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<!doctype linuxdoc system
[ <!entity RCSID "$Id$" >
<!entity CurrentDate "30 August 1998" >
<!entity CurrentVer "1.0.1.14" >
] >
<article>
<title>Linux Quake HOWTO
<author>Bob Zimbinski <tt/bobz@mr.net/
<date>v1.0.1.14, 30 August 1998
<abstract>
This document explains how to install, run and troubleshoot Quake, QuakeWorld and Quake II on an Intel Linux system.
</abstract>
<toc>
<sect>Introduction
<p>
Quake, QuakeWorld and Quake II are tremendously popular 3D action games
developed by <htmlurl url="http://www.idsoftware.com" name="id Software">.
If you're not familiar with the Quake games, there are better places than
this HOWTO to learn about the basics. See section <ref id="other-sources"
name="Other Sources of Information"> below for a list of some of
these better places.
This document assumes you have Linux up and running, and in some cases
the X Window System as well. X is not required to run these games, but
it's a nice way to test a basic installation. If you are not running X,
you may safely skip over any references to it.
Sections of this document that were updated in the last revision
have a ** after the section heading. Sections updated in the revision
prior to the last are marked with a ++.
<sect1>Feedback,Comments, Corrections
<p>
This document certainly does <bf>not</bf> contain everything there is to
know about Linux Quake. With your help, though, we can bring it closer
to that ideal. We want this HOWTO to be as complete and accurate as
possible, so if you notice mistakes or omissions, please bring them to
our attention.
Questions, comments, or corrections should be sent to Bob Zimbinski
(<htmlurl url="mailto:bobz@mr.net" name="bobz@mr.net">) or Mike Hallock
(<htmlurl url="mailto:mikeh@medina.net" name="mikeh@medina.net">).
Constructive criticism is welcome. Flames are not.
<sect1>Acknowledgments **
<p>
The original version of this document was written by Brett A.Thomas
<htmlurl url="mailto:quark@baz.com" name="(quark@baz.com)"> and Mike
Hallock <htmlurl url="mailto:mikeh@medina.net" name="(mikeh@medina.net)">.
Bob Zimbinski <htmlurl url="mailto:bobz@mr.net" name="(bobz@mr.net)">
rewrote and expanded the original document.
Special thanks to the following people for bringing us Quake for Linux:
<itemize>
<item>John Carmack and the rest of <htmlurl
url="http://www.idsoftware.com" name="id Software"> for these great games.
<item>Dave 'Zoid' Kirsch <htmlurl url="mailto:zoid@idsoftware.com"
name="(zoid@idsoftware.com)"> for the Linux ports.
<item>Dave Taylor <htmlurl url="mailto:ddt@crack.com"
name="(ddt@crack.com)"> for starting this whole wacky Linux port business.
<item>Daryll Strauss <htmlurl url="mailto:daryll@harlot.rb.ca.us"
name="(daryll@harlot.rb.ca.us)"> for the Linux glide ports.
<item>Brian Paul <htmlurl url="mailto:brianp@elastic.avid.com"
name="(brianp@elastic.avid.com)"> for the Mesa graphics library.
<item>David Bucciarelli (<htmlurl url="mailto:tech.hmw@plus.it"
name="tech.hmw@plus.it">) for the Mesa/glide driver.
</itemize>
Thanks to the following people for contributions to this Howto:
<itemize>
<item>Mike Brunson (<htmlurl url="mailto:brunson@l3.net"
name="brunson@l3.net">) for the vid_restart tip.
<item>Joey Hess (<htmlurl url="mailto:joey@kite.ml.org"
name="joey@kite.ml.org">) for info on running svga & gl games
from X
<item>Joe S. (<htmlurl url="mailto:jszabo@eden.rutgers.edu"
name="jszabo@eden.rutgers.edu">) for a steaming pile of suggestions
<item>Brad Lambert (<htmlurl url="mailto:bradl@dial.pipex.com"
name="bradl@dial.pipex.com">) for the <tt>-noudp</tt> reminder.
<item>agx (<htmlurl url="mailto:gguenthe@iris.rz.uni-konstanz.de"
name="gguenthe@iris.rz.uni-konstanz.de">) for Quake installation info and pointing out QIPX.
<item>Derrik Pates (<htmlurl url="mailto:dmp8309@silver.sdsmt.edu"
name="dmp8309@silver.sdsmt.edu">) for making me think about security.
<item>Michael Dwyer (<htmlurl url="mailto:michael_dwyer@mwiworks.com"
name="michael_dwyer@mwiworks.com">) for the "OS considerations" ideas.
<item>Derek Simkowiak (<htmlurl url="mailto:dereks@kd-dev.com"
name="dereks@kd-dev.com">) for the Quake I CD installation procedure.
<item>sunstorm (<htmlurl url="mailto:sunstorm@glasscity.net"
name="sunstorm@glasscity.net">) Quake Mission Pack 2 information.
<item>Neil Marshall (<htmlurl url="mailto:marshall@pssnet.com"
name="marshall@pssnet.com">) for screen info.
</itemize>
<sect1>Other Sources of Information<label id="other-sources">
<p>
<sect2>Linux-Specific Quake Information **
<p>
<itemize>
<item>LQ:Linux Quake & Utilites <htmlurl url="http://www.linuxquake.com/"
name="http://www.linuxquake.com/">.
<item>Linux Quake Page
<htmlurl url="http://captured.com/threewave/linux/"
name="http://captured.com/threewave/linux/">
<item>QuakeWorld.net <htmlurl url="http://www.quakeworld.net"
name="http://www.quakeworld.net">
</itemize>
<sect2>General Quake Information<label id="general-quake-sources">
<p>
<itemize>
<item>id Software <htmlurl url="http://www.idsoftware.com"
name="http://www.idsoftware.com">
<item>PlanetQuake <htmlurl url="http://www.planetquake.com"
name="http://www.planetquake.com">
<item>QuakeWorld Central <htmlurl url="http://qwcentral.stomped.com"
name="http://qwcentral.stomped.com">
<item>3Dfx's GL Quake FAQ (somewhat out of date)
<htmlurl url="http://www.3dfx.com/game_dev/quake_faq.html"
name="http://www.3dfx.com/game_dev/quake_faq.html">
<item>Farenheit 176 Console Command Listing
<htmlurl url="http://www.planetquake.com/f176"
name="http://www.planetquake.com/f176">
<item>rec.games.computer.quake.* newsgroups
</itemize>
<sect2>Linux Gaming Information
<p>
<itemize>
<item>LinuxGames <htmlurl
url="http://www.linuxgames.com/" name="http://www.linuxgames.com/">
<item>The Linux Game Tome <htmlurl
url="http://www.cs.washington.edu/homes/tlau/tome/linux-game.html"
name="http://www.cs.washington.edu/homes/tlau/tome/linux-game.html">
</itemize>
<!---------------------------------------------------------------------------->
<!---------------------------------------------------------------------------->
<sect>Quake/Quakeworld
<p>
To install Quake on your Linux system, you'll need some flavor of the
official Quake distribution from id. This will be either the retail
DOS/Windows CD-ROM that you bought at your favorite software store, or the
shareware version you downloaded from the net (see <ref
id="quake-shareware" name="below"> for details on acquiring the shareware
version). Alternatively, if you've already got Quake installed on a
DOS/Windows machine, you can use the relevant files from that installation.
