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QuakeForge.tcz and Alsa sound
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binarydemon:
I can't seem to get QuakeForge to output any sound.
I've tried command line:
nq-x11 +set sound_output alsa
and creating a .quakeforgerc file with:
set snd_output "alsa"
set snd_device "hw:0,0"
the error I see during loading is:
Not loading sound due to no renderer/output
Advice?
Misalf:
--- Code: ---$ nq-x11 +set snd_output \"alsa\"
Host_Init
40.0 megabyte heap
UDP (IPv4) Initialized
Could not load plugin "/usr/local/lib/qf-plugins/snd_output_alsa.so".
Reason: "/usr/local/lib/qf-plugins/snd_output_alsa.so: cannot open shared object file: No such file or directory".
Loading of sound output module: alsa failed!
--- End code ---
Seems it was built without audio plugins.
binarydemon:
Ok thanks.
binarydemon:
Hi, this not really directly related to QuakeForge.tcz but I figured I would follow up here with a solution that worked for me - to get Quake working (w alsa sound) on TinyCore.
There is an old quake project called SDLQuake (https://www.libsdl.org/projects/quake/) that few people use anymore because there are better (although more complex) options available.
So I grabbed the compiled binary here: https://icculus.org/~ravage/quake/sdlquake-1.0.9-bin.tar.gz
and the shareware game data here: https://www.libsdl.org/projects/quake/data/quakesw-1.0.6.tar.gz
The Quake shareware Game Data (pak0.pak) must go a subdirectory of the game executable called /id1/
I think the only dependencies it requires are SDL.tcz and possibly sdl-sound.tcz. It works fine with Xvesa, obviously not 3d accelerated in any way but most modern cpus wont struggle rendering quake at the resolutions it was originally designed for.
It simply worked after that. You will probably want to launch sdlquake with the command line parameter -fullscreen.
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