Search and Rescue Manual
Contents -> FAQ

  1. How do I get this program to run in full screen (fullscreen mode)?
  2. How do I specify the startup resolution?
  3. How do I get it to use hardware rendering?
  4. How come objects farther away are showing through closer objects (aka bleed throughs)?
  5. Why do some parts of the scene seem to flicker like miniblinds (aka miniblinds flickering effect)?
  6. How do I recompile with debugging support and debug the program?
  7. Why do I get wierd colors or missing objects using an ATI Rage 128?


How do I get this program to run in full screen (fullscreen mode)?

Use the option --fullscreen when you run or create a shortcut to the application. You may also want to specify the startup resolution with the --geometry WxH argument.

For example /usr/games/SearchAndRescue --fullscreen --geometry 640x480.

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How do I specify the startup resolution?

Use the option --geometry WxH when you run or create a shortcut to the application.

For example /usr/games/SearchAndRescue --geometry 640x480.

You can also change the resolution in game (windowed mode only) by simply dragging the window frame. The smallest size is 100x70 (as defined in config.h

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How do I get it to use hardware rendering?

By default the application specifies to use hardware rendering to the OpenGL wrapper implmentation. The option --hardware_rendering is on by default so specifying it is meaningless.

If you are still having problems using hardware acceleration, then you should run this application with the --runtime_debug. It will print many initialization and runtime messages to stdout. If you are still having problems with hardware acceleration and other OpenGL applications seem to use hardware acceleration properly then you should notify the authors and be sure to send the output from stdout when you ran with the --runtime_debug argument.

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How come objects farther away are showing through closer objects (aka bleed throughs)?

Not to be confused with the Z buffer 'miniblinds flickering effect', this is due to depth testing intentionally turned off for certain objects that are impossible to be displayed with OpenGL properly.

Technical note, this problem is caused by the need to render objects such as heighfields over flat 2D surfaces where parts of the heightfield are parallel and at the exact height of the 2D surface. Enabling OpenGL's polygon offset is not a solution as the written depth would otherwise be incorrect. There is a high performance cost solution to this using two passes and OpenGL's stencil buffer, however it is not a viable solution at this time (Oct 2001). Reffer back to this section in the future, a solution may be available then.

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Why do some parts of the scene seem to flicker like miniblinds (aka miniblinds flickering effect)?

Most objects drawn over other objects in perfect parallel alignment and at the same location will 'fight' to show though in the depth buffer. This causes a miniblinds flickering effect, the solution is to use a technique called polygon offsetting which this application uses when appropriate.

However some systems have differences in the amount of offsetting so sometimes the user needs to adjust this value. You can change this value in game by pressing the / key to bring up the prompt and then type in option gl_polgyon_offset=-2.0 A typical value can be from -1.5 to -2.0 where the more negative value produces more offset. Reduce (make more negative) this value if you are still getting a lot of miniblinds flickering effect. Note that this changed value will be stored in your SearchAndRescue.ini file.

Some scenerys are partially responsible for denoting where to use polygon offsetting and that the scenery builder/author may need to be nofitied about the problem if specifying a lower gl_polgyon_offset value does not work. If you try going below -10.0 without any good results, then that might indicate it is a problem with the scenery.

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How do I recompile with debugging support and debug the program?

(UNIX/X version only) go back to the source directory for this program (or download it again if you deleted it) and type the following command on your shell prompt (you may have to replace some values to suit your system):

  • ./configure linux -v --prefix=/usr --enable="debug" --disable="arch-i586"
The above command assumes you are using Linux and that your computer is an Intel Pentium 586 (i586). If you have a 486, then change arch-i586 to arch-i486. Use the command uname -m to find out which one you have.

If the source (re)configuration worked, then type

  • make clean
  • make

If everything was successful then you can begin the debugging process (this assumes you've already ran make install earlier). Run gdb sar/SearchAndRescue, this will run the GNU Debugger (gdb). Once you are in gdb, type run to run the program. When/if the program crashes, type bt to display the backtrace. Besure to send the backtrace to the authors as needed. Type quit to quit gdb, note that gdb will ask if you want to quit while the program crashed but is still running. Say yes to that.

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Why do I get wierd colors or missing objects using an ATI Rage 128?

Be sure to compile the kernel with modular support for DRI, use the DRI kernel module for the rage128 called r128.o from http://www.xfree86.org/~alanh. Some older modules may cause unusual color behavour, try upgrading to the latest module if you are experiencing this problem.

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Search and Rescue

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