Alexey Dokuchaev | 27 Apr 09:28 2013
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Choppy sound with default (non-SDL) client

Hi,

I've heard several reports over quite some time that default (non-SDL)
client executable gives choppy sound on FreeBSD (that is, OSS).  SDL
version (quake2-sdl) works fine.  Is this a known problem?  What might be
the cause (and the fix)?

./danfe
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Rick Knight | 21 Oct 05:26 2011

Quake2 on Kubuntu 11.10

Just finished upgrading to Kubuntu 11.10 (from 10.10 and 11.04) and now 
my Quake2 no longer works in GL modes. Software X11 mode works but 
Software SDL, OpenGL GLX and SDL OpenGL do not. I get a seg fault and 
this output...

------- Loading ref_glx.so -------
LoadLibrary("./ref_glx.so")
rfx_gl version: GL 0.01
Using libGL.so for OpenGL...Initializing OpenGL display
...setting fullscreen mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
rfx_gl::R_SetMode() - invalid mode
Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
rfx_gl::R_SetMode() - could not revert to safe mode
rfx_gl::R_Init() - could not R_SetMode()
Received signal 11, exiting...
-> Red  1.300, Green  1.300, Blue  1.300
<- Red  1.000, Green  1.000, Blue  1.000

Quake2 worked very well under Kubuntu 10.10 and prior Kubuntu versions.

I have a P4 D Dual Core 3.4GHz
2 GB RAM
nVidia 8600GT 512 MB
(Continue reading)

Josh Justice | 26 Apr 19:57 2010

Open source mod with no commercial dependencies?

I'm very new to Quake II open source. I first got into it just this month with the Quake II GWT project, which has ported the Quake II engine to run in a browser with no plug-ins under HTML5. It's still a work in progress, but very cool. But there's one hitch: since the Quake II demo resources are commercial, you can't publicly host it anywhere. You have to install it locally, which takes some library set-up and console commands.

I really wish there was a way to host it publicly somewhere, so that anyone with a WebKit nightly build could go there and try it out easily. To do that, what we'd need is a full set of mod resources that have no dependencies on the commercial Quake 2 resources. This means that you could run it with just the Quake II engine open source code, and this open-source mod: no demo resources. That would mean totally different levels, models, textures, and sounds.

Does such a thing exist? I have no idea if all mods are patches to the commercial resources, or if something this standalone exists. Please let me know - it would be very cool to have Quake II running in the browser! Let me know if what I've said makes no sense because of my ignorance of all this,

If you're interested in running it locally on Mac or Linux, I've made some additions to their instructions to make it easier:

http://joshjustice.wordpress.com/2010/04/02/getting-quake-ii-working-in-webkit-mac/

-- 
Josh Justice
josh <at> joshjustice.com
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Gaydov Victor | 7 Jan 18:09 2010
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Using playing tracks from a directory

Hello.
Is it possible to play tracks from directory instead of CD?

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Anders Storsveen | 7 Nov 15:37 2005
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Re: IRC Channel

Nick Warne wrote:

>On Sunday 06 November 2005 23:48, Anders Storsveen wrote:
>  
>
>>I have registered the #icculus.org/quake2 channel on freenode.org now...
>>please put that channel in autojoin if you enter that net, if you don't
>>you should, because freenode is the best linux/OSS network out there ;)
>>    
>>
>
>OK, I am in there...  no one is chops nor no channel bot?
>
>Nick
>  
>
I just added the channel, and set mail and url
I don't know how to get the bot in there... I'll add you guys later.

Nick Warne | 7 Nov 14:59 2005
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Re: IRC Channel

On Sunday 06 November 2005 23:48, Anders Storsveen wrote:
> I have registered the #icculus.org/quake2 channel on freenode.org now...
> please put that channel in autojoin if you enter that net, if you don't
> you should, because freenode is the best linux/OSS network out there ;)

OK, I am in there...  no one is chops nor no channel bot?

Nick
--

-- 
http://sourceforge.net/projects/quake2plus

"Person who say it cannot be done should not interrupt person doing it."
-Chinese Proverb

Zachary J. Slater | 7 Nov 08:25 2005

Re: IRC Channel

On Mon, Nov 07, 2005 at 07:42:14AM +0000, Nelson Marques wrote:
> I don't know the real status of the icculus.org machine for the time 
> being, but in the past was a really old machine and for more than once 
> that I remember that it had problems with, also dont know the 
> policies... but if it's needed, I don't mind giving the webspace and 
> some traffic to host it in Europe... if that is the case and the leaders 
> of the project want it, drop me a line or two.
> 
> 
Uh, no.
icculus.org is a dual opteron machine.

