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_SkeLeToN_
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PostPosted: Thu Apr 24, 2003 12:05 pm    Post subject: RTCW: Enemy Territory Test Released Reply with quote

Quote:

Return to Castle Wolfenstein: Enemy Territory Test is released for Linux and Windows! It doesn't require the original game." See the news blurb and player guide.


Nice they have linux version :)
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kerikb
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PostPosted: Thu Apr 24, 2003 1:42 pm    Post subject: Reply with quote

I seem to have tremendous problems getting this to work. The game hangs after 5-10 minutes, and I have to switch to console and kill off the process. Anyone else have this problem?

I'm using:

Pentium 3 800 Mhz.
Geforce 3 Ti something
256 meg RAM

nvidia glx/kernel 1.0.4349
alsa 0.92
XFree 4.3.0-r1
Gentoo Sources 2.4.20-r2
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_SkeLeToN_
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PostPosted: Thu Apr 24, 2003 2:22 pm    Post subject: Reply with quote

Well it seems to have alot of known issue already.

Quote:

- Video Restart Crash

When the end of round screen is being displayed (debriefing), the game will crash if video settings are changed that require a vid_restart (anything that needs to be applied). The gray startup console reappears with the error VM_Call with NULL vm.


You can find more information on this link :
http://games.activision.com/games/wolfenstein/enemyterritory/ettest_readme.html

I'm still waiting to get the file so we will see
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kerikb
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PostPosted: Thu Apr 24, 2003 2:40 pm    Post subject: Reply with quote

Thanks for the link. I will have to change to 32 bit graphics, 16 bit is apparently not supported, and see how that works.

For the record, I'm using a sb live sound card, and when the game hangs, the sound loops every 0.5 seconds.

RTCW and other games work fine.

Edit: Oops, how did that signature get there? :)
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space_monkey
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PostPosted: Thu Apr 24, 2003 3:43 pm    Post subject: Reply with quote

Im having a bit of a problem myself. I think I may be missing some library or other but I dont know what the RTCW works fine.

Anyway there is quite a lot of stuff so I will just post the end of the message where the error occurs.

Code:
------- sound initialization -------
------------------------------------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0x4f4e6000 dma buffer
No background file.
----------------------
Sound memory manager started
----- CL_Shutdown -----
RE_Shutdown( 1 )
-----------------------
----- CL_Shutdown -----
-----------------------
Sys_Error: Sys_LoadDll(ui) failed, no corresponding .so file found in fs_homepath or fs_basepath


I apologise if this is something stupid but I dont see why it isnt working myself.
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Niek
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PostPosted: Thu Apr 24, 2003 4:08 pm    Post subject: Reply with quote

Hmm, I've some problems with ET. The first time I run ET after the install, everything is OK. But if I want to join a game or host a server, it crashes :/
-snip-
[edit]
Nevermind, I got it working. A reboot seems to fixed the problem. ET is running great now.
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Damasz
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PostPosted: Thu Apr 24, 2003 6:56 pm    Post subject: Reply with quote

I had to set the texture quality to 16 bit, but after that the game runs smoothly on my radeon.

I like it! :D
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DuF
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PostPosted: Thu Apr 24, 2003 10:05 pm    Post subject: Reply with quote

no problem to play rtcw ennemy territory, but for the moment I played alone, I will test with other players !
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dob
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PostPosted: Thu Apr 24, 2003 11:05 pm    Post subject: Reply with quote

space_monkey wrote:
-----------------------
Sys_Error: Sys_LoadDll(ui) failed, no corresponding .so file found in fs_homepath or fs_basepath


Same here 8O :? :(
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dob
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PostPosted: Fri Apr 25, 2003 12:33 am    Post subject: Reply with quote

I had it installed in /opt, I redid the install with the default of /usr/local/games and it worked this time :)
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PostPosted: Fri Apr 25, 2003 5:08 am    Post subject: Reply with quote

space_monkey wrote:
Sys_Error: Sys_LoadDll(ui) failed, no corresponding .so file found in fs_homepath or fs_basepath


Must be that it can't find the ui.mp.xxxxx.so in the path you launch it from... Try to set fs_homepatch or fs_basepath by launching the game with

+set fs_homepath /path/to/enemy/territory +set fs_basepath /path/to/enemy/territory

[edited: hmm... we were several to answer at the same time!]
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lurid
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PostPosted: Fri Apr 25, 2003 5:29 am    Post subject: Reply with quote

The game works and plays great. Except that I don't have sound. With other games (quake3) I used 'artsdsp -m <program>' but this doesn't seem to work with ET. Playing it without arts (killall artsd) doesn't work either. Any ideas?
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Obz
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PostPosted: Fri Apr 25, 2003 9:46 am    Post subject: Reply with quote

is anyone else experiencing odd 'lag-outs' after about 2- 3 minutes of fine connection? i get the lovely 'connection interrupted' message after about 2 - 3 minutes, but before that it all plays perfectly. very odd.
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Uranus
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PostPosted: Fri Apr 25, 2003 11:06 am    Post subject: Reply with quote

I was playing for over an hour yesterday and had no problems... worked out-of-the-box for me... installed to /opt and just played
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mlybarger
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PostPosted: Fri Apr 25, 2003 12:58 pm    Post subject: Reply with quote

[quote="lurid"]The game works and plays great. Except that I don't have sound. With other games (quake3) I used 'artsdsp -m <program>' but this doesn't seem to work with ET. Playing it without arts (killall artsd) doesn't work either. Any ideas?[/quote]

sure, try another window manager that doesn't manage sound (fluxbox).
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lurid
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PostPosted: Fri Apr 25, 2003 4:56 pm    Post subject: Reply with quote

lurid wrote:
Playing it without arts (killall artsd) doesn't work either.


Arts allows my sound to use MMap, without that, games don't work. This is why I used artsdsp -m with all games previously. And to tell you the truth, because I only have 128 megs of ram, I don't even use a WM when playing games. I have a 'games' setting that loads X with an xterm and thats it. Arts was being loaded manually (artsd -a alsa &) from the xterm before the game was launched. Once I get a game working well, I make a little bash script that does it all for me with one command.

Now as I said, artsd doesn't work like it does with all my other games and playing *without* artsd doesn't work because sound is not memory mapped. Esd is pretty much garbage so I haven't bothered to try esddsp, but it almost never works anyway.
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sessionID
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PostPosted: Fri Apr 25, 2003 8:42 pm    Post subject: Reply with quote

lurid wrote:
artsd -a alsa

I have an integrated soundcard (intel8x0 driver), and I use:
1. artsd
2. artsdsp -m /opt/et

Maybe the "-a alsa" is the problem?
(just an idea...)

Do You use intel8x0?

Make it work, 'cuz it's a very good game :)
Or buy a cheap SB card :roll: (That's what I'm planning for a year now, hehe)
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kerikb
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PostPosted: Fri Apr 25, 2003 8:56 pm    Post subject: Reply with quote

Hmmm... I suspected that my problem could have something to do with alsa. Then I tried running the game using:
Code:

artsdsp -m et


And I got a two-three second delay in the sound. It didn't seem to crash instantly, though. Might have been coincidental.
Then I tried switching to the kernel module emu10k1, and it still crashes, whether I use artsdsp or not. Switching from KDE to Gnome didn't work either. (Yeah, I know, I'm getting desperate :)) Punkbuster seems to be ok, it's not some update freaking out at the sight of my firewall. Anyone at all having the same problem as I, or someone with a similar hardware setup getting it to work? Of course, I'm playing it through some compatibility layer at the moment, but I would prefer the native version :D
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PostPosted: Fri Apr 25, 2003 9:14 pm    Post subject: Reply with quote

sessionID wrote:
Maybe the "-a alsa" is the problem?
(just an idea...)

Do You use intel8x0?


Yeah, I use intel8x0 and ac97. I know its crappy and I know I should get a Soundblaster, but I just keep managing to find better things to spend money on. ;) I just tried 'artsd' and still nothing. If I run it without arts at all, it just crashes. Strange that the game would be so dependant on sound to function. Quake I can run, even if /dev/dsp is busy.. I just get no sound, not a crash. The game runs perfectly though (even faster than Q3 I suspect) it'd just be nice to have sound.

kerikb wrote:
I got a two-three second delay in the sound. It didn't seem to crash instantly, though. Might have been coincidental.


Arts lagging the sound a few seconds is pretty normal. I've seen tons of reports of it doing that with Quake 3.. it does it occasionally for me as well when I first start Quake, but once I start actually playing it it seems to work fine. Preferably you'd want a card that could handle memory mapping without the use of Arts (SBLive!/OSS drivers).
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PostPosted: Fri Apr 25, 2003 9:28 pm    Post subject: Reply with quote

lurid wrote:

Arts lagging the sound a few seconds is pretty normal. I've seen tons of reports of it doing that with Quake 3.. it does it occasionally for me as well when I first start Quake, but once I start actually playing it it seems to work fine. Preferably you'd want a card that could handle memory mapping without the use of Arts (SBLive!/OSS drivers).


I probably don't understand what you're saying here, but I do use sb live. Or do you mean that I should try the OSS drivers instead of ALSA or emu10k1? Never tried OSS, to be honest. Without the -m flag, I got no sound at all. But I should emphasize, et crashes whether I use ALSA, emu10k1 or artsdsp together with emu10k1. Probably with ALSA too, I just couldn't stand being ambushed without noticing untill I was dead :)

Anyway, should I try OSS drivers?


Oh yeah, just to have said so explicitly, the sound lags during the game too if I use artsdsp with Alsa. Not just In the menu.
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PostPosted: Fri Apr 25, 2003 10:06 pm    Post subject: Reply with quote

AFAIK the OSS/kernel drivers for SBLive! cards are superior to Alsa's. Using OSS means that sound will work without the use of arts or esd. Alsa has an OSS wrapper so that it'll (sometimes) work if you just call OSS rather than Alsa. This doesn't seem to work well with games though. So for games using alsa, artsdsp -m does the trick. The only problem is that (as far as I can tell) arts the program is doing the memory work, rather than the card itself, which results in the few second lag. My gf has a SBLive! and her sound, even in games, Just Works (tm). All I had to do for her was build emu10k1 into the kernel.

Last edited by lurid on Fri Apr 25, 2003 11:26 pm; edited 1 time in total
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PostPosted: Fri Apr 25, 2003 11:16 pm    Post subject: Reply with quote

I'm starting to feel quite stupid here, I can't find any oss modules made specifically for sb live, except for that soundblaster 100 % compatibles. That's probably what you mean, but nevermind, I'll just use that layer (tm), in the mean time :wink:. (My friends would beat me up if I used its name :D ).

But thanks for the help , I appreciate it :)

If I really feel motivated tomorrow, I'll try the Soundblaster Compatibles. Give me a sign if these modules are not what you meant :D
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PostPosted: Fri Apr 25, 2003 11:37 pm    Post subject: Reply with quote

The very first page of sound drivers should look like this

Code:
<M> Sound card support                                                 
  < >   ALi5455 audio support
  < >   BT878 audio dma
  < >   C-Media PCI (CMI8338/8738)
  <M>   Creative SBLive! (EMU10K1)
  < >   Crystal SoundFusion (CS4280/461x)                               
  < >   Crystal Sound CS4281
  < >   Ensoniq AudioPCI (ES1370)
  < >   Creative Ensoniq AudioPCI 97 (ES1371)
  < >   ESS Technology Solo1


That will compile the emu10k1 module, which you can insert later (I've heard its best to do sound stuff as modules for some reason, and I always have, but I suppose you could build it in if you wanted to). The "100% Soundblaster Compatables" option makes the module sb, which isn't what you want. Be sure ALSA isn't runing (or unmerge it entirely) before trying to use it. There was something else I was going to say too, but I can't remember now.. got distracted with posting that stupid code above, heh.
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PostPosted: Fri Apr 25, 2003 11:52 pm    Post subject: Reply with quote

I'm feeling stupider for every post here, lurid :D

Wouldn't the code above just compile emu10k1 as a module? Just proves my ignorance regarding oss, I guess. This code together with the oss-module option, perhaps? Or do you mean just using emu10k1? Sorry, I'm too tired and exhausted right now. Perhaps I'll make sense tomorrow :)
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PostPosted: Sat Apr 26, 2003 12:05 am    Post subject: Reply with quote

sessionID wrote:
lurid wrote:
artsd -a alsa

I have an integrated soundcard (intel8x0 driver), and I use:
1. artsd
2. artsdsp -m /opt/et

Maybe the "-a alsa" is the problem?
(just an idea...)

Do You use intel8x0?

Make it work, 'cuz it's a very good game :)
Or buy a cheap SB card :roll: (That's what I'm planning for a year now, hehe)


im having the same problem on my laptop with the intel8x0 driver
but this made it work .. a little crapy but .. ok ..
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