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  • Proquake 3.60 linux problems

    Using ProQuake-3.60 on Gentoo, I get this error when running proquake
    Code:
    [/usr/local/games/quake]# ./quake_x11 
    Added packfile ./id1/pak0.pak (339 files)
    Added packfile ./id1/pak1.pak (85 files)
    PackFile: ./id1/pak1.pak : gfx/pop.lmp
    Playing registered version.
    PackFile: ./id1/pak0.pak : gfx.wad
    Console initialized.
    Could not initialize security module
    UDP Initialized
    Exe: 08:44:22 Apr 23 2008
    16.0 megabyte heap
    PackFile: ./id1/pak0.pak : gfx/palette.lmp
    PackFile: ./id1/pak0.pak : gfx/colormap.lmp
    600k surface cache
    VID: shared memory id=1572864, addr=0xb6d77000
    VID: shared memory id=1605633, addr=0xb6d38000
    
    Sound Initialization
    PackFile: ./id1/pak0.pak : gfx/conback.lmp
    /dev/dsp: Input/output error
    Could not mmap /dev/dsp
    config notify
    2650k surface cache
    VID: shared memory id=1638400, addr=0xb6a4d000
    VID: shared memory id=1671169, addr=0xb6762000
    S_Startup: SNDDMA_Init failed.
    Sound sampling rate: 11025
    CD Audio Initialized
    ========Quake Initialized=========
    Linux Quake -- Version 1.300
    PackFile: ./id1/pak0.pak : quake.rc
    execing quake.rc
    PackFile: ./id1/pak0.pak : default.cfg
    execing default.cfg
    FindFile: can't find config.cfg
    couldn't exec config.cfg
    FindFile: can't find autoexec.cfg
    couldn't exec autoexec.cfg
    3 demo(s) in loop
    Playing demo from demo1.dem.
    PackFile: ./id1/pak0.pak : demo1.dem
    
    
    <----------------------------------->
    
    #the Necropolis
    PackFile: ./id1/pak0.pak : maps/e1m3.bsp
    PackFile: ./id1/pak0.pak : progs/player.mdl
    PackFile: ./id1/pak0.pak : progs/eyes.mdl
    PackFile: ./id1/pak0.pak : progs/h_player.mdl
    PackFile: ./id1/pak0.pak : progs/gib1.mdl
    PackFile: ./id1/pak0.pak : progs/gib2.mdl
    PackFile: ./id1/pak0.pak : progs/gib3.mdl
    PackFile: ./id1/pak0.pak : progs/s_bubble.spr
    PackFile: ./id1/pak0.pak : progs/s_explod.spr
    PackFile: ./id1/pak0.pak : progs/v_axe.mdl
    PackFile: ./id1/pak0.pak : progs/v_shot.mdl
    PackFile: ./id1/pak0.pak : progs/v_nail.mdl
    PackFile: ./id1/pak0.pak : progs/v_rock.mdl
    PackFile: ./id1/pak0.pak : progs/v_shot2.mdl
    PackFile: ./id1/pak0.pak : progs/v_nail2.mdl
    PackFile: ./id1/pak0.pak : progs/v_rock2.mdl
    PackFile: ./id1/pak0.pak : progs/bolt.mdl
    PackFile: ./id1/pak0.pak : progs/bolt2.mdl
    PackFile: ./id1/pak0.pak : progs/bolt3.mdl
    PackFile: ./id1/pak0.pak : progs/lavaball.mdl
    PackFile: ./id1/pak0.pak : progs/missile.mdl
    PackFile: ./id1/pak0.pak : progs/grenade.mdl
    PackFile: ./id1/pak0.pak : progs/spike.mdl
    PackFile: ./id1/pak0.pak : progs/s_spike.mdl
    PackFile: ./id1/pak0.pak : progs/backpack.mdl
    PackFile: ./id1/pak0.pak : progs/zom_gib.mdl
    PackFile: ./id1/pak0.pak : progs/v_light.mdl
    PackFile: ./id1/pak0.pak : progs/flame2.mdl
    PackFile: ./id1/pak0.pak : progs/flame.mdl
    PackFile: ./id1/pak0.pak : progs/zombie.mdl
    PackFile: ./id1/pak0.pak : progs/h_zombie.mdl
    PackFile: ./id1/pak0.pak : progs/w_g_key.mdl
    PackFile: ./id1/pak0.pak : progs/ogre.mdl
    PackFile: ./id1/pak0.pak : progs/h_ogre.mdl
    PackFile: ./id1/pak0.pak : progs/wizard.mdl
    PackFile: ./id1/pak0.pak : progs/h_wizard.mdl
    PackFile: ./id1/pak0.pak : progs/w_spike.mdl
    PackFile: ./id1/pak0.pak : progs/demon.mdl
    PackFile: ./id1/pak0.pak : progs/h_demon.mdl
    PackFile: ./id1/pak0.pak : progs/g_nail.mdl
    PackFile: ./id1/pak0.pak : maps/b_shell1.bsp
    PackFile: ./id1/pak0.pak : maps/b_bh25.bsp
    PackFile: ./id1/pak0.pak : maps/b_bh10.bsp
    PackFile: ./id1/pak0.pak : progs/g_shot.mdl
    PackFile: ./id1/pak0.pak : maps/b_shell0.bsp
    PackFile: ./id1/pak0.pak : maps/b_rock0.bsp
    PackFile: ./id1/pak0.pak : maps/b_nail1.bsp
    PackFile: ./id1/pak0.pak : progs/armor.mdl
    PackFile: ./id1/pak0.pak : maps/b_nail0.bsp
    PackFile: ./id1/pak0.pak : maps/b_rock1.bsp
    PackFile: ./id1/pak0.pak : progs/g_rock.mdl
    PackFile: ./id1/pak0.pak : progs/invisibl.mdl
    FindFile: can't find locs/e1m3.loc
    Error: Hunk_Alloc: failed on 3200016 bytes
    VID_Shutdown
    I just copied the id1 folder from my Quake cd and checked to make sure nothing was missing. The files are also all lower case. I'm using the binary since I couldn't find the client source; maybe I missed it.

