Skip to content

Instantly share code, notes, and snippets.

@gbudny
Created September 30, 2023 20:50
Show Gist options
  • Save gbudny/6c8a79866dca71414c4301e962d78967 to your computer and use it in GitHub Desktop.
Save gbudny/6c8a79866dca71414c4301e962d78967 to your computer and use it in GitHub Desktop.
Spearhead
gdb -args ./openmohaax86_64-dbg +set com_target_game 1
GNU gdb (Ubuntu 12.1-0ubuntu1~22.04) 12.1
Copyright (C) 2022 Free Software Foundation, Inc.
License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>
This is free software: you are free to change and redistribute it.
There is NO WARRANTY, to the extent permitted by law.
Type "show copying" and "show warranty" for details.
This GDB was configured as "x86_64-linux-gnu".
Type "show configuration" for configuration details.
For bug reporting instructions, please see:
<https://www.gnu.org/software/gdb/bugs/>.
Find the GDB manual and other documentation resources online at:
<http://www.gnu.org/software/gdb/documentation/>.
For help, type "help".
Type "apropos word" to search for commands related to "word"...
Reading symbols from ./openmohaax86_64-dbg...
(gdb) run
Starting program: /home/gbudny/Medal of Honor - Allied Assault War Chest/openmohaax86_64-dbg +set com_target_game 1
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
--- Common Initialization ---
OpenMoHAA 0.59.0-alpha+0.cd931585 linux-x86_64 Sep 30 2023 UTC
----- FS_Startup -----
Current search path:
/home/gbudny/.openmohaa/mainta
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta/pak5.pk3 (9 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta/pak4.pk3 (59 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta/pak3.pk3 (311 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta/pak2.pk3 (767 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/mainta/pak1.pk3 (6969 files)
/home/gbudny/.openmohaa/main
/home/gbudny/Medal of Honor - Allied Assault War Chest/main
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/pak7.pk3 (89 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak6EnUk.pk3 (395 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak5.pk3 (259 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak4.pk3 (593 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak3.pk3 (669 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak2.pk3 (4722 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak1.pk3 (396 files)
/home/gbudny/Medal of Honor - Allied Assault War Chest/main/Pak0.pk3 (11174 files)
----------------------
26412 files in pk3 files
tty]STUB: not implemented in /home/gbudny/openmohaa/code/sys/new/sys_main_new.c line 63.
execing default.cfg
execing menu.cfg
execing newconfig.cfg
tty]STUB: not implemented in /home/gbudny/openmohaa/code/sys/new/sys_main_new.c line 63.
STUB: not implemented in /home/gbudny/openmohaa/code/sys/new/sys_main_new.c line 63.
Config: omconfig.cfg
tty]STUB: wtf in /home/gbudny/openmohaa/code/sys/new/sys_main_new.c line 85.
STUB: wtf in /home/gbudny/openmohaa/code/sys/new/sys_main_new.c line 96.
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for easy mode.
----- Client Initialization -----
------ Unloading ClientGame ------
----- Initializing Renderer ----
----- R_Init -----
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.333
...setting mode 3: 640 480
Using 24 color bits, 24 depth, 0 stencil display.
