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issues affecting Loki port of Soldier of Fortune #322
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Hmm...@twolife, can you verify? We could maybe add a quirk to force vsync or just make SDL_GL_SwapBuffers stall to keep to ~60fps. |
@icculus locking framerate to 60 wouldn't be necessary since game can run without issues even at 165 fps. I think best case would be to determine critical framerate for this game since there are 360hz and higher monitors on the market already and forcing vsync could exceed framerate threshold. |
We should probably do both, vsync and also wait, so it looks smoother and also doesn't iterate too quickly if the refresh rate is too high. But maybe that's silly, I don't know yet. |
ho wow, |
I had the same loki game but apart from the game crashing with : |
There's a lot of reasons it might crash besides potential sdl12-compat bugs, being an ancient binary; please make sure it runs with a real SDL 1.2, or with whatever SDL it shipped with originally, first. If it works there and not with sdl12-compat, we'll try to help. |
SoF is a little bit difficult to run on modern Linux system, but nothing impossible.
The ref_gl.so library wants to print a list of OpenGL extensions available in your graphic driver. One way to prevent this is to ask the driver to pretend you live in the past, the extensions list will be much smaller :
That crash is only the first you will encounter, the next one will occurs in the
But the My workaround is to use elfhash to rename the sl_add symbol from |
One way to prevent this is to ask the driver to pretend you live in the past, the extensions list will be much smaller : $ export MESA_EXTENSION_MAX_YEAR=2002 # Mesa It seems to not work for me using manjaro linux and an amd radeon R9 380. Made a script runme.sh #!/bin/bash running it the same thing.
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Strictly speaking, you got further than last time, where the You probably need to try the rest of @twolife's advice now. |
I tried it i made the elfhash thing and all of the things que said. Even including a patch o ref_gl.so with no avail. The page about the patches is this: https://dusted.dk/pages/sof-resolution/ But... As I said . No avail it was failing like crazy. I don't know if putting some new ref_gl.so of yamagi quake2 or darkplaces solve those issues. |
It seems like export __GL_ExtensionStringVersion=17700 is for propietary nvidia drivers i am using radeon drivers any idea on this ?? I am looking at all mesa variables here , because this enviroment variable does not work for me there is another one to use instead.. |
I know there are some issues to get this game to even run on a modern system (it being an ancient SDL 1.1 game), but it is possible, with a real SDL 1.2 or the supplied SDL 1.1.
But unfortunately the game is unplayable with sdl12-compat :'(
I noticed 2 problems (they may be related, or not...)
Once you starts a new game, a red icon starts to flickers very quickly in the top left corner & when you move the character it's completely sluggish. It sometime get fast for 5 second before slowing down again. It's horrible.

If you persist to play (despite the big n°1 problem), the floor sometimes gets instantaneously full of blood, and if you take 2 steps ahead it' gets back to normal


I don't know if this is a lost cause or if you can pull off some magic, but at least this is now documented ^^
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