[Q3E::JNI/I]idTech4A++ game data directory:
/storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::JNI/I]idTech4A++ game command:
/storage/emulated/0/Idtech4A/Quake2/quake2/game quake +set vid_renderer gles3
[Q3E::Misc/I]idTech4A++ callbacks --------->
[Q3E::Misc/I]Q3E callback
[Q3E::Misc/I] AudioTrack:
[Q3E::Misc/I] initAudio: 0x7a923c56f0
[Q3E::Misc/I] writeAudio: 0x7a923c5800
[Q3E::Misc/I] shutdownAudio: 0x7a923c5904
[Q3E::Misc/I] Input:
[Q3E::Misc/I] grab_mouse: 0x7a923c7308
[Q3E::Misc/I] pull_input_event: 0x7a923c73bc
[Q3E::Misc/I] setup_smooth_joystick: 0x7a923c7480
[Q3E::Misc/I] System:
[Q3E::Misc/I] attach_thread: 0x7a923c7534
[Q3E::Misc/I] tmpfile: 0x7a923c75b4
[Q3E::Misc/I] copy_to_clipboard: 0x7a923c7088
[Q3E::Misc/I] get_clipboard_text: 0x7a923c772c
[Q3E::Misc/I] open_keyboard: 0x7a923c7858
[Q3E::Misc/I] close_keyboard: 0x7a923c791c
[Q3E::Misc/I] open_url: 0x7a923c79e0
[Q3E::Misc/I] exit_finish: 0x7a923c6f28
[Q3E::Misc/I] GUI:
[Q3E::Misc/I] show_toast: 0x7a923c71dc
[Q3E::Misc/I] open_dialog: 0x7a923c7b10
[Q3E::Misc/I] Other:
[Q3E::Misc/I] setState: 0x7a923c59d4
[Q3E::Misc/I]<---------
[Q3E::Misc/I]Q3E command line arguments: 5
[Q3E::Misc/I] 0: /storage/emulated/0/Idtech4A/Quake2/quake2/game
[Q3E::Misc/I] 1: quake
[Q3E::Misc/I] 2: +set
[Q3E::Misc/I] 3: vid_renderer
[Q3E::Misc/I] 4: gles3
[Q3E::Misc/I]idTech4A++ initial context --------->
[Q3E::Misc/I]Q3E initial context
[Q3E::Misc/I] OpenGL:
[Q3E::Misc/I] Format: 0x8888
[Q3E::Misc/I] Depth bits: 24
[Q3E::Misc/I] MSAA: 0
[Q3E::Misc/I] Version: 00030000
[Q3E::Misc/I] Screen size: 1600 x 720
[Q3E::Misc/I] Window: 0x7af426d010
[Q3E::Misc/I] Variables:
[Q3E::Misc/I] Native library directory:
/data/app/~~Wk-8BDGqKsYr2i8_O1T8Bg==/[Link].idTech4Amm-KeuLajqjyQ5NLMWby8wd-
A==/lib/arm64
[Q3E::Misc/I] Redirect output to file: 1
[Q3E::Misc/I] No handle signals: 0
[Q3E::Misc/I] Multi-thread: 0
[Q3E::Misc/I] Using mouse: 0
[Q3E::Misc/I] Game data directory: /storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::Misc/I] Application home directory:
/storage/emulated/0/Android/data/[Link].idTech4Amm/files/diii4a/quake2
[Q3E::Misc/I] Refresh rate: 60
[Q3E::Misc/I] Smooth joystick: 1
[Q3E::Misc/I] Max console height frac: 0
[Q3E::Misc/I] Continue when missing OpenGL context: 1
[Q3E::Misc/I]<---------
[Q3E::JNI/I]idTech4A++(arm64) game data directory:
/storage/emulated/0/Idtech4A/Quake2/quake2
[Q3E::Thread/I]Native thread created: 526239808688.
[Q3E::JNI/I]Enter native game main thread.
[Harmattan]: Enter Quake2 main thread.
Yamagi Quake II v8.41
=====================
Client build options:
+ cURL HTTP downloads
+ OpenAL audio
- Systemwide installation
Platform: Android
Architecture: arm64
Byte ordering: little endian
Added packfile '/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/[Link]' (3307
files).
Added packfile '/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/Q2.pk3' (2200
files).
Added packfile
'/storage/emulated/0/Idtech4A/Quake2/quake2/baseq2/zWeapCalinouUpRocEdit.pk3' (25
files).
Using '/storage/emulated/0/Idtech4A/Quake2/quake2/.yq2/baseq2' for writing.
execing [Link].
couldn't exec [Link]
execing [Link].
couldn't exec [Link]
Terminal has no colors support.
Console initialized.