Available modes: '640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024 720x480 1440x900 1680x1050 1280x720 1920x1080 3840x2160'
GL_RENDERER: NVIDIA GeForce GT 630/PCIe/SSE2
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_SGIS_texture_edge_clamp
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GT 630/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 470.199.02
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARBGL_MAX_TEXTURE_SIZE: 16384
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/decals.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/heldprops_cigarette.shader'
...loading 'scripts/heldprops_coffeemug.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/maltamodels.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/mohtamenu.shader'
...loading 'scripts/mohta_characters.shader'
...loading 'scripts/mohta_download_characters.shader'
...loading 'scripts/mp_bahnhof_dm.shader'
...loading 'scripts/mp_malta.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/ta_sky.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/1_1_groundportal.shader'
...loading 'scripts/2dmaps.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/animated_props.shader'
...loading 'scripts/animate_searchlight.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crazy_boris.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/detail.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environment.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/halftrack_winter.shader'
...loading 'scripts/heads_hands.shader'
...loading 'scripts/heldprops.shader'
...loading 'scripts/helmets.shader'
...loading 'scripts/hud_anims.shader'
...loading 'scripts/human_brit-beret.shader'
...loading 'scripts/human_us_parachute_pack.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/light.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/mat_test.shader'
...loading 'scripts/medals.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohaas_fonts.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/mp_loading.shader'
...loading 'scripts/natesnow.shader'
...loading 'scripts/newmulti.shader'
...loading 'scripts/newtrees.shader'
...loading 'scripts/obfuscation.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/shell_anims.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_1_3_bridge.shader'
...loading 'scripts/static_c47_interior.shader'
...loading 'scripts/static_groundportal_1_1.shader'
...loading 'scripts/static_haystack_dry01.shader'
...loading 'scripts/static_ho-ix.shader'
...loading 'scripts/static_jeep.shader'
...loading 'scripts/static_logs0.shader'
...loading 'scripts/static_logstack0.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_props.shader'
...loading 'scripts/static_rock1.shader'
...loading 'scripts/static_snowbush0.shader'
...loading 'scripts/static_snowbush1.shader'
...loading 'scripts/static_snowtree0.shader'
...loading 'scripts/static_snowtree1.shader'
...loading 'scripts/static_snowtree2.shader'
...loading 'scripts/static_snowtree3.shader'
...loading 'scripts/static_snowtree4.shader'
...loading 'scripts/static_snowtree5.shader'
...loading 'scripts/static_snowtree6.shader'
...loading 'scripts/static_snowtree7.shader'
...loading 'scripts/static_snowtree8.shader'
...loading 'scripts/static_supplydrocrate.shader'
...loading 'scripts/static_windmill.shader'
...loading 'scripts/subpen.shader'
...loading 'scripts/t1l1_zied.shader'
...loading 'scripts/taardennes.shader'
...loading 'scripts/tacommon.shader'
...loading 'scripts/taholland.shader'
...loading 'scripts/tahud.shader'
...loading 'scripts/tallen_beams.shader'
...loading 'scripts/tallen_nodraw.shader'
...loading 'scripts/tallen_test.shader'
...loading 'scripts/tanatural.shader'
...loading 'scripts/tanks.shader'
...loading 'scripts/tanormandy.shader'
...loading 'scripts/tanorway.shader'
...loading 'scripts/tarubble.shader'
...loading 'scripts/tasprites.shader'
...loading 'scripts/tat3l3.shader'
...loading 'scripts/ta_berlin.shader'
...loading 'scripts/ta_flags.shader'
...loading 'scripts/ta_obstacles.shader'
...loading 'scripts/ta_sunflare.shader'
...loading 'scripts/test.shader'
...loading 'scripts/thunderv1.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/train.shader'
...loading 'scripts/unterseite.shader'
...loading 'scripts/us_soldier_snow.shader'
...loading 'scripts/vehicles_allied.shader'
...loading 'scripts/vehicles_c47_damage_all.shader'
...loading 'scripts/vehicles_c47_damage_tail.shader'
...loading 'scripts/vehicles_panzeriv_destroyed.shader'
...loading 'scripts/vehicles_stuka_explo2.shader'
...loading 'scripts/vehicles_stuka_strafe.shader'
...loading 'scripts/water.shader'
...loading 'scripts/weapons_english.shader'
...loading 'scripts/weapons_germans.shader'
...loading 'scripts/weapons_russian.shader'
...loading 'scripts/weapons_stationary.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... [New Thread 0x7fffe2fff640 (LWP 9201)]
OK
SDL audio driver is "pulseaudio".
tty][New Thread 0x7fffe2fbe640 (LWP 9202)]
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 256
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
2 channels
5120 samples
16 samplebits (int)
1 submission_chunk
22050 speed
0x55555876e550 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Setting up Shaders
Failed to find resource type 'AddToRotationButton'
----- Client Initialization Complete ----- -966 ms
--- Common Initialization Complete --- 1120 ms
-- Localization: I see 0 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1645 localization entries
IP: 127.0.0.1
IP: 192.168.0.17
IP: 172.17.0.1
IP6: ::1
IP6: fe80::ad7:663d:86ee:80b7%enp10s0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
You are now setup for easy mode.
