `qglDeleteRenderbuffersEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0xc8): first defined here
/usr/bin/ld: ./build/release-linux-x86_64/renderergl1/sdl_glimp.o:(.bss+0xa0): multiple definition of `qglBlitFramebufferEXT'; ./build/release-linux-x86_64/renderergl2/tr_extensions.o:(.bss+0x10): first defined here
collect2: error: ld returned 1 exit status
make[2]: *** [Makefile:2115: build/release-linux-x86_64/renderer_opengl2_x86_64.so] Error 1
rm build/release-linux-x86_64/renderergl2/glsl/tonemap_vp.c build/release-linux-x86_64/renderergl2/glsl/ssao_vp.c build/release-linux-x86_64/renderergl2/glsl/shadowfill_fp.c build/release-linux-x86_64/renderergl2/glsl/calclevels4x_vp.c build/release-linux-x86_64/renderergl2/glsl/fogpass_fp.c build/release-linux-x86_64/renderergl2/glsl/fogpass_vp.c build/release-linux-x86_64/renderergl2/glsl/generic_vp.c build/release-linux-x86_64/renderergl2/glsl/calclevels4x_fp.c build/release-linux-x86_64/renderergl2/glsl/shadowmask_vp.c build/release-linux-x86_64/renderergl2/glsl/bokeh_fp.c build/release-linux-x86_64/renderergl2/glsl/bokeh_vp.c build/release-linux-x86_64/renderergl2/glsl/dlight_fp.c build/release-linux-x86_64/renderergl2/glsl/dlight_vp.c build/release-linux-x86_64/renderergl2/glsl/lightall_vp.c build/release-linux-x86_64/renderergl2/glsl/pshadow_vp.c build/release-linux-x86_64/renderergl2/glsl/tonemap_fp.c build/release-linux-x86_64/renderergl2/glsl/texturecolor_fp.c build/release-linux-x86_64/renderergl2/glsl/generic_fp.c build/release-linux-x86_64/renderergl2/glsl/down4x_vp.c build/release-linux-x86_64/renderergl2/glsl/shadowmask_fp.c build/release-linux-x86_64/renderergl2/glsl/ssao_fp.c build/release-linux-x86_64/renderergl2/glsl/down4x_fp.c build/release-linux-x86_64/renderergl2/glsl/pshadow_fp.c build/release-linux-x86_64/renderergl2/glsl/depthblur_fp.c build/release-linux-x86_64/renderergl2/glsl/lightall_fp.c build/release-linux-x86_64/renderergl2/glsl/texturecolor_vp.c build/release-linux-x86_64/renderergl2/glsl/depthblur_vp.c build/release-linux-x86_64/renderergl2/glsl/shadowfill_vp.c
make[2]: Leaving directory '/home/milk/.cache/yay/smokinguns-git/src/smokinguns'
make[1]: *** [Makefile:1285: targets] Error 2
make[1]: Leaving directory '/home/milk/.cache/yay/smokinguns-git/src/smokinguns'
make: *** [Makefile:1223: release] Error 2
==> ERROR: A failure occurred in build().
    Aborting...

ERROR: opStack corrupted in compiled code (offset 4)

Crashes at startup:

Smokin' Guns 1.1 linux-x86_64 Feb 19 2023
----- FS_Startup -----
Current search path:
/home/matthias/.smokinguns/smokinguns
/app/share/smokinguns/smokinguns/sg_pak0.pk3 (2562 files)
/app/share/smokinguns/smokinguns/included_fanpak0.pk3 (224 files)
/app/share/smokinguns/smokinguns
/home/matthias/.smokinguns/baseq3
/app/share/smokinguns/baseq3/pak0.pk3 (101 files)
/app/share/smokinguns/baseq3

----------------------
2887 files in pk3 files
execing default.cfg
couldn't exec q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
engine: Smokin' Guns 1.1, Feb 19 2023 19:32:43, linux-x86_64
comment: Official release
contact: http://www.smokin-guns.org/viewforum.php?f=22
md5sum: 93A88BFFC84481B1888DC6B62EFAC4F0
----- Initializing Renderer ----
-------------------------------
Smokin' Guns checks on
QKEY building random string
QKEY generated
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Estimated display aspect: 1.778
...setting mode 4: 800 600
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: '1280x720 1920x1080 1440x900 1680x1050 720x480 640x480 800x600 1024x768 1280x960 720x576 1280x1024'
GL_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_EXT_framebuffer_object
...using GL_ARB_texture_non_power_of_two
...using GL_EXT_framebuffer_multisample
...using GL_EXT_framebuffer_blit
^3WARNING: packed_depth_stencil is missing
...using GL_ARB_fragment_program
...using GL_ARB_vertex_program
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_program
...using GL_ARB_shading_language_100

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 525.78.01
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
Loading "libopenal.so.1"...
Allocated 96 sources.
OpenAL default capture device is 'Internes Audio Analog Stereo'
OpenAL capture device opened.
OpenAL info:
  Vendor:         OpenAL Community
  Version:        1.1 ALSOFT 1.22.2
  Renderer:       OpenAL Soft
  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_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect 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 AL_SOFT_UHJ
  ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_device_clock ALC_SOFT_HRTF ALC_SOFT_loopback ALC_SOFT_loopback_bformat ALC_SOFT_output_limiter ALC_SOFT_output_mode ALC_SOFT_pause_device ALC_SOFT_reopen_device
  Device:         Internes Audio Analog Stereo
  Available Devices:
Internes Audio Analog Stereo
TU106 High Definition Audio Controller Digital Stereo (HDMI)
  Input Device:   Internes Audio Analog Stereo
  Available Input Devices:
Internes Audio Analog Stereo
Monitor of TU106 High Definition Audio Controller Digital Stereo (HDMI)
Monitor of Internes Audio Analog Stereo
Sound initialization successful.
--------------------------------
Loading vm file vm/ui.qvm...
File "vm/ui.qvm" found in "/app/share/smokinguns/smokinguns/sg_pak0.pk3"
...which has vmMagic VM_MAGIC_VER2
Loading 1124 jump table targets
total 0, hsize 1021, zero 1021, min 0, max 0
total 4423, hsize 1021, zero 41, min 0, max 19
VM file ui compiled to 1398215 bytes of code (0x7f3c70332000 - 0x7f3c704875c7)
compilation took 0.344424 seconds
ui loaded in 2455872 bytes on the hunk
********************
ERROR: opStack corrupted in compiled code (offset 4)
********************

Flatpak/Flathub Suggestion for Linux build

Hello Smokin' Guns Team,

I request for a Flatpak/Flathub repository for the Linux build. I had much success in Flatpak/Flathub compilation as well as access. Speaking of access, I can't download the files (.exe and .deb) from the website. I have to get to this host to retrieve a playable program (https://www.indiedb.com/games/smokin-guns/downloads/smokin-guns-11-os-independent-archive). I couldn't get the i386 file working. Maybe I am running the 64 Linux platform OS. I think the 64 bit application needs to get done. The smokin'-guns.org website also have improper/expired https protocol, which means the TLS needs to be setup time after time. As for irc, I suggest to use libera irc server (irc.libera.chat:6697 [TLS]). Plenty of developers for Linux at the least. Libera website is here for more information. https://libera.chat/

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