<sect1>Minimum Requirements
<p>
You will need, as a bare minimum, the following:
<itemize>
<item>A Pentium 90 or better (133 recommended) computer
<item>16 MB RAM (24 recommended)
<item>The Quake CD-ROM <bf>or</bf> the shareware version (quake106.zip)
<item>Linux kernel version 2.0.24 or later
<item>libc 5.2.18 or later
<item>One of the following:
<itemize>
<item>X11R5 or later (for xquake)
<item>SVGAlib 1.2.0 or later (for squake and glquake)
</itemize>
<item>30-80 megabytes free disk space (depends on how you install)
<item>Access to the root account of the machine you're installing on
</itemize>
<p>Optional:
<itemize>
<item>A supported soundcard
<item>A 3Dfx VooDoo Graphics or VooDoo2 3D graphics accelerator card.
<item>Mesa 2.6 or later (for glquake)
</itemize>
<sect1>Installing Quake
<p>
<sect2>Download the Necessary Files <label id="quake-files">**
<p>
All the necessary files for Linux Quake are available at id Software's
ftp site, <htmlurl url="ftp://ftp.idsoftware.com"
name="ftp.idsoftware.com">. This site can be quite busy at times,so you
may want to use one of these mirror sites instead:
<itemize>
<item><htmlurl url="ftp://ftp.cdrom.com/pub/idgames/idstuff"
name="ftp.cdrom.com/pub/idgames/idstuff"> (California, USA)
<item><htmlurl url="ftp://ftp.gamesnet.net/idsoftware"
name="ftp.gamesnet.net/idsoftware"> (California, USA)
<item><htmlurl url="ftp://ftp.linuxquake.com/lqstuff" name="ftp.linuxquake.com/lqstuff">
(Michigan, USA)
<item><htmlurl url="ftp://ftp.stomped.com/pub/mirror/idstuff"
name="ftp.stomped.com/pub/mirror/idstuff"> (Minnesota, USA)
<item><htmlurl url="ftp://mirrors.telepac.pt/pub/idgames"
name="mirrors.telepac.pt/pub/idgames"> (Lisbon, Portugal)
<item><htmlurl url="ftp://download.netvision.net.il/pub/mirrors/idsoftware"
name="download.netvision.net.il/pub/mirrors/idsoftware"> (Haifa, Israel)
</itemize>
The Quake files mentioned in in this section are:
<itemize>
<item>Shareware Quake for Windows distribution<label id="quake-shareware">
<htmlurl url="ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip"
name="ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip">
<item>X11 Quake binary<label id="quake-x11-binary">
<htmlurl url="ftp://ftp.idsoftware.com/idstuff/unsup/unix/quake.x11-1.0-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/unsup/unix/quake.x11-1.0-i386-unknown-linux2.0.tar.gz">
<item>SVGAlib Quake binary<label id="quake-svga-binary">
<htmlurl url="ftp://ftp.idsoftware.com/idstuff/unsup/squake-1.1-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/unsup/squake-1.1-i386-unknown-linux2.0.tar.gz">
<item>OpenGL/Mesa Quake binary<label id="quake-gl-binary">
<htmlurl url="ftp://ftp.idsoftware.com/idstuff/unsup/unix/glquake-0.97-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/unsup/unix/glquake-0.97-i386-unknown-linux2.0.tar.gz">
<item>Linux QuakeWorld clients (X11, SVGAlib and GL clients are all included in each package)<label id="qwcl">
<itemize>
<item>libc5 tar.gz package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-i386-unknown-linux2.0.tar.gz">
<item>glibc tar.gz package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-i386-unknown-linux2.0.tar.gz">
<item>libc5 rpm package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-1.i386.rpm"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-1.i386.rpm">
<item>glibc rpm package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-1.i386.rpm"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-1.i386.rpm">
</itemize>
<item>Linux QuakeWorld server
<itemize>
<item>libc5 tar.gz package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-i386-unknown-linux2.0.tar.gz">
<item>glibc tar.gz package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-i386-unknown-linux2.0.tar.gz"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-i386-unknown-linux2.0.tar.gz">
<item>libc5 rpm package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-1.i386.rpm"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-1.i386.rpm">
<item>glibc rpm package <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-1.i386.rpm"
name="ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-1.i386.rpm">
</itemize>
<item>Capture the Flag client package <htmlurl
url="ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip"
name="ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip">
</itemize>
Other software mentioned:
<itemize>
<item>lha archive utility <htmlurl
url="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z"
name="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z">.
<item>SVGAlib graphics library <htmlurl
url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz">
<item>SVGAlib libc5 binary<htmlurl
url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz">
<item>Glide runtime libraries <htmlurl
url="http://glide.xxedgexx.com/3DfxRPMS.html"
name="http://glide.xxedgexx.com/3DfxRPMS.html">
</itemize>
<sect2>Create the Installation Directory ++
<p>
The first thing you'll need to do is decide where you want to install
Quake. Lots of folks like to put it in <tt>/usr/games/quake</tt>. Anal
system administrator that I am, I choose to install anything that's not
part of my Linux distribution under <tt>/usr/local</tt>. So
for me, Quake goes in <tt>/usr/local/games/quake</tt>. If you choose to
install somewhere else, please substitute the appropriate path wherever
<tt>/usr/local/games/quake</tt> is mentioned.
<bf>Note to Redhat users:</bf> If you plan on installing QuakeWorld from the
<tt>rpm</tt> packages, you should probably install Quake in
<tt>/usr/local/games/quake</tt>, since the <tt>rpm</tt>s install to this
directory by default.
So go ahead and create the directory you'll install Quake in, and cd
to it. The rest of these instructions will assume that this is your
current directory.
<tscreen><verb>
mkdir /usr/local/games/quake
cd /usr/local/games/quake
</verb></tscreen>
<sect2>Installing From a Quake CD ++
<p>
If you're installing from a Quake CD-ROM, read on. Otherwise you have
permission to skip this section.
There are at least two versions of the Quake CD in circulation. I've got
one from the early days that has Quake version 1.01 on it. Iv'e seen
other CDs that contain version 1.06. You have 1.01 if you see files on
your CD called <tt>quake101.1</tt> and <tt>quake101.2</tt>. If instead
you see a file called <tt>resource.1</tt>, you have a newer CD.
Mount your Quake CD now and determine which version you've
got. In the example below, replace <tt>/dev/cdrom</tt> and
<tt>/mnt/cdrom</tt> with the device file and mount point appropriate for
your sysem:
<tscreen><verb>
mount -t iso9660 /dev/cdrom /mnt/cdrom
ls /mnt/cdrom
</verb></tscreen>
<itemize>
<item>If you have a <tt>resource.1</tt> file on your CD, you can skip
ahead to the next bullet. For a version 1.01 CD, you'll need to download
the Quake shareware package to update the <tt>.pak</tt> files after the
installation. The last bullet in this section explains this.
<itemize>
<item>Concatenate the two resource files from your CD to a single file
on your hard disk:
<tscreen><verb>
cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1
</verb></tscreen>
<item>Now continue on to the next paragraph, but when I refer to
<tt>/mnt/cdrom/resource.1</tt>, you should use
<tt>/usr/local/games/quake/resource.1</tt> instead.