------- sound initialization -------
Loading library: [Link]
...opening OpenAL device: ok
...creating OpenAL context: ok
...making context current: ok
OpenAL settings:
AL_VENDOR: OpenAL Community
AL_RENDERER: OpenAL Soft
AL_VERSION: 1.1 ALSOFT 1.23.1
AL_EXTENSIONS: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE
AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW
AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET
AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STATIC_BUFFER
AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa
AL_SOFT_block_alignment AL_SOFT_buffer_length_query AL_SOFT_callback_buffer
AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels
AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events
AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points
AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length
AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_source_start_delay
AL_SOFT_UHJ AL_SOFT_UHJ_ex
Available OpenAL devices:
- OpenSL
Current OpenAL device:
- OpenAL Soft
Number of OpenAL sources: 31
Sound sampling rate: 0
------------------------------------
Android display modes:
------------------------------------
----- refresher initialization -----
Loading library: ref_gles3.so
[Harmattan]: RI_SetGLParms(0x8888, 0, 24).
[Harmattan]: RI_SetResolution(1600, 720).
Byte ordering: little endian
Refresh: Yamagi Quake II OpenGL ES3 Refresher
Client: 8.41
Setting mode -1: 1600x720 (vid_fullscreen 1)
Setup EGL display connection
[Harmattan]: Q3E EGL initial config: system samples=0, 0
[Harmattan]: Initializing OpenGL display
[Harmattan]: Q3E EGL target config: GLES api=64, samples=0, debug output: 0
[Harmattan]: Request special EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth,
8 stencil display. samples 0 sample buffers 0.
[Harmattan]: Get EGL context num -> 4.
1 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
2 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 4 sample buffers 1.
3 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 8 sample buffers 1.
4 EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 16 sample buffers 1.
Choose EGL context: 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
samples 0 sample buffers 0.
[Harmattan]: OpenGLES version: 3.2
[Harmattan]: EGL version: 1.4
[Harmattan]: EGL context: 8/8/8 Color bits, 8 Alpha bits.
24 depth, 8 stencil display.
samples 0, sample buffers 0.
debug output: 0
[Harmattan]: EGL surface: stereo=0, display frequency=60
screen size=1600x720, aspect=1.000000
fullscreen=1
GL_RENDERER: Mali-G52
GL_VERSION: OpenGL ES 3.2 v1.r32p1-01bet2-
mbs2v39_0.546f8d71ec4adbfa5dbf3815ac163499
GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary
GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra
GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture
GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot
GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object
GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg
GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap
GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc
GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_sliced_3d
GL_EXT_texture_compression_astc_decode_mode
GL_EXT_texture_compression_astc_decode_mode_rgb9e5 GL_KHR_debug
GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax
GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D
GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture
GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context
GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage
GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil
GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control
GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic
GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed
GL_EXT_texture_border_clamp GL_OES_texture_border_clamp
GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables
GL_OES_sample_shading GL_OES_shader_multisample_interpolation
GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader
GL_OES_tessellation_shader GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader
GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5
GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image
GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float
GL_EXT_unpack_subimage GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview
GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness
GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex
GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage
GL_EXT_external_buffer GL_EXT_EGL_image_array GL_EXT_texture_filter_anisotropic
GL_ARM_texture_unnormalized_coordinates GL_EXT_shader_framebuffer_fetch
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
Drawable size: 1600x720
OpenGL setting:
GL_VENDOR: ARM
GL_RENDERER: Mali-G52
GL_VERSION: OpenGL ES 3.2 v1.r32p1-01bet2-
mbs2v39_0.546f8d71ec4adbfa5dbf3815ac163499
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20
GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary
GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra
GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture
GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external
GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot
GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object
GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg
GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap
GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc
GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr
GL_KHR_texture_compression_astc_sliced_3d
GL_EXT_texture_compression_astc_decode_mode
GL_EXT_texture_compression_astc_decode_mode_rgb9e5 GL_KHR_debug
GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax
GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D
GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture
GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context
GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage
GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil
GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control
GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8
GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic
GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed
GL_EXT_texture_border_clamp GL_OES_texture_border_clamp
GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables
GL_OES_sample_shading GL_OES_shader_multisample_interpolation
GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader
GL_OES_tessellation_shader GL_EXT_primitive_bounding_box
GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader
GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5
GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image
GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float
GL_EXT_unpack_subimage GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview
GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness
GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex
GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage
GL_EXT_external_buffer GL_EXT_EGL_image_array GL_EXT_texture_filter_anisotropic
GL_ARM_texture_unnormalized_coordinates GL_EXT_shader_framebuffer_fetch
Probing for OpenGL extensions:
- Anisotropic Filtering: Not supported
- OpenGL Debug Output: Not Supported
Loading shaders succeeded.
Successfully loaded ref_gles3.so as rendering backend.
