Can't see weapons or players/bots

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Postby Alien » Tue Nov 18, 2008 9:14 pm

Disable pulseaudio.
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Postby morbius » Fri Nov 21, 2008 6:13 pm

Alien wrote:Disable pulseaudio.


No good. When I start the game with pasuspender in front of the command, I still get no sound. Output from terminal in the sound part is:

S_Startup: initializing sound output format: 48000Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 44100Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 22050Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 11025Hz, 16 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 11025Hz, 8 bit, 2 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 11025Hz, 8 bit, 1 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: initializing sound output format: 8000Hz, 8 bit, 1 channels...
SndSys_Init: using the ALSA module
SndSys_Init: PCM device is "default"
SndSys_Init: can't initialize hardware parameters (Operation not permitted)
S_Startup: sound output initialization FAILED
S_Startup: SndSys_Init failed.
ioctl CDROMREADTOCHDR failed


Sound is otherwise working, no problems outside of this game (so far).

Killing pulseaudio process manually before starting the game helps, but I don't want to be doing that.
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Postby morbius » Sun Nov 23, 2008 3:34 pm

I've checked a tone of documentation on PulseAudio and it seems that I'm doing everything right, but the PulseAudio server still won't suspend while I run the game.

Could it be that the glx script just starts the application and is no longer active after it starts, so PulseAudio starts again immideately? I'll try to check the logs.
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Postby [-z-] » Sun Nov 23, 2008 3:40 pm

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Postby morbius » Mon Nov 24, 2008 6:11 pm



Nah, I don't want to bypass PulseAudio completely, just while this game is running.

I'm skillful enough to write a command to kill PulseAudio when I start the game, but I I would have to start it again manually later, pain in the ass. There must be some workaround for this, for instance pausing PulseAudio while some proccess of this game is active, just need to find the way.
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Postby Alien » Mon Nov 24, 2008 6:26 pm

So write a bash script which suspends pulseaudio, starts nexuiz and resumes working after nexuiz quits restarting pulse audio. :)
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Postby morbius » Tue Nov 25, 2008 6:35 pm

Alien wrote:So write a bash script which suspends pulseaudio, starts nexuiz and resumes working after nexuiz quits restarting pulse audio. :)


The only way of doing this that comes to me is automaticaly checking periodicaly if Nexuiz process is still active and running pulseaudio -D command if it isn't.

That however is very stupid solution and I'm sure that someone with more knowledge can think of a better way.
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Postby Alien » Tue Nov 25, 2008 7:49 pm

http://linux.die.net/man/1/pasuspender
pasuspender will suspend access to the audio devices, fork a child process, and when the child process terminates, resume access again.


That means pasuspender nexuiz-linux-686-glx should work.
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Re: I cannot see any player models as well

Postby divVerent » Wed Nov 26, 2008 12:30 pm

lvader wrote:on my 2-year old IBM laptop on which quake3 runs perfectly.
as it is now, nexuiz is badly tested (you only take the big fat pc's for testing?)
and therefore a waste of time. i will not try any strange workarounds -
as it does not run out of the box, i'll simply delete it.


This has nothing to do with testing, but with advanced graphics features.

Does Crysis run on that notebook? Probably not.
Does even Quake 4 run on that well? Probably not.

Quake 3 uses much older technology than Nexuiz does - Q3A doesn't even use OpenGL 2.0, actually. Nexuiz could look much better with better models, by the way, the tech is way better than how it looks due to the existing content.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Alien » Wed Nov 26, 2008 1:16 pm

Crysis had insane 20000 polies for model, if I'm not misinformed Stalker even more. Nexuiz has around 3000, but they could look way better even with smaller amount.
Please compare with http://www.rsart.co.uk/2007/08/27/yes-b ... y-polygons:
Quake 4, PC, 2006
Player model - 2,500 polygons with multiple diffuse, specular and normal maps
Unreal Tournament 2k3, PC, 2003
Player model - 3,000 polygons
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