VOGONS


First post, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

I'm having problems running Medal of Honor: Allied Assault on Windows 7 or Wine (in Linux Lite (Xubuntu derivative)).

In Windows 7, the game only starts up sometimes, but most of the time, it only shows the splash screen it shows when it checks the disk, followed by nothing, it doesn't start up, no errors, nothing. I noticed when this happens, the game doesn't close, it's still running when I check the task manager, but nothing is actually happening. I still haven't figured out what it is that makes it work, it just seems completely random whether or not it works.

So I tried installing and running it under Wine in Linux Lite, and I'm getting similar problems, it shows the console, but then it shows a grey screen for a few seconds, then it closes.

So how can I get the game working in either Windows or Wine?

EDIT: If it helps, here are my PC specs:
1.3GHz CPU
2GB RAM
AMD E-300 GPU
~100GB HDD

Last edited by Cobra! on 2014-08-18, 17:06. Edited 4 times in total.

Reply 2 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

In Windows 7? Alright. I've done it, but it still doesn't run...

Unless I've done it wrong, I was guessing I was to rename the exe while the game was running, I've had some programs make me do that to work.

If not, when do I do it? What do i rename it to? What do I do in/with Games Explorer?

Reply 3 of 19, by Mau1wurf1977

User metadata
Rank l33t++
Rank
l33t++

Might be worth getting the GOG.com version?

My website with reviews, demos, drivers, tutorials and more...
My YouTube channel

Reply 4 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

Well, I just recently paid for a PC Medal of Honor Collection, getting the gog.com version would mean I have wasted my money... besides, I'd rather have a working physical copy, digital games aren't going to last me as long.

Reply 6 of 19, by Mau1wurf1977

User metadata
Rank l33t++
Rank
l33t++
Cobra! wrote:

Well, I just recently paid for a PC Medal of Honor Collection, getting the gog.com version would mean I have wasted my money... besides, I'd rather have a working physical copy, digital games aren't going to last me as long.

That's unfortunate. However the GOG.com version is only 10 bucks and it's the war chest including Spearhead and Breakthrough.

My website with reviews, demos, drivers, tutorials and more...
My YouTube channel

Reply 7 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie
Firtasik wrote:

I have MOHAA from Medal of Honor: 10th Anniversary Edition and I must use a crack to play it. 😒

That's exactly the collection I have. I had it working perfectly before, but now it can't for the life of it recognize the CD! I tried using a no-CD crack, and it started up, but the menus are all glitched up, and it crashes to the desktop when I try to change my settings...

Mau1wurf1977 wrote:
Cobra! wrote:

Well, I just recently paid for a PC Medal of Honor Collection, getting the gog.com version would mean I have wasted my money... besides, I'd rather have a working physical copy, digital games aren't going to last me as long.

That's unfortunate. However the GOG.com version is only 10 bucks and it's the war chest including Spearhead and Breakthrough.

So does the collection I have, and also includes Pacific Assault and Airbourne. 😎

Besides, it's frustrating that, like i said, I had it working perfectly before on the same system, but all of a sudden it stops working! I'm not giving up on it!

Reply 8 of 19, by Mau1wurf1977

User metadata
Rank l33t++
Rank
l33t++

True. Sorry didn't want to make buy it again. Maybe check the GOG.com support thread. I often find clues there about how things work "behind the scenes" so to speak.

My website with reviews, demos, drivers, tutorials and more...
My YouTube channel

Reply 9 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

It's fine.

I managed to get the game working under Windows by installing the 1.11 patch.
I had the issue where the patch told me that it couldn't find my game, but I found out that I had to go to the registry editor and went into "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\EA GAMES\Medal of Honor Allied Assault\" and changed the name of the folder contained to "1.1.12.200". (If you have multiple folders, like I did, do one at a time, trial and error)

I then applied the patch, and despite getting errors saying some files were "locked", and me "Ignore"-ing them, the game works perfectly! I still need the CD in the drive to play, but I have no issues with that. Thanks to everyone for all of your help anyway!

I'd rather get it running under wine, though. Because I use Linux Lite far more often than Windows 7, because it's much faster (It's actually usable!) and much more stable. I'd prefer not to have to reboot to Windows just to play one game, then reboot back afterwards. Linux lite starts and shuts down quite quickly, it's Windows' speed I have to bear.

I've been looking at the GOG.com forums, and I found out that the grey screen issue is usually caused by an anti-virus. It's a bit late now, but tomorrow, I'll boot into Linux, and apply the fixes I done to Windows and do something about my anti-virus. i'll then get back to you all on the results.

EDIT: I still can't get the game working on Wine, I've updated my game to 1.11 and the genuine exe works again, however, I'm still getting the grey screen problem. I made an exception to the game's exe in my anti-virus, but it didn't make a difference. I've also tried doing the opengl dll soltuion, but that didn't help either.

What do I do now?

Reply 10 of 19, by dougdahl

User metadata
Rank Member
Rank
Member

No guarantees that this will work, but there is a native version of
Medal of Honor Allied Assault for Linux.
Of course I don't know if it will work on the version that you have, as
this installer is for the CD version. And given that it is about 8
years old, is probably set up for older distros.
http://www.icculus.org/~ravage/mohaa/

Also apparently there was a project openmohaa, though it looks defunct
at this point, and the files gone.

Alternately there is a suggestion about disabling gl extensions at
https://appdb.winehq.org/objectManager.php?sC … Id=882&sAllBugs
along with a file to apply against the reg file under the post by "Adam
Bolte". And apparently needs to run with the command
__GL_ExtensionStringVersion=17700 wine MOHAA.exe
(Though depending upon your distro, you might may need to add the
__GL_ExtensionStringVersion=17700 to whatever you're using for the
WINEPREFIX.)

