Issues with ports (lr-prboom, eduke32)
-
Aaaaaah of course that makes sense. I knew I was missing something obvious, I just assumed it had to do with the WADs and the sh file. Thanks.
-
The
eduke32
's resolution, it can't be changed mid-game, what you can do is modify the configuration file in\\retropie\configs\ports\duke3d
and set your desired resolution there. Then, when launching the game, use the Runcommand launch menu and choose the same resolution - you only have to do this once and it will be remembered.EDIT: I wonder if we can improve that.
-
That seems easy enough, thanks. Any thoughts on why the music won't work in game?
-
@Zering Didn't test, but I think you need to copy it in a separate
music
folder inroms/ports/duke3d
-
@mitu does the music tracks need to be in a specific format? And why does the music play in the menu if there's no music in the emulator on setup?
-
@Zering said in Issues with ports (lr-prboom, eduke32):
does the music tracks need to be in a specific format?
.ogg
seems to be supported and it's what came with the Megaton/Atomic edition I got from Steam.And why does the music play in the menu if there's no music in the emulator on setup?
In-game music was originally stored as (E)MIDI tracks, so it's rendered differently than the startup music or the in-game sound effects.
-
Brilliant, so it's exactly the same process as for Quake. It seems easy enough. Thanks for the help mitu.
Not trying to be a pain or anything, but is this documented anywhere however? I couldn't find it on the eduke32 github page.
-
@Zering said in Issues with ports (lr-prboom, eduke32):
I couldn't find it on the eduke32 github page.
The music part, not yet in our wiki, but it's probably in eDuke32's documentation.
-
All right, well thanks for the help.
Now if anybody would be kind enough to answer my query about Quake 2 I could stop annoying everyone with my noob questions ^^
-
@Zering yquake2, should be under optional packages, if not, check experimental.
-
That's what I've got, I just can't get it running, even though I've placed my baseq32 data in the appropriate folder.
Also, I've managed to get Duke Nukem up and running properly in 640x480 resolution and with .ogg music. But now the game is pretty much unplayable because it crashes extremely often. Mostly when I die (and I suck at old school FPSes), but sometimes when I try to save, or when I'm fighting several enemies. Explosions seem to make the emulator crash. Most of the times I'm sent back to Emulation Station, but sometimes it just freezes and hangs and I have to do a hard reset. Can I do anything to adress this?
-
@Zering just to be thorough, you aren't overclocked are you?
Can you try to launch yquake2, when it fails to load can you go to
/dev/shm/runcommand.log
and post the output here? -
I'm not overlocked no, although I think my armfreq is something like 100 higher than by default (I got the Pi like that).
And sorry, I was unclear, it's not that the game doesn't launch. I can select Quake 2 from Emulation Station, I can get into the menu, then the game bombards me with failure messages which scroll too fast for me to read, after which it hangs. I can try and see what the .log says after that though? -
@Zering wait are you on a original pi model b?
-
I think so, I bought it secondhand two years ago and I didn't pay attention to the make ; judging by pictures on Google I'd say I have a Pi 3 B.
-
@Zering Original Model B means Pi 1B, not Pi 3B.
-
Oh okay, then no.
-
@Zering if you look at the top of the board there should be some small writing on it that says what model it is. Can you see what it says or post a pic? Just want to be 100% sure you are using a pi 3b. If you have a pi 1b, it might explain some of the issues you're having.
-
Just checked the top of the board, and it says Pi 3 Model B v1.2. Don't know why I never thought of checking the board itself for a model designation.
-
Update : I've managed to get Quake 2 working. The issue was I'd copied over pak0.pak, pak1.pak, pak2.pak from my GOG directory. Yquake2 apparently only needs pak1.pak to function. I had to setup the controls myself and I get a prompt saying they're not mapped every time I use my controller (even though they are), but it seems to work. So thanks to everyone for all the help.
Contributions to the project are always appreciated, so if you would like to support us with a donation you can do so here.
Hosting provided by Mythic-Beasts. See the Hosting Information page for more information.