#934 posted by Baker on 2015/11/20 10:51:19
It doesn't say something like "ERROR - Could not initialize COM library" if you scroll up in the console does it? (Seems unlikely)
Also: Type "developer 1" in the console and then type "map start" and it will print out "too much detail" but might give you a clue and will print music messages like if it found the file.
About all I can say.
I'm Having A Similar Problem With Music In Mark V
#935 posted by NarNar on 2015/11/20 18:29:42
and the tracks play just fine in quakespasm. In mark v, the message about "current music track" displays for me as well, but no mp3 is playing.
Controller Config
#936 posted by PFL on 2015/11/20 20:36:17
To anyone who's interested here's the controller configuration I use.
Just copy the text below and paste it into a new text file. Save it as "controller.cfg".
Then just add the line: "exec controller.cfg" to your autoexec.cfg in your "Quake\id1" folder.
Copy text from here:
joystick 1
joyname "Controller"
joyadvanced 1
joyadvaxisx 2
joyadvaxisy 1
joyadvaxisr 4
joyadvaxisu 3
joyforwardsensitivity -1.0
joysidesensitivity 1.0
joypitchsensitivity 1.0
joyyawsensitivity -1.0
joyforwardthreshold 0.15
joysidethreshold 0.15
joyyawthreshold 0.15
joypitchthreshold 0.15
+mlook
joyadvancedupdate
// JOY1 = "A" Button
bind joy1 "+speed"
// JOY2 = "B" Button
bind joy2 "impulse 1"
// JOY3 = "X" Button
bind joy3 "impulse 12"
// JOY4 = "Y" Button
bind joy4 "impulse 10"
// AUX5 = "Left Shoulder" Button
bind aux5 "+jump"
// AUX6 = "Right Shoulder" Button
bind aux6 "+attack"
// AUX7 = "Back" Button
bind aux7 "+showscores"
// AUX8 = "Start" Button
bind aux8 "pause"
// AUX9 = "Middle Left Stick" Button
bind aux9 ""
// AUX10 = "Middle Right Stick" Button
bind aux10 ""
// AUX29 = D-Pad Up
bind aux29 ""
// AUX30 = D-Dad Right
bind aux30 ""
// AUX31 = D-Pad Down
bind aux31 ""
// AUX32 = D-Pad Left
bind aux32 ""
To the line above!
PS: I realise most of you will know what to do with the above text. I just thought it prudent to add some simple instructions for those not familiar with such things. :)
Consistent Crash In Abyss Of Pandemonium?
#937 posted by PFL on 2015/11/20 20:39:32
The game loads fine but crashes every time I pick up and shoot the incendiary grenade launcher at the Death Knight as found in the first secret area in the first map.
I'm using the latest build from above (20150508) on Windows 7 Pro 64 bit.
#938 posted by Baker on 2015/11/21 04:01:52
Mark V uses DirectShow to play MP3 using hardware acceleration. Because DirectShow is part of Windows, there are buried settings in the control panel audio settings or even sometimes Windows Media Player (volume per file type) that might affect it.
Your Abyss of Pandemonium issue might be related to Shrak invalid skin bug. Whenever in the future I do an update to Mark V I'll take a look at it.
Shot In The Dark..
#939 posted by ericw on 2015/11/21 04:07:27
Given that it's DirectShow, it might be worth running that DirectX Web installer (from Microsoft.. don't have a link handy.)
A while ago, I was getting a missing d3dx DLL error when running DirectQ on a fresh Windows 10 install, and running that web installer fixed it.
AoP Follow Up
#940 posted by PFL on 2015/11/21 11:15:51
I tried AoP with the OGL version of Mark V and it works fine. It only happens in the WinQuake build.
I tried Erics suggestion in the hope that it was indeed just a glitch in the matrix but the issue's still there.
Anyway, just thought I'd let you know. :)
Baker
#941 posted by PuLSaR on 2015/11/22 21:31:54
In developer 1 mode I get this (map start):
"Introduction
Using protocol 666
CDaudio: Bad track number 4"
I get a feeling that it doesn't even try to find mp3s.
I've inserted an audio cd and checked. With external music off I get no "CDaudio: Bad track number n" warning but cd music doesn't play either. Though that cd plays well in windows media player.
