On Sat, 17 Dec 2022 18:46:57 +0000
Artur Tamm <artur.tamm...@gmail.com> wrote:

> Here is my output (start the game and exit from menu right away). It seems
> yours is failing at the audio initialisation stage. Could you try to

I disabled all the audio options in the makefile like this..

# Enable/Disable user directories support
DO_USERDIRS=1

### Enable/Disable SDL2
USE_SDL2=0

### Enable/Disable codecs for streaming music support
USE_CODEC_WAVE=0
USE_CODEC_FLAC=0
USE_CODEC_MP3=0
USE_CODEC_VORBIS=0
USE_CODEC_OPUS=0
# either xmp or mikmod (or modplug)
USE_CODEC_MIKMOD=0
USE_CODEC_XMP=0
USE_CODEC_MODPLUG=0
USE_CODEC_UMX=0

.. and this is what I get when I run that quakespasm..

alan@irondust:~/quakespasm-0.95.1/Quake$ ./quakespasm -basedir 
/usr/share/games/quake
Command line: ./quakespasm -basedir /usr/share/games/quake
Found SDL version 1.2.16
Detected 2 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 11:25:38 Dec 17 2022
256.0 megabyte heap
Video mode 1920x1080x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 390.157
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 4
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SWAP_CONTROL
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
Segmentation fault

This is what I get when I run the quakespasm supplied by the project at 
sourceforge.

alan@irondust:/usr/share/games/quake$ ./quakespasm
Command line: ./quakespasm
Found SDL version 1.2.16
Detected 2 CPUs.
Initializing QuakeSpasm v0.95.1
Host_Init
Playing registered version.
Console initialized.
UDP Initialized
Server using protocol 666 (FitzQuake)
Exe: 20:50:09 Nov  4 2022
256.0 megabyte heap
Video mode 1920x1080x32 60Hz (24-bit z-buffer, 0x FSAA) initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 390.157
FOUND: ARB_vertex_buffer_object
FOUND: ARB_multitexture
GL_MAX_TEXTURE_UNITS: 4
FOUND: ARB_texture_env_combine
FOUND: ARB_texture_env_add
FOUND: SDL_GL_SWAP_CONTROL
FOUND: EXT_texture_filter_anisotropic
FOUND: ARB_texture_non_power_of_two
FOUND: GLSL
FOUND: glGenerateMipmap

Sound Initialization
SDL audio spec  : 44100 Hz, 512 samples, 2 channels
SDL audio driver: pulse, 32768 bytes buffer
Audio: 16 bit, stereo, 44100 Hz
SDL detected 1 CD-ROM drive 
CDAudio initialized (SDL, using /dev/cdrom)
CDAudio_Init: No CD in drive

Language initialization
Couldn't load 'localization/loc_english.txt'
from '/mnt/slack15.0/usr/share/games/quake'

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
couldn't exec autoexec.cfg
3 demo(s) in loop
Playing demo from demo1.dem.



the Necropolis
Using protocol 15
You got the shells
You got the Grenade Launcher
Couldn't write config.cfg.
Shutting down SDL sound

The above is the quakespasm executible from the project at sf.net running sdl, 
it seems to run fine. The quakespasm-sdl2 from sourceforge also segfaults at 
the same point as my own build. It is a mystery why that happens. I am going to 
get a debug version together soonish and run it through gdb and hopefully that 
will provide an answer. I haven't use gdb in a very long time so I need to read 
up on that and get back up to speed. The gentoo website has a page that 
explains that, so that'll help.

I'll post whatever I find out.


Reply via email to