# Team Arena won't start up

**URL:** <https://discourse.ioquake.org/t/team-arena-wont-start-up/1804>\
**Category:** support\
**Created:** [December 5, 2022, 1:44am UTC](https://discourse.ioquake.org/t/team-arena-wont-start-up/1804 "2022-12-05T01:44:29Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![Sixteen60](https://avatars.discourse-cdn.com/v4/letter/s/a5b964/32.png) [@Sixteen60](https://discourse.ioquake.org/u/Sixteen60)\
**Post date:** [December 5, 2022, 1:44am UTC](https://discourse.ioquake.org/t/team-arena-wont-start-up/1804/1 "2022-12-05T01:44:29Z")

</div>

So I installed ioquake3 and then I inserted the pak0.pk3 for Quake 3 and Team Arena files in the baseq3 and mission pack folders respectively, started up ioquake3, selected Team Arena in the menu screen, but I got greeted with this and Team Arena didn’t start up.

 ![2022-12-04](https://canada1.discourse-cdn.com/flex030/uploads/ioquake/original/1X/e0b17298d07ccf24d5eca864830987e0076e1c31.jpeg)  
I have no idea what I am supposed to do since I already have the pk3 file in there. Anyone knows?

Log:  
GL\_MAX\_TEXTURE\_SIZE: 32768  
GL\_MAX\_TEXTURE\_IMAGE\_UNITS: 32

## PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: 3, 640 x 480 windowed hz:N/A GAMMA: hardware w/ 1 overbright bits texturemode: GL\_LINEAR\_MIPMAP\_NEAREST picmip: 0 texture bits: 32 compiled vertex arrays: disabled texenv add: enabled compressed textures: disabled ----- finished R\_Init ----- ------ Initializing Sound ------ Trying to load “OpenAL64.dll”… Trying to load “OpenAL64.dll” from “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64”… Loading “OpenAL64.dll” failed Failed to load library: “OpenAL64.dll”. SDL\_Init( SDL\_INIT\_AUDIO )… OK SDL audio driver is “wasapi”. SDL\_AudioSpec: Format: AUDIO\_F32LSB Freq: 22050 Samples: 512 Channels: 2 SDL capture device opened. Starting SDL audio callback… SDL audio initialized. ----- Sound Info ----- 2 channels 10240 samples 32 samplebits (float) 1 submission\_chunk 22050 speed 0000000004712060 dma buffer No background file.

## Sound initialization successful.

## Sound memory manager started Loading vm file vm/ui.qvm… File “vm/ui.qvm” found at “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3” …which has vmMagic VM\_MAGIC\_VER2 Loading 1162 jump table targets VM file ui compiled to 697201 bytes of code ui loaded in 1751200 bytes on the hunk 36 arenas parsed 32 bots parsed — Common Initialization Complete — Winsock Initialized Hostname: DESKTOP-9TF8UFE IP6: fe80::ade8:6f48:cc50:75d3%14 IP6: 2600:1700:52c1:6720:915b:b820:378d:4fc9 IP6: 2600:1700:52c1:6720::33 IP6: 2600:1700:52c1:6720:bde3:c59f:25c9:ed72 IP: 192.168.1.146 Opening IP6 socket: [::]:27960 Opening IP socket: 0.0.0.0:27960 Hunk\_Clear: reset the hunk ok RE\_Shutdown( 1 ) ------- FBO\_Shutdown ------- ------- R\_ShutdownVaos ------- ------- GLSL\_ShutdownGPUShaders ------- ----- Initializing Renderer ---- Trying to load “renderer\_opengl2\_x86\_64.dll” from “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64”…

----- R\_Init -----  
SDL using driver “windows”  
Initializing OpenGL display  
Display aspect: 1.778  
…setting mode -1: 1920 1080  
Trying to get an OpenGL 3.2 core context  
SDL\_GL\_CreateContext succeeded.  
Using 24 color bits, 24 depth, 8 stencil display.  
Available modes: ‘1280x720 1366x768 1600x900 1920x1080 1176x664 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024’  
GL\_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2

- IGNORING OPENGL EXTENSIONS \*  
…using GL\_ARB\_framebuffer\_object  
…using GL\_ARB\_vertex\_array\_object  
…using GL\_ARB\_texture\_float  
…using GL\_ARB\_depth\_clamp  
…ignoring GL\_ARB\_seamless\_cube\_map  
…using GLSL version 1.50 NVIDIA via Cg compiler  
…using GL\_NVX\_gpu\_memory\_info  
…GL\_ATI\_meminfo not found  
…ignoring GL\_ARB\_texture\_compression\_rgtc  
…ignoring GL\_ARB\_texture\_compression\_bptc  
…using GL\_EXT\_direct\_state\_access  
------- FBO\_Init -------  
------- GLSL\_InitGPUShaders -------  
loaded 114 GLSL shaders (48 gen 42 light 24 etc) in 0.06 seconds  
------- R\_InitVaos -------  
Initializing Shaders