    Anyone else have this problem, or know how to fix it?
    Gentoo Linux

  • #2
    Originally posted by Dreadlorde View Post
    Using ProQuake-3.60 on Gentoo, I get this error when running proquake
    Code:
    [/usr/local/games/quake]# ./quake_x11 
    Added packfile ./id1/pak0.pak (339 files)
    Added packfile ./id1/pak1.pak (85 files)
    PackFile: ./id1/pak1.pak : gfx/pop.lmp
    Playing registered version.
    PackFile: ./id1/pak0.pak : gfx.wad
    Console initialized.
    Could not initialize security module
    UDP Initialized
    Exe: 08:44:22 Apr 23 2008
    16.0 megabyte heap
    PackFile: ./id1/pak0.pak : gfx/palette.lmp
    PackFile: ./id1/pak0.pak : gfx/colormap.lmp
    600k surface cache
    VID: shared memory id=1572864, addr=0xb6d77000
    VID: shared memory id=1605633, addr=0xb6d38000
    
    Sound Initialization
    PackFile: ./id1/pak0.pak : gfx/conback.lmp
    /dev/dsp: Input/output error
    Could not mmap /dev/dsp
    config notify
    2650k surface cache
    VID: shared memory id=1638400, addr=0xb6a4d000
    VID: shared memory id=1671169, addr=0xb6762000
    S_Startup: SNDDMA_Init failed.
    Sound sampling rate: 11025
    CD Audio Initialized
    ========Quake Initialized=========
    Linux Quake -- Version 1.300
    PackFile: ./id1/pak0.pak : quake.rc
    execing quake.rc
    PackFile: ./id1/pak0.pak : default.cfg
    execing default.cfg
    FindFile: can't find config.cfg
    couldn't exec config.cfg
    FindFile: can't find autoexec.cfg
    couldn't exec autoexec.cfg
    3 demo(s) in loop
    Playing demo from demo1.dem.
    PackFile: ./id1/pak0.pak : demo1.dem
    
