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Thread View: alt.games.quake2
12 messages
12 total messages Started by Stephen Howe Tue, 15 Jun 2004 20:49
Quake2 - "function pointers have moved"
#281860
Author: Stephen Howe
Date: Tue, 15 Jun 2004 20:49
38 lines
2555 bytes
Hi,

Read this carefully before replying.

I have the ID Software Quake compendium. That means there is Quake 1, 2 and
3 released together. The Quake 2 on the discs is version 3.20.

I have never played Quake 2.

Gameplay on Quake 2 - I have mixed thoughts. See end.

Back to the problem:

I keep getting "Function pointers have moved" nearly every time I load a
saved game.
I have _NOT_ loaded Ground Zero or any other pack.
I have _NOT_ upgraded versions of Quake 2.
So why do I get these messages (even after "fixing" gamex86.dll)?

Well, using Google, I have searched around, found this:

http://groups.google.com/groups?selm=4bccce41.0203031427.14837c86%40posting.google.com&output=gplain

and being a programmer, I "rebased" gamex86.dll. But the snag is, is it does
not work.
I still get these messages. How can I cure this on version 3.20?
(A thought occured to me: I t may be that there are other versions of
gamex86.dll which are used by Quake 2. I will check and rebase these as
necessary).

GamePlay: I am enjoying Quake2, the graphics are better than Quake 1. The
Barricuda Shark is wonderful. One thing I have found is that if I save a
game and a monster is advancing in the distance, if I then restore it, the
monster is practically on top of me. The game seem to "advance" in clock
tics while I cannot do anything. Quake 1 & Doom 2 did not do this. This
sucks royally.

Stephen Howe
Re: Quake2 -
#281861
Author: hund_
Date: Tue, 15 Jun 2004 23:37
9 lines
1182 bytes
i would first reinstall the 3.20 patch[get the 19 meg one]
ftp://65.30.181.223/quake2/scrapple/Patches

i would than download and install quake2 evolved.its an enhanced exe and
its based on q3 engine.
http://www.planetquake.com/blur/files_q2e.html

and download the hirez item and weapon pickup models here.
http://dynamic5.gamespy.com/%7Eblur/forums/showthread.php?s=&threadid=2362
Re: Quake2 - "function pointers have moved"
#281863
Author: George M. Reagan
Date: Wed, 16 Jun 2004 02:09
62 lines
3344 bytes
"Stephen Howe" <stephenPOINThoweATtns-globalPOINTcom> wrote in message
news:40cf60ce$0$25326$ed9e5944@reading.news.pipex.net...
> Hi,
>
> Read this carefully before replying.
>
> I have the ID Software Quake compendium. That means there is Quake 1, 2
and
> 3 released together. The Quake 2 on the discs is version 3.20.
>
> I have never played Quake 2.
>
> Gameplay on Quake 2 - I have mixed thoughts. See end.
>
> Back to the problem:
>
> I keep getting "Function pointers have moved" nearly every time I load a
> saved game.
> I have _NOT_ loaded Ground Zero or any other pack.
> I have _NOT_ upgraded versions of Quake 2.
> So why do I get these messages (even after "fixing" gamex86.dll)?
>
> Well, using Google, I have searched around, found this:
>
>
http://groups.google.com/groups?selm=4bccce41.0203031427.14837c86%40posting.google.com&output=gplain
>
> and being a programmer, I "rebased" gamex86.dll. But the snag is, is it
does
> not work.
> I still get these messages. How can I cure this on version 3.20?
> (A thought occured to me: I t may be that there are other versions of
> gamex86.dll which are used by Quake 2. I will check and rebase these as
> necessary).
>
> GamePlay: I am enjoying Quake2, the graphics are better than Quake 1. The
> Barricuda Shark is wonderful. One thing I have found is that if I save a
> game and a monster is advancing in the distance, if I then restore it, the
> monster is practically on top of me. The game seem to "advance" in clock
> tics while I cannot do anything. Quake 1 & Doom 2 did not do this. This
> sucks royally.
>
> Stephen Howe
>
>
>

Hi Stephen,
    I believe I've seen you on the doom and heretic groups. Welcome!  Sorry
to hear about your problems,  hope you get them worked out.  You might try
updating q2 from the release:
ftp://65.30.181.223/quake2/scrapple/Patches

We have a vast supply of quake2 releated files here:
ftp://65.30.181.223/quake2/

We sometimes host co-op games on the weekend.   If your interested, join in.
Game ips are posted on the group.  Or just look up co-op games using
whatever online front-end your using.