</itemize>
<p>
<item>Now it's time to extract the Quake
files. The <tt>resource.1</tt> file on your CD is really an lha archive
(lha is a file compression and archiving format like zip or tar). We'll
use the <tt>lha(1)</tt> command to extract it. If lha is not already
installed on your system, you can get it from <htmlurl
url="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z"
name="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z">.
<tscreen><verb>
lha e /mnt/cdrom/resource.1
</verb></tscreen>
When lha is done, your Quake directory will contain a bunch of new files.
A directory called <tt>id1/</tt> will also be created. The files in this
directory are the only ones that are important for Linux Quake, so you can
safely remove everything else. If you're totally new to Quake, or even if
you're not, you may want to hang on to the <tt>*.txt</tt> files. On
my system, I throw all the readmes that accumulate into a <tt>doc/</tt>
directory. So:
<tscreen><verb>
cd /usr/local/games/quake
mkdir doc
mv *.txt doc
rm -f *
</verb></tscreen>
<item>If you installed from a version 1.01 CD, now you need to overwrite
your <tt>id1/pak0.pak</tt> file with the one from the Quake shareware
version. Install the shareware version as described in <ref
id="quake-shareware-install" name="Shareware Version Install">, only
install it in some temporary directory so you don't overwrite your real
Quake files. When you've extracted all the shareware files, copy
the <tt>id1/pak0.pak</tt> file from the temporary shareware directory
to your <tt>/usr/local/games/quake/id1</tt> directory. After that, you
can erase the temporary shareware files.
</itemize>
That's it for installing from the CD. You can jump ahead to section
"<ref id="quake-linux-binaries" name="Installing the Linux Binaries">" now.
<sect2>DOS/Windows to Linux Install<label id="quake-windows-copy">
<p>
If you have Quake installed under Windows or DOS on a different machine, you
can transfer the files in <tt>quake\id1\</tt> to your Linux system via
FTP or some other mechanism. Keep in mind that the filenames on your
Linux system must be in lower case for Quake to find them, so you may have
to rename them after the transfer. Also note that it may be necessary to
delete your DOS/Win installation after you do this to remain in compliance
with the terms of id's software license. It's not my fault if you do
something illegal.
If your DOS/Win and Linux systems are on the same machine, you have two
options: copy the files from your DOS/Windows partition to your Linux
partition, or link to the necessary files from Linux. Both options will
work equally well. You just save around 50 megabytes of disk space when
you link instead of copy.
Whatever you choose to do, start by cd'ing to your Quake directory and
creating a new directory below it called <tt>id1</tt>:
<tscreen><verb>
cd /usr/local/games/quake
mkdir id1
</verb></tscreen>
<itemize>
<item>If you want to copy the files from your DOS/Windows partition, do
something like this:
<tscreen><verb>
cp /win95/games/quake/id1/*.pak id1
</verb></tscreen>
<item>To create links to your DOS/Windows Quake files instead, do this:
<tscreen><verb>
cd id1
ln -s /win95/games/quake/id1/*.pak .
</verb></tscreen>
</itemize>
Replace <tt>/win95/games/quake</tt> with the correct path to
your DOS/Windows partition and Quake installation directory.
The Quake data files are now installed. Move ahead to "<ref
id="quake-linux-binaries" name="Installing the Linux Binaries">".
<sect2>Shareware Version Install<label id="quake-shareware-install">
<p>
The single-episode shareware version of Quake is freely available for
download from id's ftp site. It has all the features of the full version,
with a couple of major limitations: You can't play QuakeWorld with it,
and you can't play custom or modified levels.
Installing the shareware version of Quake isn't really much different than
installing from the CD.
See section <ref id="quake-files" name="Download the Necessary Files"> for
the location of the shareware distribution.
Download it and extract it to your Quake directory:
<tscreen><verb>
cd /usr/local/games/quake
unzip -L /wherever/you/put/it/quake106.zip
</verb></tscreen>
Now you've got (among others) a file called <tt>resource.1</tt> that's
really an lha archive (lha is a file compression and archiving format like
zip or tar). We'll use the <bf>lha(1)</bf> command to extract it. If lha
is not already installed on your system, you can get it from <htmlurl
url="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z"
name="ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z">.
<tscreen><verb>
lha e resource.1
</verb></tscreen>
When lha is done, your Quake directory will contain a bunch of new files.
A directory called <tt>id1/</tt> will also be created. The files in this
directory are the only ones that are important for Linux Quake, so you can
safely remove everything else. If you're totally new to Quake, or even if
you're not, you may want to hang on to the <tt>*.txt</tt> files. On
my system, I throw all the readmes that accumulate into a <tt>doc/</tt>
subdirectory. So:
<tscreen><verb>
cd /usr/local/games/quake
mkdir doc
mv *.txt doc
rm -f *
</verb></tscreen>
Now you're ready to install the Linux binaries.
<sect1>Adding the Linux Binaries<label id="quake-linux-binaries">
<p>
Decide which of the three flavors of Quake you'd like to install:
<itemize>
<item>X11 Quake allows you to run
Quake in a window on your X desktop. It's the least exciting client, but
it's a great, safe way to test your installation.
<item>Squake is the SVGAlib Quake client. It runs full screen on your
console.
<item>GLQuake is the OpenGL Quake client, the One True Way to play Quake
if you have a 3Dfx accellerator card.
</itemize>
Download the packages you want (see section <ref id="quake-files"
name="Download the Necessary Files">) and extract them to your Quake
directory like so:
<tscreen><verb>
cd /usr/local/games/quake
tar -xzf XXXX-i386-unknown-linux2.0.tar.gz
</verb></tscreen>
<sect1>Setting Permissions
<p>
Quake and QuakeWorld servers can be run by any user. The Quake clients,
however, need access to your sound and graphics cards, which
requires privileges that normal users don't have. One (bad) way to deal
with this is to always run Quake as root. Responsible system
administrators will cringe at this filthy suggestion. Making the Quake
binaries setuid root is a more acceptable solution. Quake can then be run
by regular users and still have the privileges it needs to access the
sound and graphics devices. Setuid presents a security risk, though. A
clever user could exploit a bug or security hole in Quake to gain root
access to your system. Of course, if you don't run a multi-user system,
this is may not be a big concern.
<tt>squake</tt> is the only Quake client that <em>must</em> be run with root
permissions. With a little work, you can run the X and GL clients without
setuid. <ref id="no-setuid" name="Running X and GL games without setuid">
in the Tips and Tricks section tells how to make this work.
If you plan to run <tt>squake</tt>, make it setuid root with the following
commands:
<tscreen><verb>
chown root squake
chmod 4755 squake
</verb></tscreen>
If you've decided it's ok to run <tt>quake.x11</tt> and <tt>glquake</tt>
setuid root on your system, you can repeat the above commands for these
binaries as well.
<sect1>X11 Quake
<p>
If you installed the X11 client, now's a good time to try it out. You
may need to do further configuration for <tt>glquake</tt> and
<tt>squake</tt>, but at this point <tt>quake.x11</tt> should be ready to
go.
<tscreen><verb>
cd /usr/local/games/quake
./quake.x11
</verb></tscreen>
If all is well, a small Quake window should appear with the first demo
running in it. You should hear sound effects and possibly music, if the
CD is mounted. If any of this fails to occur, please see the <ref
id="troubleshooting" name="Troubleshooting"> section for help.