GL\_VENDOR: NVIDIA Corporation  
GL\_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2  
GL\_VERSION: 3.2.0 NVIDIA 516.59  
GL\_EXTENSIONS: GL\_AMD\_multi\_draw\_indirect GL\_AMD\_seamless\_cubemap\_per\_texture GL\_AMD\_vertex\_shader\_viewport\_index GL\_AMD\_vertex\_shader\_layer GL\_ARB\_arrays\_of\_arrays GL\_ARB\_base\_instance GL\_ARB\_bindless\_texture GL\_ARB\_blend\_func\_extended GL\_ARB\_buffer\_storage GL\_ARB\_clear\_buffer\_object GL\_ARB\_clear\_texture GL\_ARB\_clip\_control GL\_ARB\_color\_buffer\_float GL\_ARB\_compressed\_texture\_pixel\_storage GL\_ARB\_conservative\_depth GL\_ARB\_compute\_shader GL\_ARB\_compute\_variable\_group\_size GL\_ARB\_conditional\_render\_inverted GL\_ARB\_copy\_buffer GL\_ARB\_copy\_image GL\_ARB\_cull\_distance GL\_ARB\_debug\_output GL\_ARB\_depth\_buffer\_float GL\_ARB\_depth\_clamp GL\_ARB\_depth\_texture GL\_ARB\_derivative\_control GL\_ARB\_direct\_state\_access GL\_ARB\_draw\_buffers GL\_ARB\_draw\_buffers\_blend GL\_ARB\_draw\_indirect GL\_ARB\_draw\_elements\_base\_vertex GL\_ARB\_draw\_instanced GL\_ARB\_enhanced\_layouts GL\_ARB\_ES2\_compatibility GL\_ARB\_ES3\_compatibility GL\_ARB\_ES3\_1\_compatibility GL\_ARB\_ES3\_2\_compatibility GL\_ARB\_explicit\_attrib\_location GL\_ARB\_explicit\_uniform\_location GL\_ARB\_fragment\_coord\_conventions GL\_ARB\_fragment\_layer\_viewport GL\_ARB\_fragment\_program GL\_ARB\_fragment\_program\_shadow GL\_ARB\_fragment\_shader GL\_ARB\_fragment\_shader\_interlock GL\_ARB\_framebuffer\_no\_attachments GL\_ARB\_framebuffer\_object GL\_ARB\_framebuffer\_sRGB GL\_ARB\_geometry\_shader4 GL\_ARB\_get\_program\_binary GL\_ARB\_get\_texture\_sub\_image GL\_ARB\_gl\_spirv GL\_ARB\_gpu\_shader5 GL\_ARB\_gpu\_shader\_fp64 GL\_ARB\_gpu\_shader\_int64 GL\_ARB\_half\_float\_pixel GL\_ARB\_half\_float\_vertex GL\_ARB\_imaging GL\_ARB\_indirect\_parameters GL\_ARB\_instanced\_arrays GL\_ARB\_internalformat\_query GL\_ARB\_internalformat\_query2 GL\_ARB\_invalidate\_subdata GL\_ARB\_map\_buffer\_alignment GL\_ARB\_map\_buffer\_range GL\_ARB\_multi\_bind GL\_ARB\_multi\_draw\_indirect GL\_ARB\_multisample GL\_ARB\_multitexture GL\_ARB\_occlusion\_query GL\_ARB\_occlusion\_query2 GL\_ARB\_parallel\_shader\_compile GL\_ARB\_pipeline\_statistics\_query GL\_ARB\_pixel\_buffer\_object GL\_ARB\_point\_parameters GL\_ARB\_point\_sprite GL\_ARB\_polygon\_offset\_clamp GL\_ARB\_post\_depth\_coverage GL\_ARB\_program\_interface\_query GL\_ARB\_provoking\_vertex GL\_ARB\_query\_buffer\_object GL\_ARB\_robust\_buffer\_access\_behavior GL\_ARB\_robustness GL\_ARB\_sample\_locations GL\_ARB\_sample\_shading GL\_ARB\_sampler\_objects GL\_ARB\_seamless\_cube\_map GL\_ARB\_seamless\_cubemap\_per\_texture GL\_ARB\_separate\_shader\_objects GL\_ARB\_shader\_atomic\_counter\_ops GL\_ARB\_shader\_atomic\_counters GL\_ARB\_shader\_ballot GL\_ARB\_shader\_bit\_encoding GL\_ARB\_shader\_clock GL\_ARB\_shader\_draw\_parameters GL\_ARB\_shader\_group\_vote GL\_ARB\_shader\_image\_load\_store