G.
Re: Quake2 -
#281862
Author: Tom Chaudoir
Date: Wed, 16 Jun 2004 05:58
25 lines
1719 bytes
On Tue, 15 Jun 2004 19:37:53 -0400, "hund_"
<hund_schraube@hotmail.com> wrote:

>i would first reinstall the 3.20 patch[get the 19 meg one]
>ftp://65.30.181.223/quake2/scrapple/Patches
>
>i would than download and install quake2 evolved.its an enhanced exe and
>its based on q3 engine.
>http://www.planetquake.com/blur/files_q2e.html
>
>and download the hirez item and weapon pickup models here.
>http://dynamic5.gamespy.com/%7Eblur/forums/showthread.php?s=&threadid=2362
Hi,

I was able to download Quake2 evolved. It's now available here;
ftp://65.30.181.223/quake2/Kazoo/q2e_v0[1].26.zip


The link to the weapon pickup doesn't work. Can you upload or
otherwise send it?

Best,
Tom

tom at clocktech dot com
Re: Quake2 - "function pointers have moved"
#281866
Author: Margolis
Date: Wed, 16 Jun 2004 15:16
26 lines
1821 bytes
"Stephen Howe" <stephenPOINThoweATtns-globalPOINTcom> wrote in message
news:40cf60ce$0$25326$ed9e5944@reading.news.pipex.net...
> Hi,
>
>> 3 released together. The Quake 2 on the discs is version 3.20.
>
>
> I keep getting "Function pointers have moved" nearly every time I load a
> saved game.
> I have _NOT_ loaded Ground Zero or any other pack.
> I have _NOT_ upgraded versions of Quake 2.


I have the exact same problem on my computer with winxp pro.  With the
standard 3.20 version of quake2 just like you.  I haven't figured out how to
cure it yet.  I do notice that as long as I don't exit the game, the saves
seem to work.. But once I exit and then try to load a save game I get that
same error ;o(

it works fine on all of my other computers and os's

-- 

Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq
Re: Quake2 - "function pointers have moved"
#281837
Author: George M. Reagan
Date: Wed, 16 Jun 2004 19:09
58 lines
3141 bytes
"George M. Reagan" <georgeunderscorereagan@hotmail.com> wrote in message
news:ItOdnXmvyPvlNlLdRVn-vA@comcast.com...
>
> "Stephen Howe" <stephenPOINThoweATtns-globalPOINTcom> wrote in message
> news:40cf60ce$0$25326$ed9e5944@reading.news.pipex.net...
> > Hi,
> >
> > Read this carefully before replying.
> >
> > I have the ID Software Quake compendium. That means there is Quake 1, 2
> and
> > 3 released together. The Quake 2 on the discs is version 3.20.
> >
> > I have never played Quake 2.
> >
> > Gameplay on Quake 2 - I have mixed thoughts. See end.
> >
> > Back to the problem:
> >
> > I keep getting "Function pointers have moved" nearly every time I load a
> > saved game.
> > I have _NOT_ loaded Ground Zero or any other pack.
> > I have _NOT_ upgraded versions of Quake 2.
> > So why do I get these messages (even after "fixing" gamex86.dll)?
> >
> > Well, using Google, I have searched around, found this:
> >
> >
>
http://groups.google.com/groups?selm=4bccce41.0203031427.14837c86%40posting.google.com&output=gplain
> >
> > and being a programmer, I "rebased" gamex86.dll. But the snag is, is it
> does
> > not work.
> > I still get these messages. How can I cure this on version 3.20?
> > (A thought occured to me: I t may be that there are other versions of
> > gamex86.dll which are used by Quake 2. I will check and rebase these as
> > necessary).
> >
> > GamePlay: I am enjoying Quake2, the graphics are better than Quake 1.
The
> > Barricuda Shark is wonderful. One thing I have found is that if I save a
> > game and a monster is advancing in the distance, if I then restore it,
the
> > monster is practically on top of me. The game seem to "advance" in clock
> > tics while I cannot do anything. Quake 1 & Doom 2 did not do this. This
> > sucks royally.
> >
> > Stephen Howe
> >
> >
> >
>
>
BTW: I don't have the problem and I'm running XP home.

G.
Re: Quake2 - "function pointers have moved"
#281865
Author: Stephen Howe
Date: Thu, 17 Jun 2004 11:56
41 lines
2850 bytes
> Hi Stephen,
>     I believe I've seen you on the doom and heretic groups. Welcome!

You have indeed. Thank you.

> You might try
> updating q2 from the release:
> ftp://65.30.181.223/quake2/scrapple/Patches

I will look at that but I have a sneaking feeling it is identical to the
patch EXE on the CDROM which is the full patch of 3.20 including CTF. A text
file explains that it is necessary to run the patch if either of the mission
packs are installed after 3.20. I did try applying that in the vain hope it
would make a difference but no.

> We have a vast supply of quake2 releated files here:
> ftp://65.30.181.223/quake2/

I will have a look.