    
    <----------------------------------->
    
    #the Necropolis
    PackFile: ./id1/pak0.pak : maps/e1m3.bsp
    PackFile: ./id1/pak0.pak : progs/player.mdl
    PackFile: ./id1/pak0.pak : progs/eyes.mdl
    PackFile: ./id1/pak0.pak : progs/h_player.mdl
    PackFile: ./id1/pak0.pak : progs/gib1.mdl
    PackFile: ./id1/pak0.pak : progs/gib2.mdl
    PackFile: ./id1/pak0.pak : progs/gib3.mdl
    PackFile: ./id1/pak0.pak : progs/s_bubble.spr
    PackFile: ./id1/pak0.pak : progs/s_explod.spr
    PackFile: ./id1/pak0.pak : progs/v_axe.mdl
    PackFile: ./id1/pak0.pak : progs/v_shot.mdl
    PackFile: ./id1/pak0.pak : progs/v_nail.mdl
    PackFile: ./id1/pak0.pak : progs/v_rock.mdl
    PackFile: ./id1/pak0.pak : progs/v_shot2.mdl
    PackFile: ./id1/pak0.pak : progs/v_nail2.mdl
    PackFile: ./id1/pak0.pak : progs/v_rock2.mdl
    PackFile: ./id1/pak0.pak : progs/bolt.mdl
    PackFile: ./id1/pak0.pak : progs/bolt2.mdl
    PackFile: ./id1/pak0.pak : progs/bolt3.mdl
    PackFile: ./id1/pak0.pak : progs/lavaball.mdl
    PackFile: ./id1/pak0.pak : progs/missile.mdl
    PackFile: ./id1/pak0.pak : progs/grenade.mdl
    PackFile: ./id1/pak0.pak : progs/spike.mdl
    PackFile: ./id1/pak0.pak : progs/s_spike.mdl
    PackFile: ./id1/pak0.pak : progs/backpack.mdl
    PackFile: ./id1/pak0.pak : progs/zom_gib.mdl
    PackFile: ./id1/pak0.pak : progs/v_light.mdl
    PackFile: ./id1/pak0.pak : progs/flame2.mdl
    PackFile: ./id1/pak0.pak : progs/flame.mdl
    PackFile: ./id1/pak0.pak : progs/zombie.mdl
    PackFile: ./id1/pak0.pak : progs/h_zombie.mdl
    PackFile: ./id1/pak0.pak : progs/w_g_key.mdl
    PackFile: ./id1/pak0.pak : progs/ogre.mdl
    PackFile: ./id1/pak0.pak : progs/h_ogre.mdl
    PackFile: ./id1/pak0.pak : progs/wizard.mdl
    PackFile: ./id1/pak0.pak : progs/h_wizard.mdl
    PackFile: ./id1/pak0.pak : progs/w_spike.mdl
    PackFile: ./id1/pak0.pak : progs/demon.mdl
    PackFile: ./id1/pak0.pak : progs/h_demon.mdl
    PackFile: ./id1/pak0.pak : progs/g_nail.mdl
    PackFile: ./id1/pak0.pak : maps/b_shell1.bsp
    PackFile: ./id1/pak0.pak : maps/b_bh25.bsp
    PackFile: ./id1/pak0.pak : maps/b_bh10.bsp
    PackFile: ./id1/pak0.pak : progs/g_shot.mdl
    PackFile: ./id1/pak0.pak : maps/b_shell0.bsp
    PackFile: ./id1/pak0.pak : maps/b_rock0.bsp
    PackFile: ./id1/pak0.pak : maps/b_nail1.bsp
    PackFile: ./id1/pak0.pak : progs/armor.mdl
    PackFile: ./id1/pak0.pak : maps/b_nail0.bsp
    PackFile: ./id1/pak0.pak : maps/b_rock1.bsp
    PackFile: ./id1/pak0.pak : progs/g_rock.mdl
    PackFile: ./id1/pak0.pak : progs/invisibl.mdl
    FindFile: can't find locs/e1m3.loc
    Error: Hunk_Alloc: failed on 3200016 bytes
    VID_Shutdown
    I just copied the id1 folder from my Quake cd and checked to make sure nothing was missing. The files are also all lower case. I'm using the binary since I couldn't find the client source; maybe I missed it.

    Anyone else have this problem, or know how to fix it?
    Maybe it can be solved with adding -heapsize 65536 to the command line. If not hopefully someone else can help because I don't have a Linux machine currently hence ProQuake for Linux is stuck way behind Windows and OSX.

    re: Source

    I'm on a terrible internet connection at the moment but if the Linux client source isn't there, I will fix the next chance I get.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

    Comment


    • #3
      Originally posted by Baker View Post
      Maybe it can be solved with adding -heapsize 65536 to the command line. If not hopefully someone else can help because I don't have a Linux machine currently hence ProQuake for Linux is stuck way behind Windows and OSX.
      Still getting the same error with -heapsize 65536.
      re: Source

      I'm on a terrible internet connection at the moment but if the Linux client source isn't there, I will fix the next chance I get.
      There's source for the linux dedicated server, I'm not sure how different it is from the client.
      Gentoo Linux

      Comment


      • #4
        try -mem 32 or -mem 64 instead of -heapsize..