GL\_ARB\_shader\_image\_size GL\_ARB\_shader\_objects GL\_ARB\_shader\_precision GL\_ARB\_shader\_storage\_buffer\_object GL\_ARB\_shader\_subroutine GL\_ARB\_shader\_texture\_image\_samples GL\_ARB\_shader\_texture\_lod GL\_ARB\_shading\_language\_100 GL\_ARB\_shader\_viewport\_layer\_array GL\_ARB\_shading\_language\_420pack GL\_ARB\_shading\_language\_include GL\_ARB\_shading\_language\_packing GL\_ARB\_shadow GL\_ARB\_sparse\_buffer GL\_ARB\_sparse\_texture GL\_ARB\_sparse\_texture2 GL\_ARB\_sparse\_texture\_clamp GL\_ARB\_spirv\_extensions GL\_ARB\_stencil\_texturing GL\_ARB\_sync GL\_ARB\_tessellation\_shader GL\_ARB\_texture\_barrier GL\_ARB\_texture\_border\_clamp GL\_ARB\_texture\_buffer\_object GL\_ARB\_texture\_buffer\_object\_rgb32 GL\_ARB\_texture\_buffer\_range GL\_ARB\_texture\_compression GL\_ARB\_texture\_compression\_bptc GL\_ARB\_texture\_compression\_rgtc GL\_ARB\_texture\_cube\_map GL\_ARB\_texture\_cube\_map\_array GL\_ARB\_texture\_env\_add GL\_ARB\_texture\_env\_combine GL\_ARB\_texture\_env\_crossbar GL\_ARB\_texture\_env\_dot3 GL\_ARB\_texture\_filter\_anisotropic GL\_ARB\_texture\_filter\_minmax GL\_ARB\_texture\_float GL\_ARB\_texture\_gather GL\_ARB\_texture\_mirror\_clamp\_to\_edge GL\_ARB\_texture\_mirrored\_repeat GL\_ARB\_texture\_multisample GL\_ARB\_texture\_non\_power\_of\_two GL\_ARB\_texture\_query\_levels GL\_ARB\_texture\_query\_lod GL\_ARB\_texture\_rectangle GL\_ARB\_texture\_rg GL\_ARB\_texture\_rgb10\_a2ui GL\_ARB\_texture\_stencil8 GL\_ARB\_texture\_storage GL\_ARB\_texture\_storage\_multisample GL\_ARB\_texture\_swizzle GL\_ARB\_texture\_view GL\_ARB\_timer\_query GL\_ARB\_transform\_feedback2 GL\_ARB\_transform\_feedback3 GL\_ARB\_transform\_feedback\_instanced GL\_ARB\_transform\_feedback\_overflow\_query GL\_ARB\_transpose\_matrix GL\_ARB\_uniform\_buffer\_object GL\_ARB\_vertex\_array\_bgra GL\_ARB\_vertex\_array\_object GL\_ARB\_vertex\_attrib\_64bit GL\_ARB\_vertex\_attrib\_binding GL\_ARB\_vertex\_buffer\_object GL\_ARB\_vertex\_program GL\_ARB\_vertex\_shader GL\_ARB\_vertex\_type\_10f\_11f\_11f\_rev GL\_ARB\_vertex\_type\_2\_10\_10\_10\_rev GL\_ARB\_viewport\_array GL\_ARB\_window\_pos GL\_ATI\_draw\_buffers GL\_ATI\_texture\_float GL\_ATI\_texture\_mirror\_once GL\_S3\_s3tc GL\_EXT\_texture\_env\_add GL\_EXT\_abgr GL\_EXT\_bgra GL\_EXT\_bindable\_uniform GL\_EXT\_blend\_color GL\_EXT\_blend\_equation\_separate GL\_EXT\_blend\_func\_separate GL\_EXT\_blend\_minmax GL\_EXT\_blend\_subtract GL\_EXT\_compiled\_vertex\_array GL\_EXT\_Cg\_shader GL\_EXT\_depth\_bounds\_test GL\_EXT\_direct\_state\_access GL\_EXT\_draw\_buffers2 GL\_EXT\_draw\_instanced GL\_EXT\_draw\_range\_elements GL\_EXT\_fog\_coord GL\_EXT\_framebuffer\_blit GL\_EXT\_framebuffer\_multisample GL\_EXTX\_framebuffer\_mixed\_formats GL\_EXT\_framebuffer\_multisample\_blit\_scaled GL\_EXT\_framebuffer\_object GL\_EXT\_framebuffer\_sRGB GL\_EXT\_geometry\_shader4 GL\_EXT\_gpu\_program\_parameters GL\_EXT\_gpu\_shader4 GL\_EXT\_multi\_draw\_arrays GL\_EXT\_multiview\_texture\_multisample GL\_EXT\_multiview\_timer\_query GL\_EXT\_packed\_depth\_stencil GL\_EXT\_packed\_float GL\_EXT\_packed\_pixels GL\_EXT\_pixel\_buffer\_object GL\_EXT\_point\_parameters GL\_EXT\_polygon\_offset\_clamp GL\_EXT\_post\_depth\_coverage GL\_EXT\_provoking\_vertex GL\_EXT\_raster\_multisample GL\_EXT\_rescale\_normal GL\_EXT\_secondary\_color GL\_EXT\_separate\_shader\_objects GL\_EXT\_separate\_specular\_color GL\_EXT\_shader\_image\_load\_formatted GL\_EXT\_shader\_image\_load\_store GL\_EXT\_shader\_integer\_mix GL\_EXT\_shadow\_funcs GL\_EXT\_sparse\_texture2 GL\_EXT\_stencil\_two\_side GL\_EXT\_stencil\_wrap GL\_EXT\_texture3D GL\_EXT\_texture\_array GL\_EXT\_texture\_buffer\_object GL\_EXT\_texture\_compression\_dxt1 GL\_EXT\_texture\_compression\_latc GL\_EXT\_texture\_compression\_rgtc GL\_EXT\_texture\_compression\_s3tc GL\_EXT\_texture\_cube\_map GL\_EXT\_texture\_edge\_clamp GL\_EXT\_texture\_env\_combine GL\_EXT\_texture\_env\_dot3 GL\_EXT\_texture\_filter\_anisotropic GL\_EXT\_texture\_filter\_minmax GL\_EXT\_texture\_integer GL\_EXT\_texture\_lod GL\_EXT\_texture\_lod\_bias GL\_EXT\_texture\_mirror\_clamp GL\_EXT\_texture\_object GL\_EXT\_texture\_shadow\_lod GL\_EXT\_texture\_shared\_exponent GL\_EXT\_texture\_sRGB GL\_EXT\_texture\_sRGB\_R8 GL\_EXT\_texture\_sRGB\_decode GL\_EXT\_texture\_storage GL\_EXT\_texture\_swizzle GL\_EXT\_timer\_query GL\_EXT\_transform\_feedback2 GL\_EXT\_vertex\_array GL\_EXT\_vertex\_array\_bgra GL\_EXT\_vertex\_attrib\_64bit GL\_EXT\_window\_rectangles GL\_EXT\_import\_sync\_object GL\_IBM\_rasterpos\_clip GL\_IBM\_texture\_mirrored\_repeat GL\_KHR\_context\_flush\_control GL\_KHR\_debug GL\_EXT\_memory\_object GL\_EXT\_memory\_object\_win32 GL\_NV\_memory\_object\_sparse GL\_EXT\_win32\_keyed\_mutex GL\_KHR\_parallel\_shader\_compile GL\_KHR\_no\_error GL\_KHR\_robust\_buffer\_access\_behavior GL\_KHR\_robustness GL\_EXT\_semaphore GL\_EXT\_semaphore\_win32 GL\_NV\_timeline\_semaphore GL\_KHR\_shader\_subgroup GL\_KTX\_buffer\_region GL\_NV\_alpha\_to\_coverage\_dither\_control GL\_NV\_bindless\_multi\_draw\_indirect GL\_NV\_bindless\_multi\_draw\_indirect\_count GL\_NV\_bindless\_texture GL\_NV\_blend\_equation\_advanced GL\_NV\_blend\_equation\_advanced\_coherent GL\_NVX\_blend\_equation\_advanced\_multi\_draw\_buffers GL\_NV\_blend\_minmax\_factor GL\_NV\_blend\_square GL\_NV\_clip\_space\_w\_scaling GL\_NV\_command\_list GL\_NV\_compute\_program5 GL\_NV\_compute\_shader\_derivatives GL\_NV\_conditional\_render GL\_NV\_conservative\_raster GL\_NV\_conservative\_raster\_dilate GL\_NV\_conservative\_raster\_pre\_snap GL\_NV\_conservative\_raster\_pre\_snap\_triangles GL\_NV\_conservative\_raster\_underestimation GL\_NV\_copy\_depth\_to\_color GL\_NV\_copy\_image GL\_NV\_depth\_buffer\_float GL\_NV\_depth\_clamp GL\_NV\_draw\_texture GL\_NV\_draw\_vulkan\_image GL\_NV\_ES1\_1\_compatibility GL\_NV\_ES3\_1\_compatibility GL\_NV\_explicit\_multisample GL\_NV\_feature\_query GL\_NV\_fence GL\_NV\_fill\_rectangle GL\_NV\_float\_buffer GL\_NV\_fog\_distance GL\_NV\_fragment\_coverage\_to\_color GL\_NV\_fragment\_program GL\_NV\_fragment\_program\_option GL\_NV\_fragment\_program2 GL\_NV\_fragment\_shader\_barycentric GL\_NV\_fragment\_shader\_interlock GL\_NV\_framebuffer\_mixed\_samples GL\_NV\_framebuffer\_multisample\_coverage GL\_NV\_geometry\_shader4 GL\_NV\_geometry\_shader\_passthrough GL\_NV\_gpu\_program4 GL\_NV\_internalformat\_sample\_query GL\_NV\_gpu\_program4\_1 GL\_NV\_gpu\_program5 GL\_NV\_gpu\_program5\_mem\_extended GL\_NV\_gpu\_program\_fp64 GL\_NV\_gpu\_shader5 GL\_NV\_half\_float GL\_NV\_light\_max\_exponent GL\_NV\_memory\_attachment GL\_NV\_mesh\_shader GL\_NV\_multisample\_coverage GL\_NV\_multisample\_filter\_hint GL\_NV\_occlusion\_query GL\_NV\_packed\_depth\_stencil GL\_NV\_parameter\_buffer\_object GL\_NV\_parameter\_buffer\_object2 GL\_NV\_path\_rendering GL\_NV\_path\_rendering\_shared\_edge GL\_NV\_pixel\_data\_range GL\_NV\_point\_sprite GL\_NV\_primitive\_restart GL\_NV\_query\_resource GL\_NV\_query\_resource\_tag GL\_NV\_register\_combiners GL\_NV\_register\_combiners2 GL\_NV\_representative\_fragment\_test GL\_NV\_sample\_locations GL\_NV\_sample\_mask\_override\_coverage GL\_NV\_scissor\_exclusive GL\_NV\_shader\_atomic\_counters GL\_NV\_shader\_atomic\_float GL\_NV\_shader\_atomic\_float64 GL\_NV\_shader\_atomic\_fp16\_vector GL\_NV\_shader\_atomic\_int64 GL\_NV\_shader\_buffer\_load GL\_NV\_shader\_storage\_buffer\_object GL\_NV\_shader\_subgroup\_partitioned GL\_NV\_shader\_texture\_footprint GL\_NV\_shading\_rate\_image GL\_NV\_stereo\_view\_rendering GL\_NV\_texgen\_reflection GL\_NV\_texture\_barrier GL\_NV\_texture\_compression\_vtc GL\_NV\_texture\_env\_combine4 GL\_NV\_texture\_multisample GL\_NV\_texture\_rectangle GL\_NV\_texture\_rectangle\_compressed GL\_NV\_texture\_shader GL\_NV\_texture\_shader2 GL\_NV\_texture\_shader3 GL\_NV\_transform\_feedback GL\_NV\_transform\_feedback2 GL\_NV\_uniform\_buffer\_unified\_memory GL\_NV\_vertex\_array\_range GL\_NV\_vertex\_array\_range2 GL\_NV\_vertex\_attrib\_integer\_64bit GL\_NV\_vertex\_buffer\_unified\_memory GL\_NV\_vertex\_program GL\_NV\_vertex\_program1\_1 GL\_NV\_vertex\_program2 GL\_NV\_vertex\_program2\_option GL\_NV\_vertex\_program3 GL\_NV\_viewport\_array2 GL\_NV\_viewport\_swizzle GL\_NVX\_conditional\_render GL\_NVX\_linked\_gpu\_multicast GL\_NV\_gpu\_multicast GL\_NVX\_gpu\_multicast2 GL\_NVX\_progress\_fence GL\_NVX\_gpu\_memory\_info GL\_NVX\_multigpu\_info GL\_NVX\_nvenc\_interop GL\_NV\_shader\_thread\_group GL\_NV\_shader\_thread\_shuffle GL\_KHR\_blend\_equation\_advanced GL\_KHR\_blend\_equation\_advanced\_coherent GL\_OVR\_multiview GL\_OVR\_multiview2 GL\_SGIS\_generate\_mipmap GL\_SGIS\_texture\_lod GL\_SGIX\_depth\_texture GL\_SGIX\_shadow GL\_SUN\_slice\_accum GL\_WIN\_swap\_hint WGL\_EXT\_swap\_control  
GL\_MAX\_TEXTURE\_SIZE: 32768  
GL\_MAX\_TEXTURE\_IMAGE\_UNITS: 32

## PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1080 windowed hz:N/A GAMMA: hardware w/ 1 overbright bits texturemode: GL\_LINEAR\_MIPMAP\_NEAREST picmip: 0 texture bits: 32 compiled vertex arrays: disabled texenv add: enabled compressed textures: disabled ----- finished R\_Init ----- Loading vm file vm/ui.qvm… File “vm/ui.qvm” found at “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3” …which has vmMagic VM\_MAGIC\_VER2 Loading 1162 jump table targets VM file ui compiled to 697201 bytes of code ui loaded in 1751200 bytes on the hunk 36 arenas parsed 32 bots parsed Hunk\_Clear: reset the hunk ok RE\_Shutdown( 1 ) ------- FBO\_Shutdown ------- ------- R\_ShutdownVaos ------- ------- GLSL\_ShutdownGPUShaders ------- ----- Initializing Renderer ---- Trying to load “renderer\_opengl2\_x86\_64.dll” from “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64”…

----- R\_Init -----  
SDL using driver “windows”  
Initializing OpenGL display  
Display aspect: 1.778  
…setting mode -1: 1920 1080  
Trying to get an OpenGL 3.2 core context  
SDL\_GL\_CreateContext succeeded.  
Using 24 color bits, 24 depth, 8 stencil display.  
Available modes: ‘1280x720 1366x768 1600x900 1920x1080 1176x664 1360x768 1280x768 1280x800 1440x900 1680x1050 1600x1024 720x480 640x480 800x600 1024x768 1152x864 1280x960 720x576 1280x1024’  
GL\_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2

- IGNORING OPENGL EXTENSIONS \*  
…using GL\_ARB\_framebuffer\_object  
…using GL\_ARB\_vertex\_array\_object  
…using GL\_ARB\_texture\_float  
…using GL\_ARB\_depth\_clamp  
…ignoring GL\_ARB\_seamless\_cube\_map  
…using GLSL version 1.50 NVIDIA via Cg compiler  
…using GL\_NVX\_gpu\_memory\_info  
…GL\_ATI\_meminfo not found  
…ignoring GL\_ARB\_texture\_compression\_rgtc  
…ignoring GL\_ARB\_texture\_compression\_bptc  
…using GL\_EXT\_direct\_state\_access  
------- FBO\_Init -------  
------- GLSL\_InitGPUShaders -------  
loaded 114 GLSL shaders (48 gen 42 light 24 etc) in 0.06 seconds  
------- R\_InitVaos -------  
Initializing Shaders

GL\_VENDOR: NVIDIA Corporation  
GL\_RENDERER: NVIDIA GeForce RTX 2060/PCIe/SSE2  
GL\_VERSION: 3.2.0 NVIDIA 516.59  
GL\_EXTENSIONS: GL\_AMD\_multi\_draw\_indirect GL\_AMD\_seamless\_cubemap\_per\_texture GL\_AMD\_vertex\_shader\_viewport\_index GL\_AMD\_vertex\_shader\_layer GL\_ARB\_arrays\_of\_arrays GL\_ARB\_base\_instance GL\_ARB\_bindless\_texture GL\_ARB\_blend\_func\_extended GL\_ARB\_buffer\_storage GL\_ARB\_clear\_buffer\_object GL\_ARB\_clear\_texture GL\_ARB\_clip\_control GL\_ARB\_color\_buffer\_float GL\_ARB\_compressed\_texture\_pixel\_storage GL\_ARB\_conservative\_depth GL\_ARB\_compute\_shader GL\_ARB\_compute\_variable\_group\_size GL\_ARB\_conditional\_render\_inverted GL\_ARB\_copy\_buffer GL\_ARB\_copy\_image GL\_ARB\_cull\_distance GL\_ARB\_debug\_output GL\_ARB\_depth\_buffer\_float GL\_ARB\_depth\_clamp GL\_ARB\_depth\_texture GL\_ARB\_derivative\_control GL\_ARB\_direct\_state\_access GL\_ARB\_draw\_buffers GL\_ARB\_draw\_buffers\_blend GL\_ARB\_draw\_indirect GL\_ARB\_draw\_elements\_base\_vertex GL\_ARB\_draw\_instanced GL\_ARB\_enhanced\_layouts GL\_ARB\_ES2\_compatibility GL\_ARB\_ES3\_compatibility GL\_ARB\_ES3\_1\_compatibility GL\_ARB\_ES3\_2\_compatibility GL\_ARB\_explicit\_attrib\_location GL\_ARB\_explicit\_uniform\_location GL\_ARB\_fragment\_coord\_conventions GL\_ARB\_fragment\_layer\_viewport GL\_ARB\_fragment\_program GL\_ARB\_fragment\_program\_shadow GL\_ARB\_fragment\_shader GL\_ARB\_fragment\_shader\_interlock GL\_ARB\_framebuffer\_no\_attachments GL\_ARB\_framebuffer\_object GL\_ARB\_framebuffer\_sRGB GL\_ARB\_geometry\_shader4 GL\_ARB\_get\_program\_binary GL\_ARB\_get\_texture\_sub\_image GL\_ARB\_gl\_spirv GL\_ARB\_gpu\_shader5 GL\_ARB\_gpu\_shader\_fp64 GL\_ARB\_gpu\_shader\_int64 GL\_ARB\_half\_float\_pixel GL\_ARB\_half\_float\_vertex GL\_ARB\_imaging GL\_ARB\_indirect\_parameters GL\_ARB\_instanced\_arrays GL\_ARB\_internalformat\_query GL\_ARB\_internalformat\_query2 GL\_ARB\_invalidate\_subdata GL\_ARB\_map\_buffer\_alignment GL\_ARB\_map\_buffer\_range GL\_ARB\_multi\_bind GL\_ARB\_multi\_draw\_indirect GL\_ARB\_multisample GL\_ARB\_multitexture GL\_ARB\_occlusion\_query GL\_ARB\_occlusion\_query2 GL\_ARB\_parallel\_shader\_compile GL\_ARB\_pipeline\_statistics\_query GL\_ARB\_pixel\_buffer\_object GL\_ARB\_point\_parameters GL\_ARB\_point\_sprite GL\_ARB\_polygon\_offset\_clamp GL\_ARB\_post\_depth\_coverage GL\_ARB\_program\_interface\_query GL\_ARB\_provoking\_vertex GL\_ARB\_query\_buffer\_object GL\_ARB\_robust\_buffer\_access\_behavior GL\_ARB\_robustness GL\_ARB\_sample\_locations GL\_ARB\_sample\_shading GL\_ARB\_sampler\_objects GL\_ARB\_seamless\_cube\_map GL\_ARB\_seamless\_cubemap\_per\_texture GL\_ARB\_separate\_shader\_objects GL\_ARB\_shader\_atomic\_counter\_ops GL\_ARB\_shader\_atomic\_counters GL\_ARB\_shader\_ballot GL\_ARB\_shader\_bit\_encoding GL\_ARB\_shader\_clock GL\_ARB\_shader\_draw\_parameters GL\_ARB\_shader\_group\_vote GL\_ARB\_shader\_image\_load\_store GL\_ARB\_shader\_image\_size GL\_ARB\_shader\_objects GL\_ARB\_shader\_precision GL\_ARB\_shader\_storage\_buffer\_object GL\_ARB\_shader\_subroutine GL\_ARB\_shader\_texture\_image\_samples GL\_ARB\_shader\_texture\_lod GL\_ARB\_shading\_language\_100 GL\_ARB\_shader\_viewport\_layer\_array GL\_ARB\_shading\_language\_420pack GL\_ARB\_shading\_language\_include GL\_ARB\_shading\_language\_packing GL\_ARB\_shadow GL\_ARB\_sparse\_buffer GL\_ARB\_sparse\_texture GL\_ARB\_sparse\_texture2 GL\_ARB\_sparse\_texture\_clamp GL\_ARB\_spirv\_extensions GL\_ARB\_stencil\_texturing GL\_ARB\_sync GL\_ARB\_tessellation\_shader GL\_ARB\_texture\_barrier GL\_ARB\_texture\_border\_clamp GL\_ARB\_texture\_buffer\_object GL\_ARB\_texture\_buffer\_object\_rgb32 GL\_ARB\_texture\_buffer\_range GL\_ARB\_texture\_compression GL\_ARB\_texture\_compression\_bptc GL\_ARB\_texture\_compression\_rgtc GL\_ARB\_texture\_cube\_map GL\_ARB\_texture\_cube\_map\_array GL\_ARB\_texture\_env\_add GL\_ARB\_texture\_env\_combine GL\_ARB\_texture\_env\_crossbar GL\_ARB\_texture\_env\_dot3 GL\_ARB\_texture\_filter\_anisotropic GL\_ARB\_texture\_filter\_minmax GL\_ARB\_texture\_float GL\_ARB\_texture\_gather GL\_ARB\_texture\_mirror\_clamp\_to\_edge GL\_ARB\_texture\_mirrored\_repeat GL\_ARB\_texture\_multisample GL\_ARB\_texture\_non\_power\_of\_two GL\_ARB\_texture\_query\_levels GL\_ARB\_texture\_query\_lod GL\_ARB\_texture\_rectangle GL\_ARB\_texture\_rg GL\_ARB\_texture\_rgb10\_a2ui GL\_ARB\_texture\_stencil8 GL\_ARB\_texture\_storage GL\_ARB\_texture\_storage\_multisample GL\_ARB\_texture\_swizzle GL\_ARB\_texture\_view GL\_ARB\_timer\_query GL\_ARB\_transform\_feedback2 GL\_ARB\_transform\_feedback3 GL\_ARB\_transform\_feedback\_instanced GL\_ARB\_transform\_feedback\_overflow\_query GL\_ARB\_transpose\_matrix GL\_ARB\_uniform\_buffer\_object GL\_ARB\_vertex\_array\_bgra GL\_ARB\_vertex\_array\_object GL\_ARB\_vertex\_attrib\_64bit GL\_ARB\_vertex\_attrib\_binding GL\_ARB\_vertex\_buffer\_object GL\_ARB\_vertex\_program 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GL\_MAX\_TEXTURE\_SIZE: 32768  
GL\_MAX\_TEXTURE\_IMAGE\_UNITS: 32

## PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1080 fullscreen hz:N/A GAMMA: hardware w/ 1 overbright bits texturemode: GL\_LINEAR\_MIPMAP\_NEAREST picmip: 0 texture bits: 32 compiled vertex arrays: disabled texenv add: enabled compressed textures: disabled ----- finished R\_Init ----- Loading vm file vm/ui.qvm… File “vm/ui.qvm” found at “C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3” …which has vmMagic VM\_MAGIC\_VER2 Loading 1162 jump table targets VM file ui compiled to 697201 bytes of code ui loaded in 1751200 bytes on the hunk 36 arenas parsed 32 bots parsed ----- Client Shutdown (Game directory changed) ----- RE\_Shutdown( 1 ) ------- FBO\_Shutdown ------- ------- R\_ShutdownVaos ------- ------- GLSL\_ShutdownGPUShaders ------- Hunk\_Clear: reset the hunk ok Closing SDL audio playback device… SDL audio playback device closed. Closing SDL audio capture device… SDL audio capture device closed. SDL audio shut down.

----- FS\_Startup -----  
We are looking in the current search path:  
C:\Users\booba\AppData\Roaming\Quake3\missionpack  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\missionpack  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\missionpack\pak4tup.pk3 (144 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\missionpack\pak0.pk3 (3264 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\missionpack  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\missionpack\pak0.pk3 (3264 files)  
C:\Users\booba\AppData\Roaming\Quake3\baseq3  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak9tup.pk3 (224 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak9hqq37.pk3 (466 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak8.pk3 (9 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak7.pk3 (4 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak6.pk3 (64 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak5.pk3 (7 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak4.pk3 (272 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak3.pk3 (4 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak2.pk3 (148 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak1.pk3 (26 files)  
C:\Users\booba\OneDrive\Desktop\release-mingw64-x86\_64\baseq3\pak0.pk3 (3539 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak8.pk3 (9 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak7.pk3 (4 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak6.pk3 (64 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak5.pk3 (7 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak4.pk3 (272 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak3.pk3 (4 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak2.pk3 (148 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak1.pk3 (26 files)  
c:/program files (x86)/steam\SteamApps\common\Quake 3 Arena\baseq3\pak0.pk3 (3539 files)

* * *

15508 files in pk3 files

---

<div class="post-metadata">

**Author:** ![MrNuclearMonster](https://yyz2.discourse-cdn.com/flex030/user_avatar/discourse.ioquake.org/mrnuclearmonster/32/820_2.png) [@MrNuclearMonster](https://discourse.ioquake.org/u/MrNuclearMonster)\
**Post date:** [December 5, 2022, 9:10am UTC](https://discourse.ioquake.org/t/team-arena-wont-start-up/1804/2 "2022-12-05T09:10:02Z")

</div>

If you head over here: [Patch Data – ioquake3](https://ioquake3.org/extras/patch-data/)

Scroll down, click “I Accept” to agree to the EULA, and then you’ll download some extra bits and bobs you need. It’ll be pretty self-explanatory where to put them since you’ve got the rest figured out already. Let me know if that helps.