I have been poking around, reasearching the problem.  It seems that the
"function pointers have moved" has multiple causes:

(i)   One is if you install the mission packs. But that is cured by using
the patches to update (or rebase).
(ii)  The other seems to be growing evidence that this problem occurs on XP.
I have seen quite a few people say that even if they use XP's compatibility
mode, it still does not work.
I am going to systematically check this out. XP can emulate 95 and 98 and NT
4.0.

> We sometimes host co-op games on the weekend.   If your interested, join
in.
> Game ips are posted on the group.  Or just look up co-op games using
> whatever online front-end your using.

That would be fun. At the moment life is a little unstable as I am looking
to move. When the dust settles, I will have a new place with all mod-cons
regarding PC's and I am sure I will be active :-)

Stephen Howe
Re: Quake2 - "function pointers have moved"
#281867
Author: Stephen Howe
Date: Thu, 17 Jun 2004 12:05
31 lines
2296 bytes
> I have the exact same problem on my computer with winxp pro.  With the
> standard 3.20 version of quake2 just like you.  I haven't figured out how
to
> cure it yet.  I do notice that as long as I don't exit the game, the saves
> seem to work.

That is right. That is my experience.
I am going to experiment tonight with XP's compatibility modes to see if I
can get it to work.
I know people have said that not even XP's compatibility modes fix the
problem but I would still like to try all combinations.

I would also like to run some tests on the attributes of gamex86.dll to see
if there are any that can be set to alter how XP loads it.

>. But once I exit and then try to load a save game I get that
> same error ;o(

Yup.

> it works fine on all of my other computers and os's

Interesting. I did have a Win 2000 PC but the hard disk went to disk heaven
:-(, it would have been interesting to see if Win 2000 would run it.

I still have some laptops running older versions of  Windows, I will have to
try it on these.

Cheers

Stephen Howe
Re: Quake2 - "function pointers have moved"
#281868
Author: Stephen Howe
Date: Thu, 17 Jun 2004 18:59
18 lines
2123 bytes
> I have the exact same problem on my computer with winxp pro.  With the
> standard 3.20 version of quake2 just like you.  I haven't figured out how
to
> cure it yet.  I do notice that as long as I don't exit the game, the saves
> seem to work.. But once I exit and then try to load a save game I get that
> same error ;o(

I have had some feedback from a gut called Andrew on PlanetQuake.
This is to do with base addresses of DLLs under Windows XP

Apparently he reports that some people have reported that they _do_ have the
Quake2 problem if they have not fully applied all the patches from Microsoft
for XP. I have not done this at home (because I am offline).

So you need to start IE, Click on Tools, Windows Update, Scan for Updates,
let it do its work and apply all critical updates.

Stephen Howe
Re: Quake2 - "function pointers have moved"
#281869
Author: Margolis
Date: Fri, 18 Jun 2004 11:55
25 lines
1756 bytes
"Stephen Howe" <stephenPOINThoweATtns-globalPOINTcom> wrote in message
news:40d1ea11$0$283$ed9e5944@reading.news.pipex.net...
>
>
> Apparently he reports that some people have reported that they _do_ have
the
> Quake2 problem if they have not fully applied all the patches from
Microsoft
> for XP. I have not done this at home (because I am offline).
>
> So you need to start IE, Click on Tools, Windows Update, Scan for Updates,
> let it do its work and apply all critical updates.
>
> Stephen Howe
>
>


Mine is fully updated, and always is.  Thanks for the update though.

-- 

Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq
Re: Quake2 - "function pointers have moved"
#281870
Author: Stephen Howe
Date: Fri, 18 Jun 2004 12:47
13 lines
1897 bytes
> Mine is fully updated, and always is.  Thanks for the update though.

And you still have the problem?

(I am trying to work out if there are other reasons other than what has been
reported as to why this problem comes up. I shall be back online at home
(but not until I have applied the RPC patches so I don't pick up Blaster and
Sasser) and do all updates). So I shall be in a position to see if it works
or not). If not, then I shall be fishing around for other reasons...

Cheers

Stephen Howe
Re: Quake2 - "function pointers have moved"
#281871
Author: Margolis
Date: Fri, 18 Jun 2004 19:28
24 lines
1892 bytes
"Stephen Howe" <stephenPOINThoweATtns-globalPOINTcom> wrote in message
news:40d2e44e$0$280$ed9e5944@reading.news.pipex.net...
>
> And you still have the problem?
>
> (I am trying to work out if there are other reasons other than what has
been
> reported as to why this problem comes up. I shall be back online at home
> (but not until I have applied the RPC patches so I don't pick up Blaster
and
> Sasser) and do all updates). So I shall be in a position to see if it
works
> or not). If not, then I shall be fishing around for other reasons...
>


I was fully patched before I every tried to play.  And I keep it updated and
the problem still occurs

-- 

Margolis
http://web.archive.org/web/20030215212142/http://www.agqx.org/faqs/AGQ2FAQ.htm
http://www.unrealtower.org/faq
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