<sect1>SVGAlib Quake <label id="quake-svgalib">
<p>
Both squake and glquake require SVGAlib to run (glquake uses SVGAlib to
process keyboard and mouse input, in case you're wondering). SVGAlib
comes with most modern Linux distributions, and <bf>must</bf> be properly
configured before squake or glquake will run correctly.
<tt>libvga.config</tt> is SVGAlib's configuration file. On
most systems you'll find it in either <tt>/etc</tt> or <tt>/etc/vga</tt>.
Make sure the mouse, monitor, and video card settings in this file are
correct for your system. See the SVGAlib documentation for more details.
If you don't already have SVGAlib on your system, download it from the
location mentioned in <ref id="quake-files" name="the files section">
above.
If you have a RedHat 5.x or other glibc-based Linux distribution, see
<ref id="glibc" name="Glibc, RedHat 5.x, Debian 2 considerations"> in the
Troubleshooting/FAQs section for important information about compiling
libraries for use with Quake. A precompiled libc5 SVGAlib binary is available
at <htmlurl url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz">
for those who don't want to deal with the hassle of compiling for libc5.
You should run squake from a virtual console. It won't run from X
unless you're root when you start it. And running a game as the root user
is something that should be avoided. So if you're in X, do a CTRL+ALT+F1,
login and then:
<tscreen><verb>
cd /usr/local/games/quake
./squake
</verb></tscreen>
<ref id="running-from-x" name="Running SVGA and GL games from X"> in the
Tips & Tricks section below explains how to launch SVGA and GL Quake from
X without manually switching to a virtual console.
<sect1>GLQuake <label id="glquake">
<p>
Hardware-accelerated OpenGL Quake is Quake the way God intended it to be.
There is no substitute, and once you've experienced it there's no going
back.
To run <tt>glquake</tt>, you need a 3D card with the Voodoo, Voodoo2 or Voodoo Rush
graphics chipset on it. There are specific issues to be dealt with if
you have a Voodoo Rush card, and I won't go into them now because frankly,
I wouldn't know what I was talking about. A future version of this HOWTO
will cover Rush issues (If somebody wants to write about Voodoo Rush
issues, I'll gladly include it here).
The SVGAlib, Glide, and Mesa libraries must all be installed and
configured properly on your system for <tt>glquake</tt> to work. The
following sections will very briefly cover what you need to do to get
them going.
Bernd Kreimeier's (<htmlurl url="mailto:bk@gamers.org"
name="bk@gamers.org">) Linux 3Dfx HOWTO (<htmlurl
url="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html"
name="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html">) is good
source for further information.
The <htmlurl url="news://news.3dfx.com/3dfx.glide.linux"
name="3dfx.glide.linux"> newsgroup on the 3dfx news server
(news.3dfx.com) is another good source of information about the
intersection of Linux, glide, Mesa and Quake.
<sect2>SVGAlib
<p>
glquake uses SVGAlib to get input from the mouse and keyboard, so you'll
need to configure it as outlined in section <ref id="quake-svgalib"
name="SVGAlib Quake">.
<sect2>Glide
<p>
Glide is a library that provides an API for programming 3Dfx based cards.
If you want the Mesa graphics library to use your 3Dfx card, you've gotta
have it.
The latest version of glide can always be found at <htmlurl
url="http://glide.xxedgexx.com/3DfxRPMS.html"
name="http://glide.xxedgexx.com/3DfxRPMS.html">. Select the package(s)
appropriate for your system, and install according to the instructions on
the web page.
Note that unless you download the 3Dfx device driver package in addition
to the Glide library, you will only be able to run Glide applications
(like GLQuake) as root. Install the <tt>/dev/3dfx</tt> module and you
can play GLQuake as a regular user.
Once you have glide installed, try out the test program that comes with
it. Remember this program: it's a good way to reset your display if you
ever have a glide application (like GLQuake) crash and leave your screen
switched off. <bf>NOTE: run this test from a VC, <em>not</em> X!</bf> It's
possible for the test app to lose mouse and keyboard focus in X, and then
you'll have no way of shutting it down.
<tscreen><verb>
/usr/local/glide/bin/test3Dfx
</verb></tscreen>
Your screen should turn blue and prompt you to hit any key. After you
press a key you should be returned to the prompt.
<htmlurl url="news://news.3dfx.com/3dfx.glide.linux"
name="3dfx.glide.linux"> on 3dfx's news server (news.3dfx.com) is a great
source of information for Linux glide-specific problems.
<sect2>Mesa
<p>
Once glide's installed, you need to install Mesa, a free OpenGL
implementation by Brian Paul <htmlurl url="mailto:brianp@elastic.avid.com"
name="(brianp@elastic.avid.com)">. Luckily, you won't have to
look far, because Mesa 2.6 is included with the QLQuake & QuakeWorld
binaries. All you have to do is move it to the right place:
<tscreen><verb>
cd /usr/local/games/quake
cp libMesaGL.so.2.6 /usr/local/lib
ldconfig
</verb></tscreen>
If you want to upgrade Mesa to a more recent version (Mesa 3.0 is
the most recent version as of this writing),
you can download the latest from <htmlurl
url="ftp://iris.ssec.wisc.edu/pub/Mesa"
name="ftp://iris.ssec.wisc.edu/pub/Mesa">
If you have a RedHat 5.x or other glibc-based Linux distribution, see
<ref id="glibc" name="Glibc, RedHat 5.x, Debian 2 considerations"> in the
Troubleshooting/FAQs section for important information about compiling
libraries for Quake.
After you've built it according to the instructions, you will have to do
two things:
<itemize>
<item>Remove your old Mesa installation. If you previously installed a
<tt>libMesaGL.so.2.6</tt> as described above, you must remove it or
Quake may not use the new version.
<tscreen><verb>
cd /usr/local/lib/
rm -f libMesaGL.so.2*
</verb></tscreen>
<item>If the new Mesa has a major version number that's greater than 2,
you need to create a link to it with the name <tt>libMesaGL.so.2</tt>:
<tscreen><verb>
cd /usr/local/lib/
ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2
ldconfig
</verb></tscreen>
</itemize>
Now switch to a VC (CTRL+ALT+F1) and start glquake.
<tscreen><verb>
cd /usr/local/games/quake
./glquake
</verb></tscreen>
<sect1>Linux-Specific Command Line Options
<p>
This section covers command line options that are specific to the
Linux versions of Quake. There are plenty of other Quake options, but
they're beyond the scope of this HOWTO. Check out some of the sites
listed in section <ref id="general-quake-sources"
name="General Quake Information"> for this kind of information.
<descrip>
<tag>-mem <em>num</em></tag>
Specify memory in megabytes to allocate (default is 8MB, which should be
fine for most needs).
<tag>-nostdout</tag>
Don't do any output to stdout. Use this if you don't want all the console
output dumped to your terminal.
<tag>-mdev <em>device</em></tag>
Mouse device, default is <tt>/dev/mouse</tt>
<tag>-mrate <em>speed</em></tag>
Mouse baud rate, default is 1200
<tag>-cddev <em>device</em></tag>
CD device, default is <tt>/dev/cdrom</tt>
<tag>-mode <em>num</em></tag>
Use indicated video mode (squake only)
<tag>-nokdb</tag>
Don't initialize keyboard
<tag>-sndbits <em>8 or 16</em></tag>
Set sound bit sample size. Default is 16 if supported.