Reply 11 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

Funnily enough, I discovered that there was a Linux version, and I actually got it running, and it runs far smoother than the Windows version! A problem I'm having, though, is that there's no sound at all, I tried running the program from the terminal, and it seems it's an OpenAL problem, here's what came out of the terminal:

------- Sound Initialization (full) -------
Cmd_AddCommand: play already defined
Cmd_AddCommand: soundlist already defined
Cmd_AddCommand: soundinfo already defined
Cmd_AddCommand: sounddump already defined
OpenAL: Opening device {default}...
open /dev/[sound/]dsp: No such file or directory
OpenAL: Could not open device
OpenAL: Destroying channels...
OpenAL: Channels destroyed successfully.
OpenAL: initialization failed. No audio will play.
------- Sound Initialization Complete ------- 2 ms

How do I fix this?

Reply 13 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

osspd did the trick, I'm getting sound now, but some sound effects are missing, which I hear is a common issue with the Linux port. Is there anything I can do/try to fix this?

--- Common Initialization ---
Medal of Honor Allied Assault 1.11 linux-i386 Sep 3 2004
----- FS_Startup -----
Current search path:
/home/cobradabest/.mohaa/main
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/pak7.pk3 (89 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak6EnUk.pk3 (395 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/pak6.pk3 (104 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak5.pk3 (259 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak4.pk3 (593 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak3.pk3 (669 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak2.pk3 (4722 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak1.pk3 (396 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak0.pk3 (11174 files)

----------------------
18401 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: unnamedsoldier.cfg
STUB: wtf in unix/linux_general_extras.c line 95.
STUB: wtf in unix/linux_general_extras.c line 101.
execing configs/unnamedsoldier.cfg
couldn't exec localized.cfg
execing autoexec.cfg
Unknown command "fov"
couldn't exec custom.cfg
You are now setup for easy mode.
----- Client Initialization -----
Called FadeSound with: 0.000000
----- Initializing Renderer ----
----- R_Init -----
...loading libGL.so.1: Initializing SDL OpenGL display
...setting mode 6: 1024 768
Attempting 4/4/4 Color bits, 24 depth, 0 stencil display...
Xlib: extension "XiG-SUNDRY-NONSTANDARD" missing on display ":0.0".
STUB: missing hardware detection in unix/linux_glimp_sdl.c line 985.
Initializing OpenGL extensions
...using GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: X.Org
GL_RENDERER: Gallium 0.4 on AMD PALM
GL_VERSION: 3.0 Mesa 10.1.3
GL_EXTENSIONS: [...omitted...]
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: gl_linear_mipmap_linear
picmip: 0
texture bits: 32
Show last 426 lines
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 0 clocks
glDrawPixels w/ RGB: 0 clocks
glTexSubImage2D w/ BGR: 0 clocks
glTexSubImage2D w/ RGB: 0 clocks
DrawBackground: using glDrawPixels with BGR data
-------------------------------
Opening IP socket: localhost:12203
Hostname: cobradabest-Satellite-C660D
IP: 127.0.1.1
------- Sound Initialization (full) -------
OpenAL: Opening device {default}...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: J. Valenzuela
AL_VERSION: 0.0.7
AL_RENDERER: Software
AL_EXTENSIONS: AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel
AL extension: Looking up required symbol "alutLoadMP3_LOKI"......found.
AL extension: Looking up symbol "alReverbScale_LOKI"......found.
AL extension: Looking up symbol "alReverbDelay_LOKI"......found.
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 22050
----------------------
------- Sound Initialization Complete ------- 233 ms
Setting up Shaders
Loading inventory...
----- Client Initialization Complete ----- 3058 ms
--- Common Initialization Complete --- 3990 ms
--- Localization: I see 0 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
------- Sound Initialization (full) -------
Cmd_AddCommand: play already defined
Cmd_AddCommand: soundlist already defined
Cmd_AddCommand: soundinfo already defined
Cmd_AddCommand: sounddump already defined
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 22050
----------------------
------- Sound Initialization Complete ------- 1 ms
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
FIXME: Allow reverb toggle at runtime in OpenAL code.
You are now setup for hard mode.
------ Server Initialization ------
Server: briefing/briefing1
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
------ Unloading fgame.so ------
------- Attempting to load ./fgame.so -------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
------ Server Initialization Complete ------ 1.67 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
------- Attempting to load ./cgame.so -------


-----------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.
Parse/Load time: 0.087000 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: 0.164000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 6 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/briefing/briefing1.dcl not found
^~^~^ 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/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/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
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.01 seconds
CL_InitCGame: 1.05 seconds
Saving to briefing_briefing10014 (autosave)...
Game Saved
Done.
Called FadeSound with: 0.000000

ERROR PlaySound: snd_step_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix.

