Megatron X
11-16-2003, 10:29 PM
I'm having 2 problems with Quake 3. My first and main problem is that I don't have any sound. I've ran this game under terminal to see the error and here it is:
Q3 1.11 linux-i386 Nov 24 1999
----- FS_Startup -----
Current search path:
/home/Megatron/.q3a/baseq3
./baseq3/pak0.pk3 (3539 files)
./baseq3
----------------------
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Opening IP socket: localhost:-----
Hostname: linux.local
Alias: linux
IP: ---.-.-.-
----- R_Init -----
...loading libGL.so: Initializing OpenGL display
...setting mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 1024x768
Using 4/4/4 Color bits, 16 depth, 0 stencil display.
Initializing OpenGL extensions
...GL_S3_s3tc not found
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
GL_VENDOR: Tungsten Graphics, Inc.
GL_RENDERER: Mesa DRI R200 20020827 AGP 1x x86/MMX/3DNow!/SSE TCL
GL_VERSION: 1.2 Mesa 4.0.4
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint
GL_EXT_convolution GL_EXT_compiled_vertex_array GL_EXT_histogram GL_EXT_packed_pixels
GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_object GL_EXT_texture_lod_bias GL_EXT_vertex_array
GL_IBM_rasterpos_clip GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos
GL_NV_texgen_reflection GL_NV_texture_rectangle GL_SGI_color_matrix GL_SGI_color_table
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 2
PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...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 -----
------- sound initialization -------
/dev/dsp: Broken pipe
Received signal 11, exiting...
My other problem is that the character models are all the same as the default character model (don't remember the name). In the character portrait it shows all the characters, but in game the models are the same as the default character model.
Can anyone please help me?
Thanks
Q3 1.11 linux-i386 Nov 24 1999
----- FS_Startup -----
Current search path:
/home/Megatron/.q3a/baseq3
./baseq3/pak0.pk3 (3539 files)
./baseq3
----------------------
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
--- Common Initialization Complete ---
Opening IP socket: localhost:-----
Hostname: linux.local
Alias: linux
IP: ---.-.-.-
----- R_Init -----
...loading libGL.so: Initializing OpenGL display
...setting mode 6: 1024 768
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 1024x768
Using 4/4/4 Color bits, 16 depth, 0 stencil display.
Initializing OpenGL extensions
...GL_S3_s3tc not found
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
GL_VENDOR: Tungsten Graphics, Inc.
GL_RENDERER: Mesa DRI R200 20020827 AGP 1x x86/MMX/3DNow!/SSE TCL
GL_VERSION: 1.2 Mesa 4.0.4
GL_EXTENSIONS: GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color
GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint
GL_EXT_convolution GL_EXT_compiled_vertex_array GL_EXT_histogram GL_EXT_packed_pixels
GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_object GL_EXT_texture_lod_bias GL_EXT_vertex_array
GL_IBM_rasterpos_clip GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos
GL_NV_texgen_reflection GL_NV_texture_rectangle GL_SGI_color_matrix GL_SGI_color_table
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 2
PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: software w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...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 -----
------- sound initialization -------
/dev/dsp: Broken pipe
Received signal 11, exiting...
My other problem is that the character models are all the same as the default character model (don't remember the name). In the character portrait it shows all the characters, but in game the models are the same as the default character model.
Can anyone please help me?
Thanks