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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix Pack 4 - The New Alliance of Free Stars on: July 23, 2006, 02:26:52 am
Out of curiousity, has the Pack 4 project died?

There hasn't been an update for many months... last we heard, other things had come up and simply nobody had the time to continue.  It's kind of a shame, with only a couple of remixes remaining.
2  The Ur-Quan Masters Re-Release / Technical Issues / Re: Sound delays with mixsdl on: June 16, 2006, 06:37:06 pm
I can't find anything obviously wrong with your sound card settings that would cause this sort of problem. The only thing I can think of is upgrading ALSA and SDL and seeing if the problem goes away, or trying to find something in UQM that would account for this behaviour.

I'll keep poking.  Thanks for everyone's help!

3  The Ur-Quan Masters Re-Release / Technical Issues / Re: Sound delays with mixsdl on: June 12, 2006, 03:44:03 am
Thanks for your reply!

I can think of two possibilities:
  • The SDL sound latency issues described on the ALSA wiki page on the intel8x0.
  • You have dmix installed and it's introducing additional sound latency. What are the contents of your /etc/asound.conf or /etc/asound.state?

Here's the latter.  I have not changed them from the FC4 defauls.  I'll try to diddle with these sound settings, and see if anything helps.  Any chance of a SDL upgrade resolving this, I wonder...

Code:
$ cat /etc/asound.conf
# Generated by system-config-soundcard, do not edit by hand
defaults.pcm.card 0
defaults.pcm.card 0

... and asound.state is a bit large, so, I've posted it here:

http://sol.truespace.ca/Files/asound.state
4  The Ur-Quan Masters Re-Release / Technical Issues / Re: Sound delays with mixsdl on: June 09, 2006, 02:57:11 am
The machine is a AMD 2600+, 768MB of RAM.  The sound card is the onboard card:

Code:
$ cat /proc/asound/cards
 0 [SI7012         ]: ICH - SiS SI7012
                      SiS SI7012 with CMI9739 at 0xdc00, irq 17

Super-Melee plays nice and fast, as one would expect, except with the same delayed sound effects (unless I use OpenAL, again).

I've also tried a number of other games and apps, including even installing Unreal Tournament 2004 (the machine has an old FX5200 card).  I can not get any other program to reproduce this behavior.

So if this buffer size is smaller than what was requested, what could this mean?
5  The Ur-Quan Masters Re-Release / Technical Issues / Re: Sound delays with mixsdl on: June 07, 2006, 02:24:38 pm
Thanks for your reply,

It could be any of a number of things going wrong. What is strange here is that you say that sound effects have latency and speech does not, which is not really possible with mixsdl (unless I am seriously missing something here). Could it merely be a perceptional issue?

You understood correctly.  There are definitely, 100% sure, delays with the sound effects, but not the voices.  Using the left and arrow keys with the voices show that the next (or previous) speech immediately starts playing.  And, there is also definitely no sound latency at all using OpenAL.  The former are .wav files and the latter are .ogg files - not sure if that might matter.

I had a similar problem on RedHat 8/9 with OSS. To fix it I played with SDL_PATH_DSP envvar to override the default playback device. It can take values /dev/sound/dsp, /dev/dsp and /dev/audio (from best to worst). I do not really know if ALSA has similar things of if you can use OSS.

Thanks for the suggestion, but, this doesn't appear to help at all- unless I need to set something else to have it write right to the audio device?

Because of the architecture of certain SDL audio drivers, sound latency can sometimes be substantial and quite annoying indeed. Please look at the console output (the very beginning) or the log file (can be created with -l log-file-name) for the lines that look like so:

Opening SDL audio device.
    using dsound at 44100 Hz 16 bit stereo, 4096 samples audio buffer

and post them here. This may tell us exactly what the problem is.

Sure thing.  Here's the relevant section.

Code:
0 joysticks were found.
Initializing SDL audio subsystem.
SDL audio subsystem initialized.
Opening SDL audio device.
    using alsa at 44100 Hz 16 bit stereo, 940 samples audio buffer
Initializing mixer.
Mixer initialized.
Initializing sound decoders.
Sound decoders initialized.
        'starcon.lst' -- 12386 bytes
        'lbm/scclrtab.ct' -- 104466 bytes
We've loaded the Kernel

Oh, I also tried changing the sound quality, to no help.
6  The Ur-Quan Masters Re-Release / Technical Issues / Re: Sound delays with mixsdl on: June 07, 2006, 06:03:39 am
Hi,

Thanks for your message,

A few remarks.
  • Avoid OpenAL. It's unusable more often than it is usable. This is because of the OpenAL lib itself, not our support of it.
S'fine, but, I just wanted to show that the sound delays don't appear in that mode, which I thought would be helpful for troubleshooting.

  • Arts causes long delays. It may also cause problems if it's running even when other programs use ALSA or OSS. Doing 'artsshell suspend' before running such programs if you have problems.
I've already stated that arts is not running...

  • You can use the SDL_AUDIODRIVER environment variable to tell SDL (used by UQM) which audio driver to use. See
here.
See above.  ALSA is my only choice, unless I actually start one of those gruesome daemons up.

Anything else I should be looking at?
7  The Ur-Quan Masters Re-Release / Technical Issues / Sound delays with mixsdl on: June 05, 2006, 10:36:23 pm
Hey all,

I am not sure if this is a bug or not, but..