ERROR PlaySound: snd_step_equipment needs an alias in ubersound.scr or uberdialog.scr - Please fix.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army_fps.tik

ERROR PlaySound: snd_landing_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix.
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
------ Unloading fgame.so ------
------- Attempting to load ./fgame.so -------
------ Server Initialization Complete ------ 6.41 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
------- Attempting to load ./cgame.so -------


-----------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.
Parse/Load time: 2.240000 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: 1.112000 seconds.
-------------UBERDIALOG DONE---------------

stitched 446 LoD cracks
...loaded 3655 faces, 615 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
R_LevelMarksLoad: maps/m1l1.dcl not found
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.05 seconds
CL_InitCGame: 9.33 seconds
Saving to m1l10018 (autosave)...
Game Saved
Done.
Called FadeSound with: 0.000000
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Loading game...m1l10017
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
Game Loaded
------ Server Initialization Complete ------ 0.10 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Called FadeSound with: 0.000000
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
Press the OBJECTIVE key ( Tab ) to see your objectives.
FIXME: Allow different speaker types in OpenAL code.
s_khz will be changed upon restarting.
STUB: sound stuff in client/cl_main.c line 1554.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
------- Sound Shutdown (partial) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
OpenAL: Destroying channels...
OpenAL: Channels destroyed successfully.
OpenAL: Destroying context...
OpenAL: Context destroyed successfully.
OpenAL: Closing device...
OpenAL: Device closed successfully.
------- Sound Shutdown Complete -------
------- Sound Initialization (partial) -------
Cmd_AddCommand: sounddump already defined
OpenAL: Opening device {default}...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: J. Valenzuela
AL_VERSION: 0.0.7
AL_RENDERER: Software
AL_EXTENSIONS: AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel
AL extension: Looking up required symbol "alutLoadMP3_LOKI"......found.
AL extension: Looking up symbol "alReverbScale_LOKI"......found.
AL extension: Looking up symbol "alReverbDelay_LOKI"......found.
Loading global/sound0.txt
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 44100
----------------------
------- Sound Initialization Complete ------- 463 ms
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
Use your compass to guide you to your next objective.
Recovered 100 Health
Got 5 Grenade Rounds
Press the USE key ( e ) to grab items off tables.
Got 16 Pistol Rounds
Picked Up MP40
Got 32 Smg Rounds
An objective has been completed!
An objective has been completed!
Use your compass to guide you to your next objective.
----- Server Shutdown -----
------ Unloading fgame.so ------
---------------------------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
OpenAL: Destroying channels...
OpenAL: Channels destroyed successfully.
OpenAL: Destroying context...
mutex 0xa128998 busy
mohaa_lnx: mutex/posixmutex.c:38: Assertion `0' failed.
----- CL_Shutdown -----
recursive shutdown

Reply 14 of 19, by Holering

User metadata

If software mixing you could adjust your ~/.asoundrc to something like:

 defaults.pcm.rate_converter "samplerate_best" # set global software mixer samplerate conversion type.
defaults.pcm.dmix.rate 192000 # set global samplerate for software mixer (should be same as software mixer settings)).
defaults.pcm.dmix.format S24_LE

# Software mixer settings. You can change settings. Adjust rate to match global defaults.pcm.dmix.rate above.
pcm.softwaremix {
type dmix
ipc_key 1024
slave {
pcm "hw:1,0"
format S24_LE
# period_time 0
period_size 8
buffer_size 16384
rate 192000
}
bindings {
0 0
1 1
}
}

# Tell all pcm sounds what to use as a source (slave).
# Uncomment the desired slave (only one!).
pcm.!default {
type plug
# slave.pcm "plugequal" # use the graphic equalizer
slave.pcm "plug:softwaremix" # use software mixer
# slave.pcm "plughw:0,0" # use default hardware mixer
}

# Tell OSS emulation what to use as a source (slave).
# Uncomment the desired slave (only one!).
pcm.dsp0 {
type plug
# slave.pcm "plugequal" # use the graphic equalizer
slave.pcm "plug:softwaremix" # use the software mixer
# slave.pcm "plughw:0,0" # use default hardware mixer
}


Reply 17 of 19, by Cobra!

User metadata
Rank Newbie
Rank
Newbie

Okay, I've done that, and I think I'm getting a slight improvement, I'm noticing more voices being played, but on the other hand, I've noticed that gunshots from other characters and explosions have gone quiet and only appear in the left ear, whereas the player's gun sounds only occur on the right. It may just be my imagination, and it may have always been like that, I'm not sure, here's the terminal output and see if you can see any change:

--- Common Initialization ---
Medal of Honor Allied Assault 1.11 linux-i386 Sep 3 2004
----- FS_Startup -----
Current search path:
/home/cobradabest/.mohaa/main
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/pak7.pk3 (89 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak6EnUk.pk3 (395 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/pak6.pk3 (104 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak5.pk3 (259 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak4.pk3 (593 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak3.pk3 (669 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak2.pk3 (4722 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak1.pk3 (396 files)
/home/cobradabest/.wine/drive_c/Program Files (x86)/EA GAMES/MOHAA/main/Pak0.pk3 (11174 files)

----------------------
18401 files in pk3 files
execing default.cfg
execing menu.cfg
execing newconfig.cfg
Config: unnamedsoldier.cfg
STUB: wtf in unix/linux_general_extras.c line 95.
STUB: wtf in unix/linux_general_extras.c line 101.
execing configs/unnamedsoldier.cfg
^~^~^ Can't find localized.cfg
couldn't exec localized.cfg
execing autoexec.cfg
Unknown command "fov"
^~^~^ Can't find custom.cfg
couldn't exec custom.cfg
You are now setup for medium mode.
----- Client Initialization -----
Called FadeSound with: 0.000000

------------------
Event system initialized: 70 classes 245 events 68600 total memory in response list

----- Initializing Renderer ----
----- R_Init -----
...loading libGL.so.1: Initializing SDL OpenGL display
...setting mode -1: 1360 768
Attempting 4/4/4 Color bits, 24 depth, 0 stencil display...
STUB: missing hardware detection in unix/linux_glimp_sdl.c line 985.
Initializing OpenGL extensions
...using GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array

