HairlessHeBald Posted February 15 Report Posted February 15 Hello all, I get TDM errors about not being able to creating a GL window, and then it quits. I've checked the Mesa drivers and get the rotating cube kmscube to verify that all is up to date. Has anyone else actually managed to get this running on a pi 5 8GB? Many thanks, [BOX64] Using native(wrapped) libX11-xcb.so.1 Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 1920 x 1080 [BOX64] Using native(wrapped) libGLX.so.0 Failed creating window Retrying OpenGL initialization in safe mode Initializing OpenGL display Failed creating window --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() [BOX64] 282970|Ask to run at NULL, will segfault signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Unable to initialize OpenGL Trying to exit gracefully.. Quote
Bikerdude Posted February 15 Report Posted February 15 (edited) "Was in fatal error shutdown: Unable to initialize OpenGL" On a windows PC this error normally means the GPU driver isnt installed. I assume your running Raspberry OS, does this come with an OpenGL stack installed on the desktop version of that linux distro..? @Dragofer might be able to answer/help with this.. Edited February 15 by Bikerdude Quote
covert_caedes Posted February 16 Report Posted February 16 Does glxgears work? If it does, what does glxgears -info print to the console? Quote
HairlessHeBald Posted February 16 Author Report Posted February 16 I didn't have those installed, now installed... sudo snap install graphics-test-tools sudo apt-get install mesa-utils and now I get the 3 spinning cogs (chuffed with that!) glxgears -info but running ./thedarkmod.x64 Quits with... Running synchronized to the vertical refresh. The framerate should be approximately the same as the monitor refresh rate. GL_RENDERER = V3D 7.1.7.0 GL_VERSION = 3.1 Mesa 25.0.7-2+rpt3 GL_VENDOR = Broadcom GL_EXTENSIONS = GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract .....lots of GL_s..... GL_EXT_EGL_image_storage_compression GL_NV_ES1_1_compatibility VisualID 415, 0x19f X connection to :0 broken (explicit kill or server shutdown). Any thoughts? Has anyone ever got it running on a pi 5? I've got a 4 around here somewhere.... Quote
HairlessHeBald Posted February 16 Author Report Posted February 16 apologies, running darkmod puts this out now.. BOX64] Using native(wrapped) libX11-xcb.so.1 Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 1024 x 768 [BOX64] Using native(wrapped) libGLX.so.0 Failed creating window Retrying OpenGL initialization in safe mode Initializing OpenGL display Failed creating window --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() [BOX64] 449357|Ask to run at NULL, will segfault signal caught: Segmentation fault si_code 1 Was in fatal error shutdown: Unable to initialize OpenGL Trying to exit gracefully.. About to exit with code 0 Quote
stgatilov Posted February 16 Report Posted February 16 I think TDM currently requires GL 3.3 core: #define QGL_REQUIRED_VERSION_MAJOR 3 #define QGL_REQUIRED_VERSION_MINOR 3 Quote
nbohr1more Posted February 16 Report Posted February 16 I think you would need to use the DIII4a port which includes an ARM \ Android friendly engine: Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
HairlessHeBald Posted February 17 Author Report Posted February 17 Wow...AI came back with MESA_GL_VERSION_OVERRIDE=3.3 box64 ./thedarkmod.x64 and it works! Bikerdude, time for me to catchup thieving where I left off a few years ago... this is gonna be fun! Thanks to all for the help. 3 Quote
covert_caedes Posted February 17 Report Posted February 17 Does it have playable performance? By the way, you might be able to build TDM natively from source (https://github.com/stgatilov/darkmod_src), which should decrease CPU overhead (no translation from x86 to ARM). No idea if TDM works (or even builds) on ARM though. Quote
HairlessHeBald Posted February 18 Author Report Posted February 18 It's certainly playable after using all the suggestions for bloom, soft shadows etc. While not as fast as the PC 5800X3d with the 2060 super ...the pi 5 is always on...and I don't need to turn the heating off to balance the fridge working overtime. Thanks covert_caedes, I'm gonna give the build on ARM a go... Quote
stgatilov Posted February 19 Report Posted February 19 On 2/17/2026 at 8:12 PM, covert_caedes said: No idea if TDM works (or even builds) on ARM though. I believe I made some cleaning regarding this in the past. Also, it was built successfully on Elbrus at some moment... but its compiler is more like x86 because it can translate some x86 intrinsics. But the hardest problem will be building all the third-party libs I think. CiScripts/conan_build.py shows how to use "conan build" to build both TDM and third-party libs. But if something does not work, troubleshooting it will be painful. 1 Quote
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