------ Server Initialization ------
Server: briefing/briefingt1
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Setting up Shaders
UI_DrawConnect called
Trying to load "gamex86_64-dbg.so" from "/home/gbudny/Medal of Honor - Allied Assault War Chest"...
Sys_GetGameAPI(gamex86_64-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: Sep 30 2023
==== CleanupGame ====
0 teams with 0 entities
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
^~^~^ Morph targets data is corrupted for 'models/human/heads/head1.skd'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army_fps.tik
------ Server Initialization Complete ------ 18.08 seconds
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Trying to load "cgamex86_64-dbg.so" from "/home/gbudny/Medal of Honor - Allied Assault War Chest"...
Sys_GetCGameAPI(cgamex86_64-dbg.so): succeeded ...
-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
DUPLICATE ALIASES: nebelwerfer_snd_move and nebelwerfer_snd_move
DUPLICATE ALIASES: nebelwerfer_snd_move_stop1 and nebelwerfer_snd_move_stop1
DUPLICATE ALIASES: granatwerfer_snd_fire and granatwerfer_snd_fire
Parse/Load time: 0.401000 seconds.
-------------UBERSOUND DONE---------------
-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.171000 seconds.
-------------UBERDIALOG DONE---------------
stitched 0 LoD cracks
...loaded 6 faces, 0 meshes, 0 trisurfs, 0 flares
tty]STUB: function MUSIC_NewSoundtrack in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 215.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
21 msec to draw all images
Z_TouchMemory: 6 msec
CL_EndRegistration: -0.03 seconds
CL_InitCGame: 0.85 seconds
Saving to briefing_briefingt10014Game Saved
Done.
tty]STUB: function MUSIC_UpdateVolume in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 237.
STUB: function S_SetReverb in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 384.
------ Server Initialization ------
Server: t1l1
------ Unloading ClientGame ------
Setting up Shaders
UI_DrawConnect called
==== ShutdownGame ====
------ Unloading Game ------
Trying to load "gamex86_64-dbg.so" from "/home/gbudny/Medal of Honor - Allied Assault War Chest"...
Sys_GetGameAPI(gamex86_64-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: Sep 30 2023
==== CleanupGame ====
^~^~^ Morph targets data is corrupted for 'models/human/heads/head2.skd'
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/stuka/stuka_fly.skc
^~^~^ Add the following line to the *_precache.scr map script:
cache models/human/german_wehrmact_NCO.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/P_aagun_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/1_1_omniTree2.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/1_1_omniTree1.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/projectiles/m18_smoke_grenade.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/projectiles/nebelhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/Panzer_Brown_cannon.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/static/C47_Interior.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/P_aagun_cannon.tik
0 teams with 0 entities
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: m1 garand
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98d sniper
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98k
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: none
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mauser kar 98d sniper
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventGiveWeapon script: global/weapon.scr weapName: mp40
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
EventSetTypeGrenade grenade : 16
EventSetTypeDisguise salute : 10
EventSetTypeAttack turret : 1
EventSetTypeIdle idle : 8
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
Begin_Idle
------ Server Initialization Complete ------ 30.99 seconds
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Trying to load "cgamex86_64-dbg.so" from "/home/gbudny/Medal of Honor - Allied Assault War Chest"...
Sys_GetCGameAPI(cgamex86_64-dbg.so): succeeded ...
-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
DUPLICATE ALIASES: nebelwerfer_snd_move and nebelwerfer_snd_move
DUPLICATE ALIASES: nebelwerfer_snd_move_stop1 and nebelwerfer_snd_move_stop1
DUPLICATE ALIASES: granatwerfer_snd_fire and granatwerfer_snd_fire
WARNING: Failed to load sound sound/weapon/fire/flak_exp.wav!