GL_VENDOR: X.Org
GL_RENDERER: Gallium 0.4 on AMD PALM
GL_VERSION: 3.0 Mesa 10.1.3
GL_EXTENSIONS: [...omitted...]
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: -1, 1360 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
Show last 1014 lines
CPU: 
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 0 clocks
glDrawPixels w/ RGB: 0 clocks
glTexSubImage2D w/ BGR: 0 clocks
glTexSubImage2D w/ RGB: 0 clocks
DrawBackground: using glDrawPixels with BGR data
-------------------------------
Opening IP socket: localhost:12203
Hostname: cobradabest-Satellite-C660D
IP: 127.0.1.1
------- Sound Initialization (full) -------
OpenAL: Opening device {default}...
OpenAL: Device opened successfully.
OpenAL: Creating AL context...
OpenAL: Context created successfully.
AL_VENDOR: J. Valenzuela
AL_VERSION: 0.0.7
AL_RENDERER: Software
AL_EXTENSIONS: AL_LOKI_quadriphonic AL_LOKI_play_position AL_LOKI_WAVE_format AL_LOKI_IMA_ADPCM_format AL_LOKI_buffer_data_callback ALC_LOKI_audio_channel
AL extension: Looking up required symbol "alutLoadMP3_LOKI"......found.
AL extension: Looking up symbol "alReverbScale_LOKI"......found.
AL extension: Looking up symbol "alReverbDelay_LOKI"......found.
Loading global/sound0.txt
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ | ] to [ none | none ]
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 11025
----------------------
------- Sound Initialization Complete ------- 42 ms
Setting up Shaders
Loading inventory...
----- Client Initialization Complete ----- 998 ms
--- Common Initialization Complete --- 1886 ms
--- Localization: I see 0 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
------- Sound Initialization (full) -------
Cmd_AddCommand: play already defined
Cmd_AddCommand: soundlist already defined
Cmd_AddCommand: soundinfo already defined
Cmd_AddCommand: sounddump already defined
S_OPENAL_Init(): Called when sound is already initialized!
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
----- Sound Info -----
device - {default}
reverb - OFF
samplebits - 16
speed - 11025
----------------------
------- Sound Initialization Complete ------- 1 ms
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
FIXME: Allow reverb toggle at runtime in OpenAL code.
You are now setup for hard mode.
------ Server Initialization ------
Server: briefing/briefing1
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
WARNING: reused image textures/mohmenu/pulldownarrow.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/multiarrow.tga with mixed glWrapClampMode parm
UI_DrawConnect called
------ Unloading fgame.so ------
------- Attempting to load ./fgame.so -------
LoadLibrary (fgame.so)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/briefing/briefing1.bsp, 0 )
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
-------------------- Actual Spawning Entities Done ------------------ 0 ms
0 teams with 0 entities
Adding script: 'briefing/briefing1.scr'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
0 entities spawned
1 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 790 ms
------ Server Initialization Complete ------ 1.31 seconds
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\1399\protocol\8\name\UnnamedSoldier\rate\5000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<<
version 8 connecting to 8
Going from CS_FREE to CS_CONNECTED for UnnamedSoldier
CL packet loopback: connectResponse
UnnamedSoldier : dropped gamestate, resending
SV_SendClientGameState() for UnnamedSoldier
Going from CS_CONNECTED to CS_PRIMED for UnnamedSoldier
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
------- Attempting to load ./cgame.so -------

------------------
Event system initialized: 6 classes 138 events 3312 total memory in response list

CM_LoadMap( maps/briefing/briefing1.bsp, 1 )


-----------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.
CG_Command_ProcessFile: ubersound/ubersound.scr
Parse/Load time: 0.083000 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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.160000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 6 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/briefing/briefing1.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
Loading Special Effects...
^~^~^ 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/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
WARNING: reused image textures/sprites/explosed.tga with mixed glWrapClampMode parm
^~^~^ 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/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
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.01 seconds
CL_InitCGame: 0.71 seconds
Going from CS_PRIMED to CS_ACTIVE for UnnamedSoldier
Saving to briefing_briefing10024 (autosave)...
SV_ArchiveLevelFile()
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/briefing_briefing10024.sav
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/briefing_briefing10024.sav
Game Saved
SV_ArchiveServerFile(true)
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/briefing_briefing10024.ssv
Done.
Called FadeSound with: 0.000000
MUSIC: changing from [ none | none ] to [ normal | normal ]

ERROR PlaySound: snd_step_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army_fps.tik
writing to: /home/cobradabest/.mohaa/main/configs/unnamedsoldier.cfg
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/briefing_briefing10024.tga

ERROR PlaySound: snd_landing_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix.

ERROR PlaySound: snd_step_equipment needs an alias in ubersound.scr or uberdialog.scr - Please fix.
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ normal | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
WARNING: reused image textures/mohmenu/pulldownarrow.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/multiarrow.tga with mixed glWrapClampMode parm
UI_DrawConnect called
WARNING: reused image textures/mohmenu/briefingroomdark_b.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/briefingroomdark_a.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/clickfire.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/briefing/sabotage.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/loadingbar.tga with mixed glWrapClampMode parm
WARNING: reused image textures/mohmenu/loadingbar_border.tga with mixed glWrapClampMode parm
==== ShutdownGame ====
------ Unloading fgame.so ------
------- Attempting to load ./fgame.so -------
LoadLibrary (fgame.so)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/m1l1.bsp, 0 )
^~^~^ Can't find textures/algiers/algierwall1.tga
^~^~^ Can't find textures/interior/sp_carpet_townhall.tga
Adding script: 'm1l1_precache.scr'
PRECACHE
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/german_afrika_private.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/german_afrika_private.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/german_afrika_private.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/german_afrika_private.tik'
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/german_afrika_nco.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/german_afrika_nco.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/german_afrika_nco.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/german_afrika_nco.tik'
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/german_afrika_officer.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/german_afrika_officer.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/german_afrika_officer.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/german_afrika_officer.tik'
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/german_afrika_grenadier.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/german_afrika_grenadier.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/german_afrika_grenadier.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/german_afrika_grenadier.tik'
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/2nd-ranger_captain.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/2nd-ranger_captain.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/2nd-ranger_captain.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/2nd-ranger_captain.tik'
TIKI_FixFrameNum: illegal frame number 77 (total: 57) in anim 'truck_out_captain' in 'models/human/2nd-ranger_private.tik'
TIKI_FixFrameNum: illegal frame number 60 (total: 57) in anim 'truck_out_guy01' in 'models/human/2nd-ranger_private.tik'
TIKI_FixFrameNum: illegal frame number 63 (total: 47) in anim 'truck_out_guy02' in 'models/human/2nd-ranger_private.tik'
TIKI_FixFrameNum: illegal frame number 56 (total: 47) in anim 'truck_out_guy03' in 'models/human/2nd-ranger_private.tik'
TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files).
-------------------- Spawning Entities -----------------------
soundtrack switched to .
MOHAA Archive Version 14
397336 memory allocated for navigation.
-------------------- Actual Spawning Entities -----------------------
-------------------- Actual Spawning Entities Done ------------------ 101 ms
^~^~^ Game (Event: 'setthread', Object: 'TriggerOnce') : ^~^~^ Could not find label 'dooropen' in 'maps/m1l1.scr'
0 teams with 0 entities
Adding script: 'm1l1.scr'
Spawned 7 enemyspawnertriggers
Spawned 21 enemyspawnerdestinations
Spawned ExploderSmashed 1
Spawned ExploderSmashed 2
Spawned ExploderChunk 1
Spawned ExploderChunk 2
Spawned ExploderChunk 3
Spawned ExploderChunk 4
Spawned ExploderChunk 5
Spawned ExploderChunk 6
Spawned ExploderFire 1
Spawned ExploderFire 2
Spawned ExploderFire 3
Spawned ExploderFire 4
Spawned ExploderFire 5
Spawned Exploder 1
Spawned Exploder 2
^~^~^ Warning: maxdist too small, forcing to 256 for entity 115, targetname 'enemyspawner'
^~^~^ Game (Event: 'patrolpath', Object: 'Actor') : There are 0 entities with targetname 'airoute1'. You are using a command that requires exactly one.
There are 0 friendlyspawners
Warning, enemyspawner at (-6002.000000, 490.000000, 376.125000) has no #group
Warning, enemyspawner at (-5968.000000, 640.000000, 376.125000) has no #group
Warning, enemyspawner at (-5816.000000, 672.000000, 376.125000) has no #group
Warning, enemyspawner at (-6144.000000, 848.000000, 664.125000) has no #group
Warning, enemyspawner at (-7120.000000, 2308.000000, 404.000916) has no #group
Warning, enemyspawner at (-7056.000000, 2268.000000, 410.688690) has no #group
Warning, enemyspawner at (-7056.000000, 2340.000000, 415.188660) has no #group
Warning, enemyspawner at (-5728.000000, 1432.000000, 616.125000) has no #group
Warning, enemyspawner at (-5880.000000, 936.000000, 388.313019) has no #group
Warning, enemyspawner at (-5960.000000, 936.000000, 388.313019) has no #group
Warning, enemyspawner at (-3842.000000, 474.000000, 438.625580) has no #group
Spawned 21 enemyspawners
Adding autosave names
the size is0
Spawned friendly 2
Spawned friendly 4
Spawned friendly 3
Spawned friendly 1
Spawned 71 friendlynodes
Set for friendlynode 1 is 5
Set for friendlynode 2 is 5
Set for friendlynode 3 is 5
Set for friendlynode 4 is 5
Set for friendlynode 5 is 5
Set for friendlynode 6 is 10
Set for friendlynode 7 is 15
Set for friendlynode 8 is 20
Set for friendlynode 9 is 25
Set for friendlynode 10 is 25
Set for friendlynode 11 is 40
Set for friendlynode 12 is 40
Set for friendlynode 13 is 45
Set for friendlynode 14 is 45
Set for friendlynode 15 is 50
Set for friendlynode 16 is 50
Set for friendlynode 17 is 55
Set for friendlynode 18 is 56
Set for friendlynode 19 is 70
Set for friendlynode 20 is 70
Set for friendlynode 21 is 90
Set for friendlynode 22 is 100
Set for friendlynode 23 is 105
Set for friendlynode 24 is 110
Set for friendlynode 25 is 115
Set for friendlynode 26 is 120
Set for friendlynode 27 is 125
Set for friendlynode 28 is 130
Set for friendlynode 29 is 140
Set for friendlynode 30 is 145
Set for friendlynode 31 is 147
Set for friendlynode 32 is 150
Set for friendlynode 33 is 155
Set for friendlynode 34 is 165
Set for friendlynode 35 is 170
Set for friendlynode 36 is 175
Set for friendlynode 37 is 180
Set for friendlynode 38 is 190
Set for friendlynode 39 is 195
Set for friendlynode 40 is 195
Set for friendlynode 41 is 200
Set for friendlynode 42 is 205
Set for friendlynode 43 is 210
Set for friendlynode 44 is 215
Set for friendlynode 45 is 220
Set for friendlynode 46 is 225
Set for friendlynode 47 is 230
Set for friendlynode 48 is 235
Set for friendlynode 49 is 240
Set for friendlynode 50 is 245
Set for friendlynode 51 is 255
Set for friendlynode 52 is 255
Set for friendlynode 53 is 260
Set for friendlynode 54 is 270
Set for friendlynode 55 is 280
Set for friendlynode 56 is 280
Set for friendlynode 57 is 290
Set for friendlynode 58 is 300
Set for friendlynode 59 is 350
Set for friendlynode 60 is 350
Set for friendlynode 61 is 350
Set for friendlynode 62 is 360
Set for friendlynode 63 is 360
Set for friendlynode 64 is 370
Set for friendlynode 65 is 380
Set for friendlynode 66 is 390
Set for friendlynode 67 is 400
Set for friendlynode 68 is 410
Set for friendlynode 69 is 420
Set for friendlynode 70 is 500
Set for friendlynode 71 is 500
playernodeset is 1
There are 0 enemies
167 entities spawned
813 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 498 ms
^~^~^ LD ERROR: (entnum 33, radnum 35, targetname 'mg42guy'): reducing mindist from 128 to 64 to match leash.
^~^~^ Leash must be greater than mindist, or the AI will want to both run away and stay put.

ERROR: Entity::Sound: snd_pickup needs an alias in ubersound.scr or uberdialog.scr - Please fix.
------ Server Initialization Complete ------ 5.13 seconds
UnnamedSoldier : dropped gamestate, resending
SV_SendClientGameState() for UnnamedSoldier
Going from CS_CONNECTED to CS_PRIMED for UnnamedSoldier
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
------- Attempting to load ./cgame.so -------

------------------
Event system initialized: 6 classes 138 events 3312 total memory in response list

CM_LoadMap( maps/m1l1.bsp, 1 )


-----------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.
CG_Command_ProcessFile: ubersound/ubersound.scr
Couldn't load sound: sound/null.wav
Parse/Load time: 1.236000 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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 1.187000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 3655 faces, 615 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
Using ter_maxtris = 24576
Terrain: 1.88 MB tris, 1.31 MB verts, 0.01 MB in 18 patches, 3.20 MB total
R_LevelMarksLoad: maps/m1l1.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
WARNING: reused image textures/mohmenu/paused.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/zoomoverlay.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/kartop.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/karbottom.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/binocularsoverlay.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/objectives_backdrop.tga with mixed glWrapClampMode parm
WARNING: reused image textures/objectives/filledbox.tga with mixed glWrapClampMode parm
WARNING: reused image textures/objectives/emptybox.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/vsssource.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed2.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/fire_ring.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/dustdrop.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/water_splash_drop.tga with mixed glWrapClampMode parm
WARNING: reused image models/fx/leaf/leaf.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/h2o_hit.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/water_g.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/oceanspray.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/healthback.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/healthmeter.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/healthmeterflash.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compassback.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compassface.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compasspain.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compassobjarrow.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compassobjball.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/compassneedle.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/stopwatchbase.tga with mixed glWrapClampMode parm
WARNING: reused image textures/hud/stopwatchhand.tga with mixed glWrapClampMode parm
Loading Special Effects...
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.05 seconds
CL_InitCGame: 6.09 seconds
Going from CS_PRIMED to CS_ACTIVE for UnnamedSoldier
soundtrack switched to music/m1l1.mus.
playing music/m1l1.mus
music set to normal with fallback normal
Loading Ambient.scr
Saving to m1l10035 (autosave)...
SV_ArchiveLevelFile()
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10035.sav
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10035.sav
Game Saved
SV_ArchiveServerFile(true)
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10035.ssv
Done.
Called FadeSound with: 0.000000
writing to: /home/cobradabest/.mohaa/main/configs/unnamedsoldier.cfg
CL_GetSnapshot: Not all children could find their parents.
CL_GetSnapshot: entity 0 with parent 0 and model '' at 0.00 0.00 0.00, could not find parent.
MUSIC: changing from [ none | none ] to [ normal | normal ]
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10035.tga
^~^~^ Can't find models/statweapons/m1l1truckride_viewmodel.tik
Tiki:LoadFile Couldn't load models/statweapons/m1l1truckride_viewmodel.tik
^~^~^ Bad model name 'models/statweapons/m1l1truckride_viewmodel.tik'
TurretGun::CreateViewModel : Could find turret view model tiki models/statweapons/m1l1truckride_viewmodel.tik
SOUNDTRACK: Loading music/m1l1.mus
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Playing normal.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 119, radnum 647, targetname 'walkerLB') from (2798.000000 42.000000 -127.875046) to (2836.000000 84.000000 922.359131)
Reason: couldn't find start node
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Didn't start new triggered music because some was already playing
WARNING: reused image textures/sprites/vsssource.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/woodsplinters.tga with mixed glWrapClampMode parm
WARNING: reused image textures/models/natural/mortarhit2.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/grndblst1.tga with mixed glWrapClampMode parm
WARNING: reused image textures/effects/dirtplume.tga with mixed glWrapClampMode parm
should be able to shoot now
^~^~^ Attack medium range default case for unarmed weapon group - fix attack.scr
(entnum 101, radnum 278) is going not solid to not get stuck in the player
WARNING: reused image textures/sprites/dustdrop.tga with mixed glWrapClampMode parm
(entnum 37, radnum 41) is going not solid to not get stuck in the player
(entnum 101, radnum 278) is going solid after not getting stuck in the player
(entnum 36, radnum 40) is going not solid to not get stuck in the player
(entnum 37, radnum 41) is going solid after not getting stuck in the player
Warning: Couldn't find view model animation unarmed_putaway
(entnum 36, radnum 40) is going solid after not getting stuck in the player
done 72.300
done 72.300
done 73.300
done 73.300
LOCALIZATION ERROR: 'Press the FORWARD key ( ' does not have a localization entry
LOCALIZATION ERROR: ' ) to move out of the truck.' does not have a localization entry
Press the FORWARD key ( w ) to move out of the truck.
An objective has been added!
friendly5 gave up node 25
friendly5 took node 20
friendly6 gave up node 25
friendly6 took node 15
^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 37, radnum 41, targetname 'friendly') from (-2600.772217 -3243.554688 49.624031) to (-2269.000000 -3630.000000 35.460892)
Reason: couldn't find end node
Couldn't find animation 'actor_M1L1_102' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
ERROR: Entity::Sound: actor_M1L1_102 needs an alias in ubersound.scr or uberdialog.scr - Please fix.
WARNING: reused image textures/sprites/vsssource.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/vsssource.tga with mixed glWrapClampMode parm
Autosaved with set 1
Saving to m1l10036...
SV_ArchiveLevelFile()
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10036.sav
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10036.sav
Game Saved
SV_ArchiveServerFile(false)
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10036.ssv
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/m1l10036.tga
Done.
writing to: /home/cobradabest/.mohaa/main/configs/unnamedsoldier.cfg
^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 37, radnum 41, targetname 'friendly') from (-2603.095703 -3237.683350 49.899548) to (-2269.000000 -3630.000000 35.460892)
Reason: couldn't find end node
Saving to quick...
SV_ArchiveLevelFile()
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/quick.sav
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/quick.sav
Game Saved
SV_ArchiveServerFile(false)
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/quick.ssv
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
STUB: sample_offset in client/snd_openal_new.cpp line 3803.
writing to: /home/cobradabest/.mohaa/main/save/unnamedsoldier/quick.tga
Done.
writing to: /home/cobradabest/.mohaa/main/configs/unnamedsoldier.cfg
friendly7 gave up node 25
friendly7 took node 70
friendly5 gave up node 20
friendly5 took node 70
friendly6 gave up node 15
friendly6 took node 56
friendly8 gave up node 25
friendly8 took node 55
^~^~^ Attack medium range default case for unarmed weapon group - fix attack.scr
Couldn't load sound: sound/dialogue/m5l1/a/dfr_generic_add03a3.wav
Forward velocity: 185.633
LOCALIZATION ERROR: 'Press the OBJECTIVE key ( ' does not have a localization entry
LOCALIZATION ERROR: ' ) to see your objectives.' does not have a localization entry
Press the OBJECTIVE key ( Tab ) to see your objectives.
friendly7 gave up node 70
friendly7 took node 110
other was barrel_guy
Captain said dfr_army_g06
Couldn't find animation 'dfr_army_g06' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
MUSIC: changing from [ normal | normal ] to [ failure | normal ]
friendly5 gave up node 70
friendly5 took node 105
friendly8 gave up node 55
friendly8 took node 100
CL_ProcessServerCommand: fadesound '4000.00'
Called FadeSound with: 4000.000000
Loading game...quick
MOHAA Archive Version 14
SV_ArchiveServerFile(false)
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
==== CleanupGame ====
SV_ArchiveLevelFile()
MOHAA Archive Version 14
soundtrack switched to music/m1l1.mus.
MOHAA Archive Version 14
397336 memory allocated for navigation.
Game Loaded
Going from CS_PRIMED to CS_ACTIVE for UnnamedSoldier
------ Server Initialization Complete ------ 0.08 seconds
CL_ProcessServerCommand: fadesound '100.00'
Called FadeSound with: 100.000000
MUSIC: changing from [ none | none ] to [ failure | normal ]
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Loading Previous Sound State.------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Called FadeSound with: 0.000000
SOUNDTRACK: Loading music/m1l1.mus
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ normal | normal ]
Playing normal.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
friendly7 gave up node 25
friendly7 took node 70
friendly6 gave up node 15
friendly6 took node 70
friendly8 gave up node 25
friendly8 took node 56
friendly5 gave up node 20
friendly5 took node 55
Private Allen has been killed in action.
Couldn't find animation 'dfr_panic_35c_118' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
friendly6 gave up node 70
friendly6 took node 90
friendly5 gave up node 55
friendly5 took node 110
Press the OBJECTIVE key ( Tab ) to see your objectives.
other was player
Did massive damage to barrel 2
Did massive damage to barrel 1
WARNING: reused image textures/sprites/explosed2.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed2.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed.tga with mixed glWrapClampMode parm
WARNING: reused image textures/sprites/explosed.tga with mixed glWrapClampMode parm
friendly7 gave up node 70
friendly7 took node 105
friendly5 gave up node 110
friendly5 took node 115
friendly6 gave up node 90
friendly6 took node 110
Captain said dfr_army_g06
Couldn't find animation 'dfr_army_g06' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Got 16 Pistol Rounds
friendly5 gave up node 115
friendly5 took node 170
Forward velocity: -43.884
friendly6 gave up node 110
friendly6 took node 155
friendly5 gave up node 170
friendly5 took node 150
friendly7 gave up node 105
friendly7 took node 147
Forward velocity: 140.244
Forward velocity: -25.949
Got 16 Pistol Rounds
Captain said dfr_army_g01
Couldn't find animation 'dfr_army_g01' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Use your compass to guide you to your next objective.
friendly7 gave up node 147
friendly7 took node 205
friendly6 gave up node 155
friendly6 took node 200
friendly5 gave up node 150
friendly5 took node 195
Recovered 100 Health
Got 5 Grenade Rounds
friendly7 gave up node 205
friendly7 took node 220
^~^~^ LD ERROR: (entnum 5, radnum 227, targetname 'm1l1_baddie'): increasing leash from 0 to 64.
^~^~^ Leash must be larger than the size of the entity to which an AI is tethered.