However if you want to make some forums somewhere, I'd suggest
chatbear.com.
--

-- 
-Zachary J. Slater
zakk <at> timedoctor.org
zacharyslater <at> gmail.com

Nelson Marques | 7 Nov 08:43 2005
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Re: arena

that means it's a good time for 'strings core' 8)

Anders Storsveen wrote:

>yes I am, I just built this build... does this mean I can't start ra3
>servers or can't I even join them?
>
>qudos wrote:
>
>  
>
>>Rocket AArena will run with binaries built in gcc 2, maybe you are
>>trying to run with current gcc versions 3/4
>>
>>2005/11/6, Brendan Burns <brendanburns <at> comcast.net>:
>> 
>>
>>    
>>
>>>Try running the debug version through gdb (the best way to do this is to
>>>attach to the running process from a different console) and see where it
>>>crashes.
>>>
>>>--brendan
>>>
>>>On Sun, 2005-11-06 at 19:01 +0100, Anders Storsveen wrote:
>>>   
>>>
>>>      
>>>
>>>>I can't get rocket arena 2 to work either, when I start it it seems ok,
>>>>but when I type any key, including esc to get the menu it segfaults with
>>>>signal 11.
>>>>     
>>>>
>>>>        
>>>>
>>>   
>>>
>>>      
>>>
>
>
>  
>

Nelson Marques | 7 Nov 08:42 2005
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Re: IRC Channel

I don't know the real status of the icculus.org machine for the time 
being, but in the past was a really old machine and for more than once 
that I remember that it had problems with, also dont know the 
policies... but if it's needed, I don't mind giving the webspace and 
some traffic to host it in Europe... if that is the case and the leaders 
of the project want it, drop me a line or two.

nm

qudos wrote:

>Affirmative
>
>Even a forum in the main icculus.org/quake2 site for new q2-icculus
>users would be fine, don't know  why not was created yet !!!
>
>Cheers
>
>2005/11/6, Nick Warne <nick <at> linicks.net>:
>  
>
>>On Sunday 06 November 2005 19:17, Anders Storsveen wrote:
>>    
>>
>>>I think there should be created a channel on freenode.net, like there is
>>>a #icculus.org/quake3 channel there, maybe we should create a quake2
>>>equivalent. much more helpful I think ...
>>>      
>>>
>>I think that is a good idea...
>>
>>Nick
>>--
>>http://sourceforge.net/projects/quake2plus
>>
>>"Person who say it cannot be done should not interrupt person doing it."
>>-Chinese Proverb
>>
>>
>>    
>>
>
>
>  
>

eatdeadmonkeys | 7 Nov 02:07 2005
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Re: quake2 fps problems, gamma, alsa and mouse

what it needs to be done it rewrote to use 64/48 box and not the fullscreen... b/c it traps it in the center anyways and using 64/48 will fit to ANY screen res....

On 11/6/05, Anders Storsveen <wakko <at> generation.no> wrote:
Anders Storsveen wrote:

>I'm having some weird problems, with quake2-qmax I have a stable fps
>right under the cl_maxfps var, however in regular quake2 I got like
>60-70 fps max! that's really weird, isn't the entire difference between
>qmax and regular some textures?
>
>It's really weird! I have an ati 9700 card.
>
>Also the mouse is really weird in glx-mode, it's some kind of negative
>acceleration, when I move it real slow it goes the wrong way, until I
>turn up the speed just a little, it comes to a stop and then goes the
>right way. It's really problematic!
>
>and the last thing is that the gamma mode is different in sdl and glx, I
>have noticed and posted about this before. I think it's the gamma method
>it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
>crips. while SDL uses software-gamma/brightness, which washes out the
>colors and is horrible!
>
>also I get alsa buffer underuns now, which makes my sound go in a loop,
>and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
>the game goes back to normal!
>
>It would be fantastic if someone could look into this and fix it, it's
>also the only problems I'm having, and the game would be perfect if this
>would work!
>
>
>
>

Ok, I've been testing a little more on the mouse issue, when I turn on
dgamouse the mouse in glx mode works again. I've been checking out the
sourcecode, and the mouse code is really weird in most cases, this is
for glx's non-dga mousehandling..

            mx -= ((int)event.xmotion.x - mwx) * 2;
            my -= ((int)event.xmotion.y - mwy) * 2;
            mwx = event.xmotion.x;
            mwy = event.xmotion.y ;

            if (mx || my)
              dowarp = true;

where:

  int mwx = vid.width/2;
  int mwy = vid.height/2;

I think there might be some rounding errors here, since widht and height
divided by two isn't the excact center...

also, I still don't get why it's hard to fix hardware gamma in sdlmode
when it works nice in glxmode...

and lastly newest cvs is really b0rked, any button I press in console
scrolls one line up :P


Steven Edwards | 7 Nov 01:46 2005
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Unsubscribe please (again)

Unsubscribe please (again)

Thanks
Steven

		
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