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 Post subject: Graphics problem in Linux version
 Post Posted: Mon Mar 19, 2012 6:49 pm 
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Joined: Mon Mar 19, 2012 6:47 pm
Posts: 2
Hi

So I bought Swords & Soldiers and installed the .deb package on my netbook running Lubuntu (Ubuntu + LXDE)

And this is what I see when I play:

Image

The graphics are all messed up =/


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Mon Mar 19, 2012 7:42 pm 
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Joined: Thu Apr 23, 2009 5:45 pm
Posts: 3662
Have you tried running in Low texture quality? Some older videocards won't run the High texture quality.

Also, do you have proper videocard drivers running, or do you use the graphics emulator that some Linux distributions use by default?


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Mon Mar 19, 2012 9:57 pm 
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Joined: Mon Mar 19, 2012 6:47 pm
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Joost wrote:
Have you tried running in Low texture quality? Some older videocards won't run the High texture quality.

Also, do you have proper videocard drivers running, or do you use the graphics emulator that some Linux distributions use by default?

I'm running it on low.

I'd assume I'm using the default graphics driver/emulator? I don't remember installing anything extra.


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Mon Mar 19, 2012 10:56 pm 
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Joined: Mon Mar 19, 2012 10:52 pm
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I found the same error on my system: Lenovo ThinkPad T400 running Ubuntu 10.04.

I tried the same suggested configuration, but the game still presented the same issue.


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Mon Mar 19, 2012 11:11 pm 
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Joined: Thu Apr 23, 2009 7:05 pm
Posts: 85
In our testing, this is how the game looks without hardware accelerated graphics. What graphics chip are you using and have the proper drivers been installed? Are you able to run Cogs?


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Tue Mar 20, 2012 12:50 am 
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Joined: Tue Mar 20, 2012 12:39 am
Posts: 2
I have the same problem with the 32 bit .tar.gz and the 64 bit .deb (on two different computers)

One is an asus eeePC 1000H running arch linux, these are the 3d hardware+driver informations:

Code:
$ glxinfo
name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_INTEL_swap_event
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_framebuffer_sRGB,
    GLX_MESA_copy_sub_buffer, GLX_MESA_multithread_makecurrent,
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,
    GLX_INTEL_swap_event
GLX version: 1.4
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
    GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control,
    GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read,
    GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
    GLX_EXT_texture_from_pixmap
OpenGL vendor string: Tungsten Graphics, Inc
OpenGL renderer string: Mesa DRI Intel(R) 945GME x86/MMX/SSE2
OpenGL version string: 1.4 Mesa 7.11.2
OpenGL extensions:
    GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_copy_texture, GL_EXT_polygon_offset, GL_EXT_subtexture,
    GL_EXT_texture_object, GL_EXT_vertex_array, GL_EXT_compiled_vertex_array,
    GL_EXT_texture, GL_EXT_texture3D, GL_IBM_rasterpos_clip,
    GL_ARB_point_parameters, GL_EXT_draw_range_elements, GL_EXT_packed_pixels,
    GL_EXT_point_parameters, GL_EXT_rescale_normal,
    GL_EXT_separate_specular_color, GL_EXT_texture_edge_clamp,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_ARB_multitexture,
    GL_IBM_multimode_draw_arrays, GL_IBM_texture_mirrored_repeat,
    GL_3DFX_texture_compression_FXT1, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_transpose_matrix,
    GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,
    GL_EXT_secondary_color, GL_EXT_texture_env_add,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,
    GL_INGR_blend_func_separate, GL_NV_blend_square, GL_NV_light_max_exponent,
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4,
    GL_SUN_multi_draw_arrays, GL_ARB_texture_border_clamp,
    GL_ARB_texture_compression, GL_EXT_framebuffer_object,
    GL_EXT_texture_env_dot3, GL_MESA_window_pos, GL_NV_packed_depth_stencil,
    GL_NV_texture_rectangle, GL_NV_vertex_program, GL_ARB_depth_texture,
    GL_ARB_shadow, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
    GL_ARB_window_pos, GL_EXT_stencil_two_side, GL_EXT_texture_cube_map,
    GL_NV_vertex_program1_1, GL_APPLE_client_storage, GL_APPLE_packed_pixels,
    GL_APPLE_vertex_array_object, GL_ARB_draw_buffers,
    GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_shader_objects,
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_draw_buffers,
    GL_ATI_texture_env_combine3, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
    GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_ARB_half_float_pixel,
    GL_ARB_point_sprite, GL_ARB_shading_language_100, GL_ARB_sync,
    GL_ARB_texture_non_power_of_two, GL_ARB_vertex_buffer_object,
    GL_ATI_blend_equation_separate, GL_EXT_blend_equation_separate,
    GL_OES_read_format, GL_ARB_pixel_buffer_object, GL_ARB_texture_rectangle,
    GL_EXT_pixel_buffer_object, GL_EXT_texture_rectangle,
    GL_ARB_framebuffer_object, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_packed_depth_stencil,
    GL_APPLE_object_purgeable, GL_ARB_vertex_array_object,
    GL_ATI_separate_stencil, GL_EXT_gpu_program_parameters,
    GL_EXT_texture_env_combine, GL_OES_EGL_image, GL_ARB_copy_buffer,
    GL_ARB_map_buffer_range, GL_EXT_separate_shader_objects,
    GL_ARB_ES2_compatibility, GL_ARB_draw_elements_base_vertex,
    GL_ARB_explicit_attrib_location, GL_ARB_provoking_vertex,
    GL_ARB_sampler_objects, GL_EXT_provoking_vertex, GL_ARB_robustness
(...)