WARNING: could not find sound/weapon/fire/flak_exp.wav - using default
WARNING: Failed to load sound sound/weapon/fire/flak_exp.wav!
WARNING: could not find sound/weapon/fire/flak_exp.wav - using default
Parse/Load time: 0.525000 seconds.
-------------UBERSOUND DONE---------------
-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.328000 seconds.
-------------UBERDIALOG DONE---------------
stitched 106 LoD cracks
...loaded 13833 faces, 40 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/pitchfork/pitchfork.skc
tty]STUB: function MUSIC_NewSoundtrack in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 215.
^~^~^ Event 'notagaxis' does not exist.
^~^~^ Failed execution of event 'notagaxis' for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'notagaxis' in 'models/emitters/explosion_tank_sideplume.tik'
^~^~^ Event 'notagaxis' does not exist.
^~^~^ Failed execution of event 'notagaxis' for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'notagaxis' in 'models/emitters/explosion_tank_sideplume.tik'
^~^~^ Event 'notagaxis' does not exist.
^~^~^ Failed execution of event 'notagaxis' for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'notagaxis' in 'models/emitters/explosion_tank_sideplume.tik'
10 msec to draw all images
Z_TouchMemory: 11 msec
CL_EndRegistration: -0.02 seconds
CL_InitCGame: 4.49 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/M2frag_grenade_sp_start.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/M18_smoke_grenade_start.tik
Saving to t1l10011Game Saved
Done.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_Army.tik
tty]STUB: function MUSIC_UpdateVolume in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 237.
STUB: function S_SetReverb in /home/gbudny/openmohaa/code/client/new/snd_main_new.cpp line 384.
WARNING: Failed to load sound sound/dialogue/Generic/A/death/dpl_death_18i.wav!
WARNING: could not find sound/dialogue/Generic/A/death/dpl_death_18i.wav - using default
CL_ProcessServerCommand: fadesound '4000.00'
tty]openmohaax86_64-dbg: /home/gbudny/openmohaa/code/renderer/tr_main.c:991: SurfIsOffscreen: Assertion `tess.numVertexes < 128' failed.
Thread 1 "openmohaax86_64" received signal SIGABRT, Aborted.
__pthread_kill_implementation (no_tid=0, signo=6, threadid=140737335255104) at ./nptl/pthread_kill.c:44
44 ./nptl/pthread_kill.c: No such file or directory.
(gdb) bt
#0 __pthread_kill_implementation (no_tid=0, signo=6, threadid=140737335255104)
at ./nptl/pthread_kill.c:44
#1 __pthread_kill_internal (signo=6, threadid=140737335255104)
at ./nptl/pthread_kill.c:78
#2 __GI___pthread_kill (threadid=140737335255104, signo=signo@entry=6)
at ./nptl/pthread_kill.c:89
#3 0x00007ffff7842476 in __GI_raise (sig=sig@entry=6)
at ../sysdeps/posix/raise.c:26
#4 0x00007ffff78287f3 in __GI_abort () at ./stdlib/abort.c:79
#5 0x00007ffff782871b in __assert_fail_base (
fmt=0x7ffff79dd150 "%s%s%s:%u: %s%sAssertion `%s' failed.\n%n",
assertion=0x555555773157 "tess.numVertexes < 128",
file=0x555555773128 "/home/gbudny/openmohaa/code/renderer/tr_main.c",
line=991, function=<optimized out>) at ./assert/assert.c:92
#6 0x00007ffff7839e96 in __GI___assert_fail (
