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.