        -mem should give the same result as -heapsize but in my experience some clients are more picky then others..

        also.. try -zone 4096 just to be safe..
        Last edited by =peg=; 10-18-2009, 09:31 PM.

        Comment


        • #5
          Ok, thanks =peg= I got it to run now. But I don't have any sound. /dev/dsp is
          Code:
          crw-rw-rw- 1 root audio 14, 3 2009-10-18 11:30 /dev/dsp
          Do I need to do anything else?
          Gentoo Linux

          Comment


          • #6
            It would work flawless out of the box if you used the Open Sound System. For ALSA search the web for "Could not mmap /dev/dsp" and you will find ideas. I switched to OSSv4 because of things like this and I am not looking back, heh.
            Quake 1 Singleplayer Maps and Mods

            Comment


            • #7
              Originally posted by Spirit View Post
              It would work flawless out of the box if you used the Open Sound System. For ALSA search the web for "Could not mmap /dev/dsp" and you will find ideas. I switched to OSSv4 because of things like this and I am not looking back, heh.
              I google that later, thanks.

              I thought about switching to OSSv4, but I don't think my sound card has a driver for OSSv4.
              Gentoo Linux

              Comment


              • #8
                Originally posted by Dreadlorde View Post
                root audio
                So your user must be in the audio group. Run as root:

                gpasswd -a yourusername audio

                You need to re-login, to have that change take effect. Run "groups" as your normal user, and check that it shows "audio".

                Onto the second point - /dev/dsp is *not* ALSA. ALSA can emulate OSS's /dev/dsp, but it messes up dmix. OSS is very nearly dead, so apps should be using ALSA as the primary sound output method. See e.g. the darkplaces code.

                Comment


                • #9
                  Originally posted by Brebs View Post
                  OSS is very nearly dead, so apps should be using ALSA as the primary sound output method. See e.g. the darkplaces code.
                  FUD alert... That linked post is more than 2 years old. OSS (v4) is better than ever and kicks ALSA's ugly butt especially if you are a Quake player. Low latency, crisp mixing etc.
                  Quake 1 Singleplayer Maps and Mods

                  Comment


                  • #10
                    You should try what Brebs suggested first.

                    I didn't have to mess with that ugly stuff (OSS and dmix emulation) in a while but there once was something called aoss that could help in your situation. I used it to play q3a under linux ages ago. To use it, you simply install it from your distro's repo and start quake like this if I'm not mistaken:

                    Code:
                    aoss ./quake_x11
                    It gave me shoppy sound and bad performance quite often though. Ended up using the ioquake3 binary, problem solved. So maybe the best suggestion is to use another q1 client.
                    dfsp*spirit
                    my FPS maps

                    Comment


                    • #11
                      Originally posted by Spirit View Post
                      OSS (v4) is better than ever and kicks ALSA's ugly butt especially if you are a Quake player. Low latency, crisp mixing etc.
                      I'm bored, so let's continue this

                      You win, *when* the likes of Ubuntu and Fedora (the top 2 distros) include OSS (v4) in their default configuration.

                      Until then, it just leaves the general Linux user scratching his head, wondering why every solution offered seems painful and difficult.

                      They will eventually wonder why this particular engine doesn't just include an ALSA output plugin.

                      None of my audio players and games have a problem with low-latency ALSA audio. What's your example?

                      "Crisp mixing" is achievable with converter "samplerate_best" included in ~/.asoundrc - yes, I will concede, the syntax of ~/.asoundrc looks like it was designed by Lucifer

                      OSS may be improving over time, but then of course, so is ALSA - version history.

                      I'm deliberately avoiding mention of pulseaudio, because that deserves a FUD thread of its very own

                      Comment


                      • #12
                        Originally posted by Brebs View Post
                        the syntax of ~/.asoundrc looks like it was designed by Lucifer
                        Yeah, the examples look like the file was encrypted or something.
                        dfsp*spirit
                        my FPS maps

                        Comment


                        • #13
                          PulseAudio sucks. Even more than alsa.
                          Gentoo Linux

                          Comment


                          • #14
                            PulseAudio? Never even heard of that.
                            dfsp*spirit
                            my FPS maps

                            Comment

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