assertion=0x555555773157 "tess.numVertexes < 128",
file=0x555555773128 "/home/gbudny/openmohaa/code/renderer/tr_main.c",
line=991,
function=0x555555773290 <__PRETTY_FUNCTION__.0> "SurfIsOffscreen")
at ./assert/assert.c:101
#7 0x00005555556939ae in SurfIsOffscreen (surface=0x55556f0df5c0,
shader=0x55556f0ddb80, entityNum=1022)
at /home/gbudny/openmohaa/code/renderer/tr_main.c:991
--Type <RET> for more, q to quit, c to continue without paging--
#8 0x00005555556b7b0c in R_Sky_Render ()
at /home/gbudny/openmohaa/code/renderer/tr_sky_portal.cpp:109
#9 0x0000555555694750 in R_SortDrawSurfs (drawSurfs=0x7ffff6958030,
numDrawSurfs=4406, spriteSurfs=0x7ffff6a58030, numSpriteSurfs=0)
at /home/gbudny/openmohaa/code/renderer/tr_main.c:1417
#10 0x0000555555695a4f in R_RenderView (parms=0x7fffffffbc70)
at /home/gbudny/openmohaa/code/renderer/tr_main.c:1914
#11 0x00005555556a0f2a in RE_RenderScene (fd=0x7fffe09ab5e4 <cg+1261988>)
at /home/gbudny/openmohaa/code/renderer/tr_scene.c:534
#12 0x00007fffe04682cc in CG_DrawActive (stereoView=STEREO_CENTER)
at /home/gbudny/openmohaa/code/cgame/cg_main.c:730
#13 0x00007fffe0499d64 in CG_DrawActiveFrame (serverTime=16205, frameTime=12,
stereoView=STEREO_CENTER, demoPlayback=0)
at /home/gbudny/openmohaa/code/cgame/cg_view.c:959
#14 0x000055555560a5f8 in CL_CGameRendering (stereo=STEREO_CENTER)
at /home/gbudny/openmohaa/code/client/cl_cgame.cpp:950
#15 0x0000555555624d16 in SCR_DrawScreenField ()
at /home/gbudny/openmohaa/code/client/cl_scrn.cpp:470
#16 0x0000555555648f98 in View3D::Draw (this=0x5555585b5770)
at /home/gbudny/openmohaa/code/client/cl_uiview3d.cpp:62
#17 0x0000555555679496 in UIWidget::Display (this=0x5555585b5770,
drawframe=..., parent_alpha=1)
at /home/gbudny/openmohaa/code/uilib/uiwidget.cpp:2481
--Type <RET> for more, q to quit, c to continue without paging--
#18 0x00005555556794f3 in UIWidget::Display (this=0x55555788be60 <uWinMan>,
drawframe=..., parent_alpha=1)
at /home/gbudny/openmohaa/code/uilib/uiwidget.cpp:2486
#19 0x000055555567d699 in UIWindowManager::UpdateViews (
this=0x55555788be60 <uWinMan>)
at /home/gbudny/openmohaa/code/uilib/uiwinman.cpp:282
#20 0x000055555562b312 in UI_Update ()
at /home/gbudny/openmohaa/code/client/cl_ui.cpp:2488
#21 0x0000555555624d57 in UpdateStereoSide (s=STEREO_CENTER)
at /home/gbudny/openmohaa/code/client/cl_scrn.cpp:488
#22 0x0000555555624d8c in SCR_SimpleUpdateScreen ()
at /home/gbudny/openmohaa/code/client/cl_scrn.cpp:503
#23 0x0000555555624e36 in SCR_UpdateScreen ()
at /home/gbudny/openmohaa/code/client/cl_scrn.cpp:535
#24 0x000055555561cbcc in CL_Frame (msec=12)
at /home/gbudny/openmohaa/code/client/cl_main.cpp:2577
#25 0x00005555555e070a in Com_Frame ()
at /home/gbudny/openmohaa/code/qcommon/common.cpp:2186
#26 0x000055555556f74e in main (argc=4, argv=0x7fffffffde88)
at /home/gbudny/openmohaa/code/sys/sys_main.c:873
(gdb)
(gdb) gcore core.dmp
warning: target file /proc/9174/cmdline contained unexpected null characters
warning: Memory read failed for corefile section, 4096 bytes at 0xffffffffff600000.
Saved corefile core.dmp
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment