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#1 2006-07-12 16:10:30

detto
Member
Registered: 2006-01-23
Posts: 510

quake3 and sound ... again :S

hi there smile

im trying to get quake3 running on my arch box.
ive installed "quake3" from AUR and then copied my pak0.pk3 from the cd to the correct folder.
i started it, everything worked (i played a round against bots,hehe) but no sound.
ive stumbled across an earlier post with a quake-sound-problem and got if fixed with command "echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss" .

so, starting again quake3, i have sound now. but everytime i launch/create a game or join one, the game freezes with stuterring sound, only chance to kill is to go to tty1 and "killall quake3.x86" :cry:

the log from starting quake3, creating a game, and quit quake again, looks like this (only posting the last 'few' lines) :

...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
35 arenas parsed
33 bots parsed
Loading vm file vm/cgame.qvm.
VM file cgame compiled to 674894 bytes of code
cgame loaded in 5213632 bytes on the hunk
^3WARNING: could not find sound/weapons/proxmine/wstbimpl.wav - using default
^3WARNING: could not find sound/weapons/proxmine/wstbimpm.wav - using default
^3WARNING: could not find sound/weapons/proxmine/wstbimpd.wav - using default
^3WARNING: could not find sound/weapons/proxmine/wstbactv.wav - using default
stitched 0 LoD cracks
...loaded 1942 faces, 113 meshes, 42 trisurfs, 0 flares
^3WARNING: could not find sound/player/announce/detto.wav - using default
CL_InitCGame:  1.25 seconds
1 msec to draw all images
Com_TouchMemory: 0 msec
^5PunkBuster Client: Connected to Server loopback
Welcome to the LakerboT mod v0.1.4a
Author: Teppic (teppic@lspace.nildram.co.uk)
detto^7 entered the game
Received signal 15, exiting...
X Error of failed request: BadValue (integer parameter out of range for operatio n)
  Major opcode of failed request: 135
  Minor opcode of failed request: 10
  Serial number of failed request: 80
Shutdown tty console

can anybody help me out with this plz? im gettin frustrated bcoz ive got nothing of a clue :?

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#2 2006-07-13 10:22:47

tmadhavan
Member
From: Wales :D
Registered: 2004-03-26
Posts: 441

Re: quake3 and sound ... again :S

Are you sure you installed all of the .pak files correctly? What about update patches?

It seems there are some files missing somewhere. I'm not too certain because I've never  installed q3 via pacman. There are plenty of guides around on how to install it manually if necessary, that's always worked for me.

Try reinstalling everything I reckon. When I had these probs, I did the old echo trick and everything was fine.

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#3 2006-07-14 09:24:02

tolsis
Member
From: Oxford, UK
Registered: 2006-07-14
Posts: 9

Re: quake3 and sound ... again :S

I had the same problem as you, the 'echo' fix works only for the game menu and the first arena. Everything else freezes up.
The only thing that worked for me was to use arts ( which i dislike btw) and here's how i do it for quake3, et and other older ID titles:

killall artsd
/opt/kde/bin/artsd &
echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss
echo "quake3.x86 0 0 disable" > /proc/asound/card0/pcm0c/oss
cd "/usr/local/games/quake3"
artsdsp -m ./quake3.x86
killall artsd

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#4 2006-07-14 10:48:26

mucknert
Member
From: Berlin // Germany
Registered: 2006-06-27
Posts: 510

Re: quake3 and sound ... again :S

Don't use the original Quake 3. Seriously: don't. Use the icculus-version instead since it is able to make use of sound without mmap at all. You will still be able to play multiplayer games as long as there is no punkbuster enabled.


Todays mistakes are tomorrows catastrophes.

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