<tag>-sndspeed <em>speed</em></tag>
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
Default is 11025.
<tag>-sndmono</tag>
Set mono sound
<tag>-sndstereo</tag>
Set stereo sound (default if supported)
</descrip>
<sect1>QuakeWorld **
<p>
<htmlurl url="http://www.quakeworld.net/"
name="http://www.quakeworld.net"> says it better than I could:
<quote>QuakeWorld is an Internet multi-player specific version of Quake.
While the original version of Quake can be played over the Internet,
modem users - the majority of players, had less than
satisfactory play. Symptoms like excessive lag - actions actually
happening much later than you did them; packet loss - the game would
freeze and resume several seconds later; and various other difficulties
plagued users. After realizing how many people played Quake on the
internet, and how many wanted to, but couldn't due to the play being
unsatisfactory, John Carmack of id Software decided to create a version of
Quake that was optimized for the average modem Internet player. This
Internet specific version does only 1 thing, play deathmatch games over a
TCP/IP network such as the Internet. It has no support for solo play, and
you can't do anything with out connecting to a special server.
</quote>
You need the full, registered or retail version of Quake to play
QuakeWorld, and a Linux QuakeWorld client. QuakeWorld clients come in
the same flavors (X11, SVGAlib and Mesa) as normal Quake, but they're
all bundled together in one package, so you only need to download one
file. However, you've got four packages to choose from:
<itemize>
<item>a libc5 tar.gz package
<item>a glibc tar.gz package
<item>a libc5 rpm package
<item>a glibc rpm package
</itemize>
Install just one of these packages. Each contains the same files, they're
just linked against different libraries.
Redhat 5.x users should choose the the glibc rpm package. Users of glibc
based systems without rpm support should use the glibc tar package. The
libc5 rpm is for Redhat distributions prior to 5.0 and other distributions
that use the rpm package format. The libc5 tar.gz package is for
Slackware and everyone else.
See the <ref id="quake-files" name="Download the Necessary Files"> section
for the location of the Linux Quakeworld files.
The prerequisites and configuration for these binaries are the same as for
Quake, so refer to the previous sections for help on setting up SVGAlib or
glide/Mesa.
<sect2>Installing the RPM packages ++
<p>
Installation of the rpm packages should be as simple as:
<tscreen><verb>
su root
rpm -Uvh qwcl-xxxxx.i386.rpm
</verb></tscreen>
<tt>qwcl</tt>, <tt>glqwcl</tt> and <tt>glqwcl.glx</tt> will be installed
setuid root so that they can access the graphics devices on your system.
The X and GL clients can be run without root privileges if you follow the
instructions in <ref id="no-setuid" name="Running X and GL games without
setuid"> below.
Rpm may complain that it can't find <tt>libglide2x.so</tt>. The
Glide library is only necessary if you have a 3Dfx card and want
to run QuakeWorld in GL mode (<tt>glqwcl</tt>). If you don't
plan to use the GL mode, you can override the glide dependency
with the <tt>--nodeps</tt> option:
<tscreen><verb>
su root
rpm -Uvh qwcl-xxxxx.i386.rpm --nodeps
</verb></tscreen>
<sect2>Installing the tar.gz packages ++
<p>
To install, just untar the file in your Quake directory. Do it as root
so the proper file permissions get set:
<tscreen><verb>
cd /usr/local/games/quake
su root
tar -xzf qwcl2.21-i386-unknown-linux2.0.tar.gz
</verb></tscreen>
<tt>qwcl</tt>, <tt>glqwcl</tt> and <tt>glqwcl.glx</tt> will be installed
setuid root so that they can access the graphics devices on your system.
The GL and X clients can be run without root privileges if you follow the
instructions in <ref id="no-setuid" name="Running X and GL games without
setuid"> below.
<sect2>Running QuakeWorld ++
<p>
Once QuakeWorld is installed alongside your Quake files, you can start it
up like:
<tscreen><verb>
./qwcl +connect some.server.address
</verb></tscreen>
See section <ref id="related-software" name="Related Software"> for
info about some nifty front ends for QuakeWorld that make finding servers
easy.
<itemize>
<item><bf>lib3dfxgl.so</bf> <label id="qw-3dfxgl"> **
<p>
With Quakeworld version 2.30, an alternative to the Mesa library is
available. <tt>lib3dfxgl.so</tt> is a mini-GL driver optimized
for Quake that provides slightly better framerates than Mesa.
This is a port of a driver that 3Dfx developed for Quake
under Windows, and apparently not all of its features work
properly yet. So hopefully we can expect its performance to
improve with time.
Like Mesa, <tt>lib3dfxgl.so</tt> requires Glide in order to
access your 3Dfx card. The Quakeworld packages come with a script,
<tt>glqwcl.3dfxgl</tt> for running Quakeworld with this
library on glibc systems. The next paragraph explains how to run
Quakeworld with <tt>lib3dfxgl.so</tt> on a libc5 system. On a
glibc system in order for this script to work,the <tt>glqwcl</tt>
executable <bf>must not be setuid</bf>, nor should you run it as
root. <tt>glqwcl</tt> will silently load Mesa rather than
<tt>lib3dfxgl.so</tt> if it runs with root permissions. This
non-root requirement implies that you have the <tt>/dev/3dfx</tt>
driver installed.
On a libc5 system, you need to create a symbolic link to <tt>lib3dfxgl.so</tt>
called <tt>libMesaGL.so.2</tt> like so:
<tscreen><verb>
cd /usr/local/games/quake
ln -sf lib3dfxgl.so libMesaGL.so.2
</verb></tscreen>
Then start Quakeworld from a script that tells
<tt>$LD_LIBRARY_PATH</tt> to look in the current directory:
<code>
#!/bin/sh
LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./glqwcl $*
</code>
You can tell which driver is being loaded by looking for output
like the following in your console as Quakeworld starts:
<tscreen><verb>
GL_VENDOR: 3Dfx Interactive Inc.
GL_RENDERER: 3Dfx Interactive Voodoo^2(tm)
GL_VERSION: 1.1
GL_EXTENSIONS: 3DFX_set_global_palette WGL_EXT_swap_control GL_EXT_paletted_texture GL_EXT_shared_texture_palette GL_SGIS_multitexture
</verb></tscreen>
If <tt>GL_VENDOR</tt> says <tt>Brian Paul</tt> rather than
<tt>3Dfx Interactive Inc.</tt>, that means Mesa is still being
used rather than the miniport dirver.
<item><bf>glqwcl.glx</bf> **
<p>
<tt>glqwcl.glx</tt> is linked against standard OpenGL libraries
instead of Mesa. This allows Quakeworld to run on other 3D
hardware that is supported by other OpenGL implementations. At
this time, I dont' know of any OpenGL implementations that
support hardware other than 3Dfx, but this renderer ensures that
when they appear, we'll be able to play Quakeworld with them.
This is a GLX application, and as such, must be run from X.
