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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

Lemming
11-16-2003, 10:42 PM
Go to setup >>> game options and turn for player models off to stop all the chars looking the same. No ideas on the sound problem.

Megatron X
11-16-2003, 11:17 PM
Originally posted by Lemming
Go to setup >>> game options and turn for player models off to stop all the chars looking the same. No ideas on the sound problem.

Thank you so much. Now I need help on the sound.

Anyone? Please?

yanik
12-16-2003, 10:49 AM
You must be running ALSA right? Quake 3 needs a 100% OSS compatible sound card. If OSS doesn't support your soundcard , well, you won't get any sounds. Look for OSS updates or simply get the latest kernel and see if it works.

Megatron X
12-16-2003, 05:03 PM
Originally posted by yanik
You must be running ALSA right? Quake 3 needs a 100% OSS compatible sound card. If OSS doesn't support your soundcard , well, you won't get any sounds. Look for OSS updates or simply get the latest kernel and see if it works.

I guess I do have ALSA. Isn't there a way for me to turn ALSA off or something?

Thanks.

Legithrandil
06-03-2004, 01:36 PM
i have a sound problem as well, but mine simply says that the sound is muted when i try starting it. i have slack 9.0 with a custom 2.4.25 kernel and i'm using the oss drivers.

ph34r
06-03-2004, 01:48 PM
In your config file, change the sound device from /dev/dsp to /dev/adsp

(might work - got sound for me in ET)

Legithrandil
06-03-2004, 11:16 PM
no such device, exited on signal 11.
should i make a symlink pointing /dev/adsp to something?

bwkaz
06-04-2004, 06:51 PM
/dev/adsp is the "alternate" DSP chip on a sound card. If your sound card does not have an "alternate" DSP, then there won't be any corresponding device.

Usually "alternate" DSPs are for stuff like the OSS emulation for a TV card, where the first DSP is for the audio in, and the alternate DSP is for the audio that's on the coax cable.

Are you sure the sound isn't muted? Try a mixer...

Legithrandil
06-04-2004, 08:56 PM
i've used gnome, kde and the plugin volume control for gkrellm. the volume is not muted, and i can ply oggs, mp3s and gaim makes all the little noises for events.
is there another mixer program i should try?

bwkaz
06-05-2004, 09:27 AM
No, not really any other mixer that would work any differently... I don't know what the deal is then. :(

I assume Googling for the message didn't turn up anything useful?

Legithrandil
06-05-2004, 02:06 PM
nothing, unless it's in some foreign language that i don't know.

all the sites talk about problems related to using alsa and/or not having the right symlink and/or having esd running, which i have tried messing with, but to no avail.

EDIT:
I downloaded/compiled aumix just to make sure nothing was muted. nothing is. is there any mixer that quake 3 could be looking for other than /dev/mixer?
/EDIT

Legithrandil
06-09-2004, 03:59 PM
ok.... i got a new computer.

i'm using slack 9.1, with a custom 2.6.6 kernel. the mobo has an nforce2 chipset, and sound works outside of the game. when i start the game, i get the msg:

------- sound initialization -------
Could not mmap dma buffer PROT_WRITE|PROT_READ
trying mmap PROT_WRITE (with associated better compatibility / less performance code)
/dev/dsp: Input/output error
Could not mmap /dev/dsp
------------------------------------

i tried /dev/adsp, and got the same result. again, googling broght up mostly foreign sites that i can't read/translate.