Ti riporto output del file log_urbanterror.txt :
[code]ioq3 1.36 linux-x86_64 Aug 18 2014
Have SSE support
----- FS_Startup -----
Current search path:
/home/---------/.q3ut4/q3ut4
/home/---------/.q3ut4/q3ut4/zpak001_assets.pk3 (2411 files)
/home/---------/.q3ut4/q3ut4/zpak000_assets.pk3 (7933 files)
/home/---------/.q3ut4/q3ut4/zpak000.pk3 (99 files)
/home/---------/.q3ut4/q3ut4/ut4_commune.pk3 (150 files)
/usr/share/q3ut4/q3ut4
10593 files in pk3 files
execing default.cfg
couldn’t exec q3config.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn’t read q3history.
^3Your network rate is too slow for VoIP.
Set ‘Data Rate’ to ‘LAN/Cable/xDSL’ in ‘Setup/System/Network’ and restart.
Until then, VoIP is disabled.
----- Initializing Renderer ----
QKEY found.
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver “x11”
Initializing OpenGL display
Estimated display aspect: 1.778
…setting mode 4: 800 600
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
Available modes: ‘1280x720 1366x768 1920x1080 1280x800 1440x900 1680x1050 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024 480x480 480x576’
GL_RENDERER: GeForce GTS 250/PCIe/SSE2
Initializing OpenGL extensions
…ignoring GL_EXT_texture_compression_s3tc
…ignoring GL_S3_s3tc
…using GL_EXT_texture_env_add
…using GL_ARB_multitexture
…using GL_EXT_compiled_vertex_array
…ignoring GL_EXT_texture_filter_anisotropic
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTS 250/PCIe/SSE2
GL_VERSION: 3.3.0 NVIDIA 340.65
GL_EXTENSIONS: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_loGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_UNITS_ARB: 4
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )… OK
SDL audio driver is “pulse”.
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 256
Channels: 2
Starting SDL audio callback…
SDL audio initialized.
----- Sound Info -----
1 stereo
8192 samples
16 samplebits
1 submission_chunk
22050 speed
0x2b0ae70 dma buffer
No background file.
Sound initialization successful.
Sound memory manager started
Loading vm file vm/ui.qvm…
File “vm/ui.qvm” found in “/home/---------/.q3ut4/q3ut4/zpak000.pk3”
VM file ui compiled to 1177154 bytes of code
ui loaded in 34308512 bytes on the hunk
ERROR: program tried to execute code outside VM
recursive error after: program tried to execute code outside VM
Gtk-Message: GtkDialog mapped without a transient parent. This is discouraged.
----- Client Shutdown (Received signal 1) -----
recursive error after: program tried to execute code outside VM[/code]
Grazie per la spiegazione quando crasha.
Ciao