------------------------------------
------- input initialization -------
------------------------------------
------- curl initialization -------
Loading library: [Link]
------------------------------------
-------- game initialization -------
Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------
------- server initialization ------
0 entities inhibited.
0 teams with 0 entities.
------------------------------------
==== Yamagi Quake II Initialized ====
*************************************
Reverb set to: Disabled
[[Link]]:0: client_connect
NOTE: gl_drawbuffer not supported by OpenGL ES!
==== ShutdownGame ====
-------- game initialization -------
Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------
------- server initialization ------
0 entities inhibited.
0 teams with 0 entities.
------------------------------------
[[Link]]:0: client_connect
------- server initialization ------
27 entities inhibited.
1 teams with 2 entities.
------------------------------------
Changing map...
reconnecting...
-===================================-
#Outer Base
Map: base1 pics
maps/[Link] models/weapons/v_blast/tris.md2
models/objects/gibs/sm_meat/tris.md2
models/objects/gibs/arm/tris.md2
models/objects/gibs/bone/tris.md2
models/objects/gibs/bone2/tris.md2
models/objects/gibs/chest/tris.md2
models/objects/gibs/skull/tris.md2
models/objects/gibs/head2/tris.md2
models/monsters/infantry/tris.md2
models/deadbods/dude/tris.md2
models/items/healing/stimpack/[Link]
models/ships/strogg1/tris.md2
models/items/armor/shard/tris.md2
models/items/ammo/grenades/medium/tri
models/weapons/v_handgr/tris.md2
models/items/healing/large/tris.md2
models/items/adrenal/tris.md2
models/items/ammo/shells/medium/tris.
models/items/healing/medium/tris.md2
models/items/silencer/tris.md2
models/objects/debris1/tris.md2
models/objects/debris2/tris.md2
models/objects/debris3/tris.md2
models/objects/barrels/tris.md2
models/objects/gibs/head/tris.md2
models/objects/banner/tris.md2
models/monsters/soldier/tris.md2
models/objects/laser/tris.md2
models/weapons/g_shotg/tris.md2
models/weapons/v_shotg/tris.md2
models/items/armor/jacket/tris.md2 images
sky Player died.
Loading game...
Savegame: quick
==== ShutdownGame ====
-------- game initialization -------
Loading library: [Link]
Game is starting up.
Game is baseq2 built on Jan 17 2025.
------------------------------------
------- server initialization ------
28 entities inhibited.
1 teams with 2 entities.
------------------------------------
Server restarted
Server disconnected, reconnecting
Connecting to localhost...
[[Link]]:0: challenge
[[Link]]:0: client_connect
-===================================-
#Outer Base
Map: base1 pics
maps/[Link] models/weapons/v_blast/tris.md2
models/objects/gibs/sm_meat/tris.md2
models/objects/gibs/arm/tris.md2
models/objects/gibs/bone/tris.md2
models/objects/gibs/bone2/tris.md2
models/objects/gibs/chest/tris.md2
models/objects/gibs/skull/tris.md2
models/objects/gibs/head2/tris.md2
models/deadbods/dude/tris.md2
models/items/healing/stimpack/[Link]
models/ships/strogg1/tris.md2
models/items/armor/shard/tris.md2
models/items/ammo/grenades/medium/tri
models/weapons/v_handgr/tris.md2
models/items/healing/large/tris.md2
models/items/adrenal/tris.md2
models/items/ammo/shells/medium/tris.
models/items/healing/medium/tris.md2
models/items/silencer/tris.md2
models/objects/debris1/tris.md2
models/objects/debris2/tris.md2
models/objects/debris3/tris.md2
models/objects/barrels/tris.md2
models/objects/gibs/head/tris.md2
models/objects/banner/tris.md2
models/monsters/soldier/tris.md2
models/objects/laser/tris.md2
models/weapons/g_shotg/tris.md2
models/weapons/v_shotg/tris.md2
models/items/armor/jacket/tris.md2
models/monsters/infantry/tris.md2
models/items/armor/shield/tris.md2 images
client 0 sky
-===================================-
Crouch here
-===================================-
[Harmattan]: ANativeWindow changed: 0x0
[Java/JNI]: Waiting GL context destroy......
[Native]: ANativeWindow changed: 0x0.
[Harmattan]: ANativeWindow released.
[Harmattan]: EGL surface destroyed and no EGL context.
[Native]: Notify GL context destroyed.
[Native]: Waiting ANativeWindow create......
[Java/JNI]: GL context destroyed.
[Q3E::JNI/I]Shutdown result code: -1
[Java/JNI]: Notify application destroyed.
[Harmattan]: Quake2 exit.
[Native]: ANativeWindow changed: 0x0.
[Native]: GL context has shutdown.
[Harmattan]: Leave Quake2 main thread.
[Q3E::JNI/I]Leave native game main thread.
[Q3E::JNI/I]Finish