I need to investigate in on my pc at work.
@pulsar
#942 posted by Baker on 2015/11/24 07:58:15
Since I've very much enjoyed some of your past maps like Menk, I tried to think of some solutions outside the box.
But the problem you are having is "outlier".
(i.e. the particulars of the problem you are having don't match anything anyone else has had in a thread over 3 years old.)
So I don't know and I can't think of any helpful advice.
#943 posted by Baker on 2015/11/24 08:00:17
Well, hold on ----
In Mark V, a CD track > mp3
It assumes if you have a CD in the player, you intend to use it.
CD supercedes MP3.
Answer: Don't have a CD in.
Baker
#944 posted by PuLSaR on 2015/11/24 08:59:46
That makes sense. I think the cause of the problem is that I have a virtual drive, that has a letter prior to the physical cd drive. So Mark V thinks that I always have a cd in my drive.
Music plays fine on my pc on work where I don't have any virtual cds.
Thanks for such investigation.
Btw
#945 posted by PuLSaR on 2015/11/24 09:05:46
Then what does "external music" option do? Description says that you can choose what to play, cd music or mp3, while actually CD always supercedes MP3.
#946 posted by Baker on 2015/11/24 09:23:24
external_music 1 or 0. Determines if a music track (CD or MP3) will attempt to play.
@pfl
#947 posted by Baker on 2015/11/24 10:27:44
The info that the your AOP problem is specific to the software renderer (WinQuake) is helpful information.
WinQuake and GLQuake have different little problems with non-conforming maps, models, textures.
There is some map Madfox made with Q3 skeletons and on the bridge there are some non-conforming textures, for instance, that look ok in Open GL but break the Quake texture spec so bad that in WinQuake they are totally wrong. Nehahra on the 3rd, 4th or 5th map has a BSP with a severe bsp/sky texture irregularity that affects both WinQuake and GLQuake and somehow not DarkPlaces. Probably used what would be considered by Func_Msgboard a very non-compliant map compiler.
Fortunately, these problems are very rare.
It Works!
#948 posted by PuLSaR on 2015/11/24 21:04:47
I changed the letter of the virtual drive so that physical cd drive is the first one and mark v started to play music after this.
Thanks for guiding me towards the right direction.
Sock Tries Mark V WinQuake
#950 posted by Baker on 2016/01/04 19:16:16
Sock tries Mark V WinQuake. Mind blown!
"OMG! WinQuake how could I forget you! MarkV Winquake from Baker, #quake pixel heaven!"
Twitter
Sock, if you read this, I used Zendar and Metal Monstrocity as the primary testing targets for the WinQuake version of Mark V.
#951 posted by Kinn on 2016/01/05 00:29:04
Sock has taste. But I knew that already.
@Sleepwalker/Mac Version Re:Twitter Link
#952 posted by Baker on 2016/01/05 00:53:54
Sleepwalker: I just wish it ran on Mac...
There is Mac version of Mark V WinQuake.
Mark V GL | WinQuake Mac
And both of them play Nehahra --- on the Mac.
(I've just never had the time to wrap up Mark V to get to where I want it to be a for 1.00 release. NightFright pointed out an obscure bug in Shrak for Quake and I have some other Q and A I wanted to do ... who knows when I'll have the time though ...)
#953 posted by Joel B on 2016/01/05 19:45:56
dooooo iiiiiiit
LunixLunixLunixLunixLunixLunix!
#954 posted by Spirit on 2016/01/05 22:00:53
#955 posted by adib on 2016/01/05 22:29:42
Lunix would be a Lunaran distro?
#956 posted by Baker on 2016/01/05 23:33:14
There is a Linux build on my hard drive but just of the GL build.
I wanted to convert over the software renderer version too, wasn't sure of a right approach to do it fast, and somewhere around that time, I didn't have the time to work on it any longer.
I Can't Seem To Get Mark V Winquake To Work.
#957 posted by Breezeep_ on 2016/01/31 04:38:49
It just crashes on startup. Is there something I'm missing?
#958 posted by ericw on 2016/01/31 06:01:31
check vid_width / vid_height in your config.cfg, maybe they're set too high for winquake? try a clean config maybe
|