I've normally just run uqm on my Windows machine, but I figured I'd take a stab and getting it running on my Linux machine.  It's uqm 0.5 on Fedora Core 4, installed SDL devel packages via yum, but compiled from source since the repos still only have uqm 0.4.

The game works well, except that all of the sound effects are delayed by about 300ms, using mixsdl and ALSA.  It's quite irritating.  Conversely, speech works just fine- there are no delays at all when skipping back and forth through conversations, for example.

Now, if I switch to OpenAL sound, there is zero delay with the sound effects- although instead the sound is scratchy.  Guess it is indeed still "experimental".

All other sound on the machine works fine, too.

The only possible clue is these (possibly normal) messages:
Code:
_GetSoundBankData(): loading lbm/menusnd01.wav
SoundDecoder_DecodeAll(): WARNING, called with a small buffer (4096)
_GetSoundBankData(): loading lbm/menusnd02.wav
SoundDecoder_DecodeAll(): WARNING, called with a small buffer (4096)
_GetSoundBankData(): loading lbm/menusnd03.wav
SoundDecoder_DecodeAll(): WARNING, called with a small buffer (4096)
_GetSoundBankData(): loading lbm/menusnd04.wav
SoundDecoder_DecodeAll(): WARNING, called with a small buffer (4096)
I've read a couple of threads already on similar issues, but it looks like they were due to arts/esl.  I have neither running- and the issue is only present with mixsdl. not with openal.

Should I post a bug report, or is there something I might be doing wrong?  Anything else that I could provide?
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix site is back up on: May 11, 2006, 10:39:46 pm
Score!  Thanks, guys!
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Heads-up about the remix site on: May 10, 2006, 01:55:26 pm
Best of luck with getting this set up (again)!

A cheap, paid solution is indeed probably the best for the long run.  I can volunteer a server of mine (with good bandwidth) in the meantime, if you're interested.

Of course, we'd all like you guys to spend your time making music instead.   Wink
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Graphic Enhancement Thread on: May 09, 2006, 04:30:23 am
These images look very nice!  The only one that I didn't like is the Kohr-ah model.  It's well done, but, it's just not dark and sinister enough, IMO.

But, if they're going to be used for Melee, then one will need to make 16 images for each- and each of them needs to be lit correctly.  You could probably help this process along by combining rotation and flips to help get the lighting right, but, wouldn't it be easier to make 3D models?

... plus, one could use them to make some nice cinematics for the game.   Smiley
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix Pack 4 - The New Alliance of Free Stars on: May 09, 2006, 04:25:21 am
If this is going to take awhile, I could host the existing Pack 4 files for everyone in the meantime.  I have the MP3s but not the OGGs, though (I know, I know).

... and here they are... you know, just in case no one has them yet!

http://sol.truespace.ca/Precursors/MP3/

Temporary links can be put on the main page if desired- the server has a lot of bandwidth.
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix Pack 4 - The New Alliance of Free Stars on: May 09, 2006, 03:10:17 am
We'll be looking at alternate hosting options in the time to come. Stay tuned!


If this is going to take awhile, I could host the existing Pack 4 files for everyone in the meantime.  I have the MP3s but not the OGGs, though (I know, I know).
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Remix Pack 4 - The New Alliance of Free Stars on: May 08, 2006, 03:23:36 am
Well, I guess the remixes were nice while they lasted.  Undecided

The Precursors' site has also been down for the last week or so (www.medievalfuture.com), so I've been unable to get the .ogg format remixes for loading into the game.

We'll just have to sit back and hope, I suppose...
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Time limits? on: August 01, 2005, 08:27:10 pm
Hey.. You know.. The time limits really aren't that cumbersome... You just need to play the game the right way, IE. instead of "mining only", do this: "Mine near where you need to go to get/do something" (like when you need to meet the Spathi: mine in Spathi space!)

It's just that the game doesn't really come with a manual.. Tongue I'm fairly certain that the ORIGINAL game came with a manual that said something the same as I just did... I should check up on that sooner or later.

Well, the original game came with a mention of the Metacron, which fairly clearly explained that there is a time limit in the game.

There is enough time to finish the game as-is.  However, most gamers aren't used to having an "unknown" time limit, and will happily spend time just having fun in the game (and there is a lot to be had in sc2).  Saying "the game tells you to hurry" is not even close to enough to a reason.  EVERY RPG tells you to hurry to do things, and unless there is a countdown running on the screen, you can take your sweet time with it.

I don't think any of us are really qualified to say if the average new player would finish this game in time the first time.  We might have done it (I know I did), but then again, we had the Metacron reference.

Just knowing that you can't doddle would be good.  It's too bad this important piece of information was left out in the 3DO version.
15  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: the "hyperspace" song on: August 01, 2005, 06:56:23 pm
You know, ever since the first criticisms of Riku's Hyperspace remix came up, I've been doing sporadic thinking about doing a more rock-oriented remix of the song.

I agree with your post, but one thing that I really want to stress is that I have the utmost respect for Riku for wanting to try something different.  This tune has been re-re-re-remixed so many times, I can understand that he didn't want to do "yet another" similar style remix.  The remixed Hyperspace tune he came up with did that very well.

I do think something more upbeat would fit better in the game, though.
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