Note that some programs will dynamically load libraries at runtime, in addition 
to being linked against them at build time.  These don’t necessarily show up in 
ldd. (Qt is horrible about this) Enabling core dumps or running under a 
debugger might shed some light on what’s going on.  If that doesn’t work easily 
then check the project documentation to see if they have a special debugging 
workflow.  Some game engines require a very specific debugging setup for the 
output to make any sense.

LMP

From: Artur Tamm <artur.tamm...@gmail.com>
Sent: Wednesday, December 14, 2022 1:13 PM
To: gentoo-user@lists.gentoo.org
Subject: Re: [gentoo-user] Gaming on gentoo

Hi,

I finally had the time to test quakespasm. I tried both the binary from the 
project as well as the version compiled by me from the project page on github. 
After copying the binary into quake folder (GoG version) and making symlinks to 
pak0.pak and pak1.pak (filesystem is case sensitive and the software cannot 
handle it). It worked fine.

Artur

Here is the ldd output (don't know if it helps)
ldd quakespasm_compiled
linux-vdso.so.1 (0x00007ffe3bd52000)
libm.so.6 => /lib64/libm.so.6 (0x00007f2cd37c0000)
libGL.so.1 => /usr/lib64/libGL.so.1 (0x00007f2cd373a000)
libvorbisfile.so.3 => /usr/lib64/libvorbisfile.so.3 (0x00007f2cd3730000)
libvorbis.so.0 => /usr/lib64/libvorbis.so.0 (0x00007f2cd3702000)
libogg.so.0 => /usr/lib64/libogg.so.0 (0x00007f2cd36f7000)
libmad.so.0 => /usr/lib64/libmad.so.0 (0x00007f2cd36d4000)
libSDL-1.2.so.0 => /usr/lib64/libSDL-1.2.so.0 (0x00007f2cd3668000)
libc.so.6 => /lib64/libc.so.6 (0x00007f2cd346b000)
/lib64/ld-linux-x86-64.so.2 (0x00007f2cd3db6000)
libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007f2cd33b3000)
libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x00007f2cd337f000)
libasound.so.2 => /usr/lib64/libasound.so.2 (0x00007f2cd328f000)
libdl.so.2 => /lib64/libdl.so.2 (0x00007f2cd328a000)
libpthread.so.0 => /lib64/libpthread.so.0 (0x00007f2cd3283000)
libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007f2cd313f000)
libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007f2cd3115000)
libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007f2cd3110000)
libXdmcp.so.6 => /usr/lib64/libXdmcp.so.6 (0x00007f2cd3108000)
libbsd.so.0 => /usr/lib64/libbsd.so.0 (0x00007f2cd30ef000)
libmd.so.0 => /usr/lib64/libmd.so.0 (0x00007f2cd30e1000)


On Tue, 13 Dec 2022 at 14:24, Alan Ianson 
<agian...@gmail.com<mailto:agian...@gmail.com>> wrote:
On Tue, 13 Dec 2022 13:49:54 +0000
Artur Tamm <artur.tamm...@gmail.com<mailto:artur.tamm...@gmail.com>> wrote:

> sourceforge tarball was a prebuilt binary (at least the one I downloaded).

The source is there too in a different directory.

> I saw that the source code is here:
> https://github.com/sezero/quakespasm/tree/master/Quake
> The default Makefile might need some editing for a successful compilation.

I just grabbed the linux-64 archive from sourceforge. I have never run the 
prebuilt binaries before but I tried it just to see what would happen. The 
quakespasm-sdl2 segfaulted the same as my own build but the quakespasm (sdl I 
suppose?) does run here.

So that is something! I can run their sdl quakespasm but not my own built here.

That is better than nothing but I'd still like to hear about your experience. 
I'd be happy if I could build and run my own if I can figure out what the issue 
is.

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