Rockthesmurf
Advanced Member
lunixbochs, I have uploaded the binary to here:
http://temp-share.com/show/KdPfzUyFh
This build has the call to SDL_GL_SwapBuffers which hangs. In terms of the fact everything is black in game, I am not sure whether this is really anything to do with you, as I've just tried running against nanoGL and I also get a black screen there, not really sure what is going on. Probably running towards the limits of where I'm going to get to with my quick hacks. I wonder if anyone else would be interested in helping get AVP running on Pandora, I guess I should make another thread for that.
To get the binary to get to the point where it goes wrong, you'll need to get the data from an AVP Gold install, then lowercase all the file and folder names (not my requirement, but it is a windows game, so the asset loading is not case sensitive as it needs to be on linux), and then set an environment variable AVP_DATA to the data location before running. Then when you run you need the command line option '-g libs/libGL.so.1' obviously pointing to your libGL.so.1.
With regards to libpreload I am not using this, I guess I should find out what this is and how I should use it?
http://temp-share.com/show/KdPfzUyFh
This build has the call to SDL_GL_SwapBuffers which hangs. In terms of the fact everything is black in game, I am not sure whether this is really anything to do with you, as I've just tried running against nanoGL and I also get a black screen there, not really sure what is going on. Probably running towards the limits of where I'm going to get to with my quick hacks. I wonder if anyone else would be interested in helping get AVP running on Pandora, I guess I should make another thread for that.
To get the binary to get to the point where it goes wrong, you'll need to get the data from an AVP Gold install, then lowercase all the file and folder names (not my requirement, but it is a windows game, so the asset loading is not case sensitive as it needs to be on linux), and then set an environment variable AVP_DATA to the data location before running. Then when you run you need the command line option '-g libs/libGL.so.1' obviously pointing to your libGL.so.1.
With regards to libpreload I am not using this, I guess I should find out what this is and how I should use it?