LOCALIZATION ERROR: 'Press the USE key ( ' does not have a localization entry
LOCALIZATION ERROR: ' ) to grab items off tables.' does not have a localization entry
Press the USE key ( e ) to grab items off tables.
Recovered 100 Health
friendly5 gave up node 195
friendly5 took node 235
friendly6 gave up node 200
friendly6 took node 245
friendly5 gave up node 235
friendly5 took node 240
friendly7 gave up node 220
friendly7 took node 235
^~^~^ Path not found in 'Actor::MoveToPatrolCurrentNode' for (entnum 116, radnum 591, targetname 'm1l1_baddie') from (-6144.000000 848.000000 664.125000) to (-4901.096191 291.175201 370.473022)
Reason: unreachable path
Captain said dfr_army_g05
Couldn't find animation 'dfr_army_g05' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Forward velocity: 32.282
friendly7 gave up node 235
friendly7 took node 290
MUSIC: changing from [ normal | normal ] to [ failure | normal ]
CL_ProcessServerCommand: fadesound '4000.00'
Called FadeSound with: 4000.000000
Loading game...quick
MOHAA Archive Version 14
SV_ArchiveServerFile(false)
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
==== CleanupGame ====
SV_ArchiveLevelFile()
MOHAA Archive Version 14
soundtrack switched to music/m1l1.mus.
MOHAA Archive Version 14
397336 memory allocated for navigation.
Game Loaded
Going from CS_PRIMED to CS_ACTIVE for UnnamedSoldier
------ Server Initialization Complete ------ 0.09 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Loading Previous Sound State.------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Called FadeSound with: 0.000000
MUSIC: changing from [ none | none ] to [ failure | normal ]
SOUNDTRACK: Loading music/m1l1.mus
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ normal | normal ]
Playing normal.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
friendly7 gave up node 25
friendly7 took node 70
friendly6 gave up node 15
friendly6 took node 70
friendly8 gave up node 25
friendly8 took node 56
friendly5 gave up node 20
friendly5 took node 55
Private Allen has been killed in action.
friendly6 gave up node 70
friendly6 took node 90
Couldn't find animation 'dfr_panic_35c_118' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Press the OBJECTIVE key ( Tab ) to see your objectives.
other was player
Did massive damage to barrel 2
Did massive damage to barrel 1
^~^~^ Attack medium range default case for unarmed weapon group - fix attack.scr
friendly5 gave up node 55
friendly5 took node 110
Forward velocity: 183.785
Captain said dfr_army_g06
Couldn't find animation 'dfr_army_g06' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
friendly6 gave up node 90
friendly6 took node 147
friendly5 gave up node 110
friendly5 took node 165
MUSIC: changing from [ normal | normal ] to [ failure | normal ]
Forward velocity: 145.603
CL_ProcessServerCommand: fadesound '4000.00'
Called FadeSound with: 4000.000000
CL_ProcessServerCommand: fadesound '100.00'
Called FadeSound with: 100.000000
Loading game...quick
MOHAA Archive Version 14
SV_ArchiveServerFile(false)
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: m1l1
Called FadeSound with: 0.000000
==== CleanupGame ====
SV_ArchiveLevelFile()
MOHAA Archive Version 14
soundtrack switched to music/m1l1.mus.
MOHAA Archive Version 14
397336 memory allocated for navigation.
Game Loaded
Going from CS_PRIMED to CS_ACTIVE for UnnamedSoldier
------ Server Initialization Complete ------ 0.10 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Loading Previous Sound State.------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
Called FadeSound with: 0.000000
MUSIC: changing from [ none | none ] to [ failure | normal ]
SOUNDTRACK: Loading music/m1l1.mus
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ normal | normal ]
Playing normal.
STUB: sample_offset in client/snd_openal_new.cpp line 3867.
STUB: sample_loop_block in client/snd_openal_new.cpp line 3930.
friendly7 gave up node 25
friendly7 took node 70
friendly5 gave up node 20
friendly5 took node 70
friendly6 gave up node 15
friendly6 took node 56
friendly8 gave up node 25
friendly8 took node 55
friendly6 gave up node 56
friendly6 took node 110
other was player
Did massive damage to barrel 2
Did massive damage to barrel 1
^~^~^ Attack medium range default case for unarmed weapon group - fix attack.scr
Captain said dfr_army_g06
Couldn't find animation 'dfr_army_g06' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Press the OBJECTIVE key ( Tab ) to see your objectives.
Forward velocity: 168.104
Private Allen has been killed in action.
Couldn't find animation 'dfr_panic_35c_118' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
Forward velocity: -34.177
Forward velocity: 81.694
Forward velocity: 3.670
Forward velocity: 172.259
Forward velocity: -23.513
friendly7 gave up node 70
friendly7 took node 155
friendly5 gave up node 70
friendly5 took node 150
Got 16 Pistol Rounds
Captain said dfr_army_g01
Couldn't find animation 'dfr_army_g01' in 'models/human/2nd-ranger_captain.tik' - trying sound alias instead.
friendly6 gave up node 110
friendly6 took node 180
Use your compass to guide you to your next objective.
Forward velocity: -0.000
MUSIC: changing from [ normal | normal ] to [ failure | normal ]
----- Server Shutdown -----
==== ShutdownGame ====
------ Unloading fgame.so ------
---------------------------
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
MUSIC: changing from [ failure | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
STUB: sample_ms_offset in client/snd_openal_new.cpp line 3824.
OpenAL: Destroying channels...
OpenAL: Channels destroyed successfully.
OpenAL: Destroying context...
OpenAL: Context destroyed successfully.
OpenAL: Closing device...
OpenAL: Device closed successfully.
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
-----------------------