The other is an athlon2 with debian testing + latest version of mesa drivers, this is an extract of glxinfo on it:

Code:
display: :0  screen: 0                                                         
direct rendering: Yes                                                           
server glx vendor string: SGI                                                   
server glx version string: 1.4                                                 
                                                                               
OpenGL vendor string: X.Org R300 Project                                       
OpenGL renderer string: Gallium 0.4 on ATI RS740                               
OpenGL version string: 2.1 Mesa 8.0.1 (git-fe77fd3)                             
OpenGL shading language version string: 1.20


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Tue Mar 20, 2012 1:37 pm 
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Joined: Tue Mar 20, 2012 1:27 pm
Posts: 9
Hey guys,

OK, the problem you are seeing is due to Swords & Soldiers requiring S3TC. The open source drivers do not provide support for S3TC due to patent issues. (Joy!).

Here is some more information on the topic as well as a link to a library you can compile your self (or find a binary that someone may have made for your distribution)
http://dri.freedesktop.org/wiki/S3TC

I'm going to poke around and see if I can find a way to not require s3tc in the code base.

_________________
Developing away on one of
Mac Pro Dual 2Ghz, 7GB RAM, Snow Leopard, nVidia 8800 512MB.
Linux, 3-core AMD, 4GB RAM, Fedora 16, nVidia 450 1GB


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Wed Mar 21, 2012 3:14 am 
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Joined: Wed Mar 21, 2012 3:03 am
Posts: 1
With the knowledge that it was S3TC related, I found this: http://dri.freedesktop.org/wiki/S3TC

I then used driconf (just type driconf at a terminal, go to the Image Quality tab, change No to Yes for Enable S3TC Texture...) to force S3TC to be enabled.

I'm running Ubuntu 11.10 32-bit on a Dell laptop with integrated Intel graphics and everything was fixed for me with the force_s3tc_enable setting.

Ronimo devs: you might be interested in how this other game seems to have handled the issue: http://trac.wildfiregames.com/ticket/575


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Wed Mar 21, 2012 4:10 am 
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Joined: Wed Mar 21, 2012 4:02 am
Posts: 1
This won't apply to everyone but I have a intel core i3 (sandybridge) integrated graphics card and had this problem. I was able to solve it by installing the libtxc_dxtn library. I'm using Arch Linux and was able to install it via http://aur.archlinux.org/packages.php?ID=15571 but it is also available as a deb in the xorg edgers ppa for ubuntu https://launchpad.net/~xorg-edgers/+archive/ppa.


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 Post subject: Re: Graphics problem in Linux version
 Post Posted: Wed Mar 21, 2012 9:29 am 
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Joined: Wed Mar 21, 2012 9:24 am
Posts: 1
Hi,

I can confirm that enabling the forced S3TC in driconf fixed the problem, including the high textures setting.

Running Ubuntu 11.10 x64 with Gnome-shell here.


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