With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Postby torhu » Thu Mar 30, 2006 1:36 am

In addition to what Red said: You can type condump <filename> to have the contents of the console be written to a file.

If you can't open the console when the map loading stops, you can type "logfile 2" in the console before loading the map. Then it will output the contents of the console to the file qconsole.log in the westernq3 dir.

Post the results here so we can take a look. :)
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Postby hobo 64 » Thu Mar 30, 2006 2:43 am

here is what it says:
Code: Select all
logfile opened on Wed Mar 29 16:42:58 2006

------ Server Initialization ------
Server: br_backwater
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
Current search path:
C:\Program Files\Quake III Arena\westernq3\wq_train.pk3 (30 files)
C:\Program Files\Quake III Arena\westernq3\wq_town.pk3 (8 files)
C:\Program Files\Quake III Arena\westernq3\wq_NightFort.pk3 (10 files)
C:\Program Files\Quake III Arena\westernq3\wq_HighNoon2.pk3 (25 files)
C:\Program Files\Quake III Arena\westernq3\wq3_textures0.pk3 (628 files)
C:\Program Files\Quake III Arena\westernq3\wq3_sounds0.pk3 (30 files)
C:\Program Files\Quake III Arena\westernq3\wq3_pak2.pk3 (14 files)
C:\Program Files\Quake III Arena\westernq3\wq3_pak1.pk3 (2 files)
C:\Program Files\Quake III Arena\westernq3\wq3_pak0.pk3 (934 files)
C:\Program Files\Quake III Arena\westernq3\wq3_maps1.pk3 (8 files)
C:\Program Files\Quake III Arena\westernq3\wq3_maps0.pk3 (80 files)
C:\Program Files\Quake III Arena\westernq3\backwater.pk3 (116 files)
C:\Program Files\Quake III Arena/westernq3
C:\Program Files\Quake III Arena\baseq3\pak8.pk3 (9 files)
C:\Program Files\Quake III Arena\baseq3\pak7.pk3 (4 files)
C:\Program Files\Quake III Arena\baseq3\pak6.pk3 (64 files)
C:\Program Files\Quake III Arena\baseq3\pak5.pk3 (7 files)
C:\Program Files\Quake III Arena\baseq3\pak4.pk3 (272 files)
C:\Program Files\Quake III Arena\baseq3\pak3.pk3 (4 files)
C:\Program Files\Quake III Arena\baseq3\pak2.pk3 (148 files)
C:\Program Files\Quake III Arena\baseq3\pak1.pk3 (26 files)
C:\Program Files\Quake III Arena\baseq3\pak0.pk3 (3539 files)
C:\Program Files\Quake III Arena/baseq3

handle 2: qconsole.log
----------------------
11916 files in pk3 files
Loading vm file vm/qagame.qvm.
VM file qagame compiled to 1566882 bytes of code
qagame loaded in 4471808 bytes on the hunk
------- Game Initialization -------
gamename: westernq3
gamedate: Nov 06 2005
Server: Loading tex-file... maps/br_backwater.tex
AiNode-File: maps/br_backwater.ai:
39 nodes parsed
Gametype changed, clearing session data.
noclass doesn't have a spawn function
2 team-startpoints parsed
0 teams with 0 entities
18 items registered
-----------------------------------
Opened log botlib.log
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
loaded rchat.c
------------ Map Loading ------------
trying to load maps/br_backwater.aas
loaded maps/br_backwater.aas
item_money not reachable for bots at (-468.0 1488.0 111.1)
item_money not reachable for bots at (1472.0 1476.0 113.1)
item_money not reachable for bots at (1360.0 1440.0 113.1)
ammo_dynamite not reachable for bots at (1880.0 -1900.0 -136.9)
ammo_dynamite not reachable for bots at (1912.0 -1852.0 -136.9)
found 5 level items
-------------------------------------
8 bots parsed
35 arenas parsed
AAS initialized.
-----------------------------------
RE_Shutdown( 0 )
----- R_Init -----

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: RIVA TNT2/PCI/3DNOW!
GL_VERSION: 1.5.1
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_texture_env_add GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_window_pos GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_compiled_vertex_array GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays 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_stencil_wrap GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_fog_distance GL_NV_packed_depth_stencil GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SGIS_multitexture GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 2

PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: AMD w/ 3DNow!
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 2
texture bits: 16
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/wq_train.shader'
...loading 'scripts/wq_highnoon2.shader'
...loading 'scripts/spoon.shader'
...loading 'scripts/western.shader'
...loading 'scripts/frag.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/weapons.shader'
...loading 'scripts/weapon_fx.shader'
...loading 'scripts/wqfx.shader'
...loading 'scripts/excerpt_sockisland.shader'
...loading 'scripts/oak.shader'
...loading 'scripts/rivertown.shader'
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
Loading vm file vm/ui.qvm.
VM file ui compiled to 678784 bytes of code
ui loaded in 3122880 bytes on the hunk
Parsing menu file:ui/main.menu
Parsing menu file:ui/joinserver.menu
Parsing menu file:ui/skirmish.menu
Parsing menu file:ui/createserver.menu
Parsing menu file:ui/demo.menu
Parsing menu file:ui/connect.menu
Parsing menu file:ui/quitcredit.menu
Parsing menu file:ui/quitcredit2.menu
Parsing menu file:ui/settings.menu
Parsing menu file:ui/settings_controls.menu
Parsing menu file:ui/settings_system.menu
Parsing menu file:ui/settings_options.menu
Parsing menu file:ui/settings_player.menu
Parsing menu file:ui/settings_default.menu
Parsing menu file:ui/pop_password.menu
Parsing menu file:ui/pop_findplayer.menu
Parsing menu file:ui/pop_serverinfo.menu
Parsing menu file:ui/pop_createfavorite.menu
Parsing menu file:ui/pop_specify.menu
Parsing menu file:ui/pop_multiplayer.menu
Parsing menu file:ui/pop_quit.menu
Parsing menu file:ui/pop_error.menu
Parsing menu file:ui/pop_vid_restart.menu
UI menu load time = 1266 milli seconds
Parsing menu file:ui/ingame.menu
Parsing menu file:ui/ingame_vote.menu
Parsing menu file:ui/ingame_about.menu
Parsing menu file:ui/ingame_controls.menu
Parsing menu file:ui/ingame_join.menu
Parsing menu file:ui/ingame_joinred.menu
Parsing menu file:ui/ingame_joinblue.menu
Parsing menu file:ui/ingame_options.menu
Parsing menu file:ui/ingame_system.menu
Parsing menu file:ui/ingame_leave.menu
Parsing menu file:ui/ingame_player.menu
Parsing menu file:ui/ingame_bots.menu
Parsing menu file:ui/ingame_callvote.menu
UI menu load time = 274 milli seconds
8 bots parsed
Loading vm file vm/cgame.qvm.
VM file cgame compiled to 1372918 bytes of code
cgame loaded in 6269568 bytes on the hunk
^7Client: Loading tex-file... maps/br_backwater.tex
UI menu load time = 167 milli seconds
stitched 0 LoD cracks
...loaded 8455 faces, 51 meshes, 12 trisurfs, 0 flares
CL_InitCGame: 29.46 seconds


i had to do what torhu said
beware of hobo's
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Postby Pardner » Thu Mar 30, 2006 3:18 am

I was serfin some defrag forums and i happened to stumble on this...

m00m1n wrote:Q: Why do I get stuck at "Awaiting snapshot" sometimes when I try to connect to a server?

Not sure why this happens. Not sure anyone is sure why this happens. It just happens. It doesn't always work, but try dropping your rate and/or cl_maxpackets and/or snaps before connecting, and resetting them once you are in the game.

From: http://forum.mousepotato.org/showthread.php?t=19

Not sure this would actually help you because you are having this problem offline and rate/maxpackets/snaps should matter. might be worth a try. you could bind this to a key and do it before you enter the match.

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Postby ReD NeCKersoN » Thu Mar 30, 2006 4:17 am

Maybe try this then. Bring down the console and type in /cg_maxfps 125 and hit enter. This is based on Pardner's post and worth a try. Not sure it'll help but I can't see any error in your console dump. Also, make sure you try what I posted above....just in case you were fibbin' :P
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