Quake3e
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Quake3e requires jack (audioserver) running? Is that intentional?
Using Manjaro Linux (based on arch) 64 bit and i can only run ./quake3e
when i run a jackserver (for example with qjackctl
) first. Seems odd and i'd like to know whether this is intentional.
Thanks for the info!
The output when i run ./quake3e.x64
:
21:37 ~/Games/quake3❱ ./quake3e.x64
Q3 1.32e linux-x86_64 Nov 29 2019
----- FS_Startup -----
...loaded in 65 milliseconds
----------------------
21860 files in 180 pk3 files
execing default.cfg
execing q3config.cfg
com_zoneMegs will be changed upon restarting.
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found 64-bit GenuineIntel w/ SSE4.1
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
...initializing QGL
...loading 'libGL.so.1' : succeeded
...RandR extension version 1.6 detected.
...current monitor: 1440x900@0,0 VGA1
...DGA extension version 2.0 detected.
Initializing display
...setting mode -1: 1440 900
...using desktop display mode
ATTENTION: default value of option vblank_mode overridden by environment.
ATTENTION: option value of option vblank_mode ignored.
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
...using GLX_EXT_swap_control
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic
...using ARB vertex/fragment programs
...using ARB vertex buffer objects
...using xrandr gamma extension
GL_VENDOR: Intel Open Source Technology Center
GL_RENDERER: Mesa DRI Intel(R) Haswell Mobile
GL_VERSION: 3.0 Mesa 19.2.4
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS_ARB: 8
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: -2, 1440 x 900 fullscreen hz:N/A
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
texture bits: 32
picmip: 0
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
...trying MMAP mode
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for -1, skipping unlock
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for -1, skipping unlock
Playback device open error: No such file or directory
Received signal 11, exiting...
----- Client Shutdown (Signal caught (11)) -----
RE_Shutdown( 2 )
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Engine tries to open "default" ALSA device, there is no such hardcoded jack dependencies, so this looks like as your local configuration issue.
You may try to set USE_SDL = 1 in Makefile and recompile engine
i forgot to mention that the binary i used was the one latest github release (20191119). When i run the ./ioquake
in the same folder, same configs, some mods etc... everything works fine. i don't understand it... yet :) thanks for the info, i'll report back when i make progress.
when i compile the latest source code without any modifications, quake3e needs jack to be running in order to work. Probably influenced by some local circumstances, but my system is in no way special, it's a pretty standard manjaro linux i'd say.
Even when i set USE_SDL = 1 in the makefile, the result is the same: jack server needs to be running.
Comparison to ioquake3 not valid entirely. ioquake3 uses OpenAL by default. But no matter what backend code in q3e seems to still choose that specific alsa device.
When NOT in USE_SDL=1 mode, s_device defaults to "default" but you can also put "sysdefault" or "front" or try using aplay -L
in your shell to get a list of available.
SDL may still want to open the same default ALSA device, I see no engine-specific dependencies there
seta s_device "pulse"
in baseq3/q3config.cfg
did the job. default
and sysdefault
needed jack running.
Odd thing is that when i click on "Team Arena" in the main menu, it still requires jack running, no matter what s_device
is set to in baseq3/q3config.cfg
or missionpack/q3config.cfg
.
Thanks for the help!
Team arena is the missionpack folder so not baseq3 folder. Maybe residual setting when changing mods.
Launch with +set fs_game missionpack +set s_device pulse
after the binary name