You can use this client with Mesa/3Dfx if you install Mesa and
Glide as explained in the previous section, then set the
<tt>$MESA_GLX_FX</tt> environment variable to "fullscreen" before
you run <tt>quake2</tt>:
<tscreen><verb>
export MESA_GLX_FX=fullscreen
./glqwcl.glx +_windowed_mouse 1
</verb></tscreen>
Why the <tt>+_windowed_mouse 1</tt> option? Remember that
this is an X application which happens to use your 3Dfx card.
Even though the display takes up your entire screen, Quakeworld is
stil running in a window. This means that if you're not
<em>very</em> careful, you could move the mouse pointer outside
the Quakeworld window, and Quakeworld will suddenly stop responding
to mouse and keyboard input. <tt>+_windowed_mouse 1</tt>
avoids this problem by telling <tt>glqwcl.glx</tt> to grab the mouse
and not let it move outside its window.
</itemize>
<sect1>Servers
<p>
Most, if not all, existing information about
running a DOS/Windows QW server is equally applicable to running a Linux
server.
To start a QuakeWorld server, simply do:
<tscreen><verb>
./qwsv
</verb></tscreen>
The official QuakeWorld server manual lives at <htmlurl
url="http://qwcentral.stomped.com" name="http://qwcentral.stomped.com">.
<sect1>Mods & Addons
<p>
One of the very cool things about the Quake games is that the authors
made them easily extensible. End users can create their own levels, add
new weapons or monsters, or even completely change the rules of the game.
<sect2>Capture the Flag
<p>
This is my favorite variation of both Quake and Quake 2. Instead of just
running around and killing everyone you meet (which definitely has its
merits, don't get me wrong!), CTF is team-based and more strategic.
Dave 'Zoid' Kirsch, also the maintainer of the Linux Quake ports, created
this mod.
Everything you need to know about CTF can be found at <htmlurl
url="http://captured.com/threewave/"
name="http://captured.com/threewave/"> You need <htmlurl
url="ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip"
name="ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip"> to play.
To install the client piece of CTF, simply create a directory called
<tt>ctf</tt> in your Quake directory and unzip the <tt>3wctfc.zip</tt>
file there. The accompanying <tt>readme.txt</tt> file is chock full of
good information.
<tscreen><verb>
cd /usr/local/games/quake
mkdir ctf
cd ctf
unzip -L /wherever/you/put/it/3wctfc.zip
</verb></tscreen>
For information on running a CTF server, see the web pages mentioned
above.
<sect2>Mission Packs **
<p>
Activision released two add-on packs of extra levels for Quake,
<bf>Scourge of Armagon</bf> and <bf>Dissolution of Eternity</bf>.
<itemize>
<item><bf>Mission Pack 1: The Scourge of Armagon</bf>
Assuming your CD is mounted on <tt>/mnt/cdrom</tt> and Quake is installed
in <tt>/usr/local/games/quake</tt>:
<tscreen><verb>
cd /usr/local/games/quake
mkdir hipnotic
cp /mnt/cdrom/hipnotic/pak0.pak hipnotic
cp /mnt/cdrom/hipnotic/config.cfg hipnotic
</verb></tscreen>
Play the mission pack like this:
<tscreen><verb>
cd /usr/local/games/quake
./quake.x11 -game hipnotic
</verb></tscreen>
<item><bf>Mission Pack 2: Dissolution of Eternity</bf> Installing
the second mission pack is pretty much the same procedure as
installing the first. Follow the directions for Mission Pack 1,
but replace the word <em>hipnotic</em> with the word
<em>rogue</em>, and skip the <tt>config.cfg</tt> step, as this
file isn't included on the Mission Pack 2 CD.
</itemize>
<sect2>Quake Tools
<p>
Anybody care to contribute some info about qcc, bsp and all that?
<!---------------------------------------------------------------------------->
<!---------------------------------------------------------------------------->
<sect>Quake II
<p>
To install Quake II on your Linux system, you'll need some flavor of the
official Quake II distribution from id. This will be either the retail
Windows CD-ROM that you bought at your favorite software store, or the
demo version you downloaded from the net. See <ref id="quake2-shareware"
name="Download the Necessary Files"> for details on acquiring the demo
version. Alternatively,
if you've already got Quake installed on a Windows machine, you can use
the relevant files from that installation.
<sect1>Prerequisites
<p>
You will need, as a bare minimum, the following:
<itemize>
<item>A Pentium 90 or better (133 recommended) computer
<item>16 MB RAM (24 recommended)
<item>The Quake 2 CD-ROM <bf>or</bf> the demo version (q2-314-demo-x86.exe)
<item>Linux kernel version 2.0.24 or later
<item>libc 5.2.18 or later
<item>One of the following:
<itemize>
<item>X11 server that supports the MITSM shared memory extension. 8 and
16 bit displays are supported. (for X renderer)
<item>SVGAlib 1.2.10 or later (for SVGA and GL renderer)
</itemize>
<item>25-400 megabytes free disk space (depending on how you install)
<item>Access to the root account of the machine you're installing on
</itemize>
<p>Optional:
<itemize>
<item>A supported soundcard
<item>A 3Dfx Voodoo Graphics or Voodoo2 or Voodoo Rush 3D graphics
accelerator card.
<item>3Dfx glide libraries installed (for GL renderer)
<item>Mesa 2.6 or later (for GL renderer)
</itemize>
<sect1>Installing Quake II
<p>
<sect2>Download the Necessary Files<label id="quake2-files">**
<p>
All the necessary files for Linux Quake II are available at id Software's
ftp site, <htmlurl url="ftp://ftp.idsoftware.com"
name="ftp.idsoftware.com">. This site can be quite busy at times,so you
may want to use one of these mirror sites instead:
<itemize>
<item><htmlurl url="ftp://ftp.cdrom.com/pub/idgames/idstuff"
name="ftp.cdrom.com/pub/idgames/idstuff"> (California, USA)
<item><htmlurl url="ftp://ftp.gamesnet.net/idsoftware"
name="ftp.gamesnet.net/idsoftware"> (California, USA)
<item><htmlurl url="ftp://ftp.stomped.com/pub/mirror/idstuff"
name="ftp.stomped.com/pub/mirror/idstuff"> (Minnesota, USA)
<item><htmlurl url="ftp://mirrors.telepac.pt/pub/idgames"
name="mirrors.telepac.pt/pub/idgames"> (Lisbon, Portugal)
<item><htmlurl url="ftp://download.netvision.net.il/pub/mirrors/idsoftware"
name="download.netvision.net.il/pub/mirrors/idsoftware"> (Haifa, Israel)
</itemize>
The Quake II files mentioned in in this section are:
<itemize>
<item>Quake II Linux Binaries
<itemize>
<item>libc5 tar.gz package <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-i386-unknown-linux2.0.tar.gz"
name="ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-i386-unknown-linux2.0.tar.gz">
<item>glibc tar.gz package <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-glibc-i386-unknown-linux2.0.tar.gz"
name="ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-glibc-i386-unknown-linux2.0.tar.gz">
<item>libc5 rpm package <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-2.i386.rpm"
name="ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-2.i386.rpm">
<item>glibc rpm package <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-glibc-2.i386.rpm"
name="ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-glibc-2.i386.rpm">
</itemize>
<item>Quake II Demo Version for Windows<label id="quake2-shareware">
<htmlurl url="ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe"
name="ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe">
<item>Quake II Game Source <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/source/q2source-3.14.shar.Z"
name="ftp://ftp.idsoftware.com/idstuff/quake2/source/q2source-3.14.shar.Z">
<item>Quake II Capture the Flag <htmlurl
url="ftp://ftp.idsoftware.com/idstuff/quake2/ctf/102.zip"
name="ftp://ftp.idsoftware.com/idstuff/quake2/ctf/102.zip">
</itemize>
Other software mentioned:
<itemize>
<item>SVGAlib graphics library <htmlurl
url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz">
<item>SVGAlib libc5 binary<htmlurl
url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz">
<item>Glide runtime libraries <htmlurl
url="http://glide.xxedgexx.com/3DfxRPMS.html"
name="http://glide.xxedgexx.com/3DfxRPMS.html">
<item>Mesa 3D graphics library <htmlurl
url="http://www.ssec.wisc.edu/~brianp/Mesa.html"
name="http://www.ssec.wisc.edu/~brianp/Mesa.html">
<item>unzip archive utility <htmlurl
url="http://sunsite.unc.edu/pub/Linux/utils/compress/unzip-5.31.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/utils/compress/unzip-5.31.tar.gz">
</itemize>
<sect2>Create the Installation Directory
<p>
The first thing you'll need to do is decide where you want to install
Quake II. Lots of folks like to put it in <tt>/usr/games/quake</tt>. Anal
system administrator that I am, I choose to install anything that's not
part of my Linux distribution under <tt>/usr/local</tt>. So
for me, Quake II goes in <tt>/usr/local/games/quake2</tt>. If you choose
to install somewhere else, please substitute the appropriate path wherever
<tt>/usr/local/games/quake2</tt> is mentioned.
So go ahead and create the directory you'll install Quake II in, and cd
to it. The rest of these instructions will assume that this is your
current directory.
<tscreen><verb>
mkdir /usr/local/games/quake2
cd /usr/local/games/quake2
</verb></tscreen>
<sect2>Installing from CD
<p>
Place your Quake II CD in your CD ROM drive, and mount it:
<tscreen><verb>
mount -t iso9660 /dev/cdrom /mnt/cdrom
</verb></tscreen>
If your CDROM is typically mounted elsewhere, substitute its location
for <tt>/mnt/cdrom</tt>. If you're not sure where your CDROM is
mounted, please see the documentation for your particular
distribution.
<itemize>
<item><bf>Full Install</bf>
The simplest install method is a "full" install, which involves
copying the entire contents of your CD to your hard drive. This
requires about 350 MB, and is accomplished by issuing the following
commands:
<tscreen><verb>
cd /usr/local/games/quake2
cp -r /mnt/cdrom/Install/Data/* .
</verb></tscreen>
There'll be a bunch of unnecessary Windows files hanging around that you
can safely delete:
<tscreen><verb>
rm -f /usr/local/quake2/*.dll
rm -f /usr/local/quake2/quake2.exe
rm -f /usr/local/quake2/baseq2/gamex386.dll
</verb></tscreen>
<item><bf>Medium Install</bf>
If 450 MB is too much space for you to devote to Quake II, you can skip
installing the movie cutscenes and link to them on the CD-ROM instead.
This will reduce the space requirements to about 200 MB:
<tscreen><verb>
cd /usr/local/games/quake2
mkdir baseq2
cp /mnt/cdrom/Install/Data/baseq2/pak0.pak baseq2
cp -r /mnt/cdrom/Install/Data/baseq2/players baseq2
ln -s /mnt/cdrom/Install/Data/baseq2/video baseq2/video
</verb></tscreen>
Note that this doesn't mean you have to mount your Quake II CD
every time to want to play Quake II. If the game can't load the
videos, it just won't display them.
</itemize>
<sect2>Windows to Linux install
<p>
If you have Quake II installed under Windows on a different machine, you
can transfer the files in <tt>quake2\baseq2\</tt> to your Linux system
via FTP or some other mechanism. Keep in mind that the filenames on your
Linux system must be in lower case for Quake II to find them, so you may
have to rename them after the transfer. Also note that it may be
necessary to delete your Windows installation after you do this to remain
in compliance with the terms of id's software license. It's not my fault
if you do something illegal.
If your Windows and Linux systems are on the same machine, you have two
options: copy the files from your Windows partition to your Linux
partition, or link to the necessary files from Linux. Both options will
work equally well. You'll just save a lot of disk space when you link
instead of copy.
As usual, replace <tt>/win95/games/quake2</tt> in the following examples
with the correct path to your Windows partition and Quake II installation.
<itemize>
<item>If you want to copy the files from your Windows partition, do
something like this:
<tscreen><verb>
cd /usr/local/games/quake2
cp -r /win95/games/quake2/baseq2 .
</verb></tscreen>
<item>To create links to your Windows Quake II files instead, do this:
<tscreen><verb>
cd /usr/local/games/quake2
ln -s /win95/games/quake2/baseq2 .
</verb></tscreen>
This second method requires that the Windows partition you're
linking to be writeable by users, which may not be
appropriate for all systems. By making your Windows partition
writeable, you are giving all users the opportunity to destroy
your entire Windows installation. If that's ok with you,
modify your <tt>/etc/fstab</tt> to mount the Windows
partition with the options <em>umask=002,gid=XXX</em>, where XXX
is the group id number of the "users" group. Look in
<tt>/etc/group</tt> for this information. When <tt>fstab</tt> is
updated, umount and re-mount the Windows partition and you're
done.
</itemize>
You're done installing the Quake II data files. Move ahead to "<ref
id="quake2-linux-binaries" name="Installing the Linux Binaries">".
<sect2>Installing the demo version **
<p>
id Software has a freely available demo version of Quake II at their
ftp site. It's a 40 megabyte download. The demo includes all
features of the full version, including multiplayer, but it only
comes with three levels, so it may be difficult to find a server
to play on.
See the section <ref id="quake2-files"name="Download the
Necessary Files"> above for the location of the Quake II demo.
Download it and place it in your Quake II directory.
The demo distribution is a self-extracting zip file (it's self-extracting
in other OS's anyway). You can extract it with the <bf>unzip(1)</bf>
command, which should be included in most modern distributions. If you
don't have unzip, you can download it from the location listed in
the <ref id="quake2-files" name="Download the Necessary Files">
section.
cd to your Quake II directory and extract the archive:
<tscreen><verb>
cd /usr/local/games/quake2
unzip q2-314-demo-x86.exe
</verb></tscreen>
Now we've got to delete some things and move some other things around:
<tscreen><verb>
rm -rf Splash Setup.exe
mv Install/Data/baseq2 .
mv Install/Data/DOCS docs
rm -rf Install
rm -f baseq2/gamex86.dll
</verb></tscreen>
The Quake II demo is now installed. You just need to add the Linux
binaries.
<sect1>Adding the Linux Binaries <label id="quake2-linux-binaries">**
<p>
There are four Linux Quake II packages available for download:
<itemize>
<item>a libc5 tar.gz package
<item>a glibc tar.gz package
<item>a libc5 rpm package
<item>a glibc rpm package
</itemize>
Install just one of these packages. Each contains the same
files, they're just linked against different libraries. Redhat
5.x users should choose the the glibc rpm package. Users of
glibc based systems without rpm support should use the glibc tar
package. The libc5 rpm is for Redhat distributions prior to 5.0
and other distributions that use the rpm package format. The
libc5 tar.gz package is for Slackware and everyone else.
See the <ref id="quake2-files" name="Download the Necessary Files"> section
for the location of the Linux Quake II files.
<sect2>Installing the RPM packages **
<p>
Installation of the rpm packages should be as simple as:
<tscreen><verb>
su root
rpm -Uvh quake2-xxxxx.i386.rpm
</verb></tscreen>
Rpm may complain that it can't find <tt>libglide2x.so</tt>. The
Glide library is only necessary if you have a 3Dfx card and want
to run Quake II in GL mode. If you don't plan to use the GL
mode, you can override the glide dependency with the
<tt>--nodeps</tt> option:
<tscreen><verb>
su root
rpm -Uvh quake2-xxxxx.i386.rpm --nodeps
</verb></tscreen>
<sect2>Installing the tar.gz packages **
<p>
To install, just untar the file in your Quake II directory. Do
it as root so the proper file permissions get set:
<tscreen><verb>
cd /usr/local/games/quake
su root
tar -xzf qwcl2.21-i386-unknown-linux2.0.tar.gz
</verb></tscreen>
<sect1>Setting Permissions **
<p>
If you ran <tt>rpm</tt> or <tt>tar</tt> as root when installing
the Quake II package on your system, the file permissions should
be properly set already. The <tt>quake2</tt> executable was
installed setuid root so that it can access the graphics devices
on your system. For security, the <tt>ref_*.so</tt> rendering
libraries are owned by root and writeable only by him. If root
doesn't own the libraries, or they're world writeable,
<tt>quake2</tt> will refuse to run.
If you plan to only run Quake II with the GL or X renderers, your
<tt>quake2</tt> doesn't need to be setuid root. See <ref
id="no-setuid" name="Running X and GL games without setuid"> in
the Tips and Tricks section below for information on running Quake
II without root permissions.
<sect2>Quake2.conf **
<p>
For security reasons, there is a <tt>quake2.conf</tt> file, which
tells Quake II where to find the rendering libraries it needs
(<tt>ref_*.so</tt>). It contains only one line, which should be
the path to your Quake II installation. Quake II looks for this
file in <tt>/etc</tt>. If you installed Quake II from an
<tt>.rpm</tt> file, this file was installed for you. If you
installed from a <tt>.tar</tt> package, you need to create it
like so:
<tscreen><verb>
su root
cd /usr/local/games/quake2
pwd > /etc/quake2.conf
chmod 644 /etc/quake2.conf
</verb></tscreen>
<sect1>The X Renderer
<p>
Quake II should be ready to run under X now. Give it a try:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2 +set vid_ref softx
</verb></tscreen>
If all is well, after a pretty significant pause, a small Quake II window
will appear with the first demo running in it. You should hear sound
effects and possibly music, if the CD is mounted. If any of this fails
to occur, please see section <ref id="troubleshooting"
name="Troubleshooting"> for help.
<sect1>The SVGAlib Renderer <label id="quake2-svgalib">
<p>
You need SVGAlib installed and configured if you're going to use either
the ref_soft or ref_gl renderers. (Quake II uses SVGAlib to process
keyboard and mouse input, in case you're wondering why you'd need it for
the GL renderer). SVGAlib comes with most modern distributions, and
<bf>must</bf> be properly configured before Quake II will run correctly
outside of X.
<tt>libvga.config</tt> is SVGAlib's configuration file. On
most systems you'll find it in either <tt>/etc</tt> or <tt>/etc/vga</tt>.
Make sure the mouse, monitor, and video card settings in this file are
correct for your system. See the SVGAlib documentation for more details.
If you don't already have SVGAlib on your system, download it from
the location mentioned in <ref id="quake-files" name="the files
section"> above. If you have a RedHat 5.x or other glibc-based
Linux distribution, see <ref id="glibc" name="Glibc, RedHat 5.x,
Debian 2 considerations"> in the Troubleshooting/FAQs section for
important information about compiling libraries for Quake II.
A precompiled libc5 SVGAlib binary is available
at <htmlurl url="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz"
name="http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz">
for those who don't want to deal with the hassle of compiling for libc5.
You should run Quake II from a virtual console when using the ref_soft
or ref_gl renderers. It won't run from X unless you're root when you
start it, and that's not advisable. So if you're in X, do a CTRL+ALT+F1,
login and then:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2
</verb></tscreen>
<ref id="running-from-x" name="Running SVGA and GL games from X">
in the Tips & Tricks section below explains how to launch SVGA
and GL Quake II from X without manually switching to a virtual
console.
<sect1>The OpenGL Renderer<label id="quake2-gl">
<p>
Hardware-accelerated OpenGL Quake is Quake the way God intended it to be.
There is no substitute, and once you've experienced it there's no going
back.
To run Quake II in GL mode, you need a 3D card with the Voodoo,
Voodoo2 or Voodoo Rush graphics chipset on it. There are
specific issues to be dealt with if you have a Voodoo Rush card,
and I won't go into them now because frankly, I wouldn't know
what I was talking about. A future version of this HOWTO will
cover Rush issues (If somebody wants to write about Voodoo Rush
issues, I'll gladly include it here).
The SVGAlib, Glide, and Mesa libraries must all be installed and
configured properly on your system for <tt>quake2</tt> to work. The
following sections will very briefly cover what you need to do to get
them going.
Bernd Kreimeier's (<htmlurl url="mailto:bk@gamers.org"
name="bk@gamers.org">) Linux 3Dfx HOWTO (<htmlurl
url="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html"
name="http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html">) is good
source for further information.
The <htmlurl url="news://news.3dfx.com/3dfx.glide.linux"
name="3dfx.glide.linux"> newsgroup on the 3dfx news server
(news.3dfx.com) is another good source of information about the
intersection of Linux, glide, Mesa and Quake.
<sect2>SVGAlib
<p>
Quake II uses SVGAlib to get input from the mouse and keyboard, so you'll
need to configure it as outlined in section <ref id="quake2-svgalib"
name="SVGAlib Renderer"> section.
<sect2>Glide<label id="quake2-glide">
<p>
Glide is a library that provides an API for programming 3Dfx based cards.
If you want the Mesa graphics library to use your 3Dfx card, you've gotta
have it.
The latest version of glide can always be found at <htmlurl
url="http://glide.xxedgexx.com/3DfxRPMS.html"
name="http://glide.xxedgexx.com/3DfxRPMS.html">. Select the package(s)
appropriate for your system, and install according to the instructions on
the web page.
Note that unless you download the 3Dfx device driver package in addition
to the Glide library, you will only be able to run Glide applications
(like GLQuake) as root. Install the <tt>/dev/3dfx</tt> module and you
can play GLQuake as a regular user.
Once you have glide installed, try out the test program that comes with
it. Remember this program: it's a good way to reset your display if you
ever have a glide application (like GLQuake) crash and leave your screen
switched off. <bf>NOTE: run this test from a VC, <em>not</em> X!</bf> It's
possible for the test app to lose mouse and keyboard focus in X, and then
you'll have no way of shutting it down.
<tscreen><verb>
/usr/local/glide/bin/test3Dfx
</verb></tscreen>
Your screen should turn blue and prompt you to hit any key. After you
press a key you should be returned to the prompt.
<htmlurl url="news://news.3dfx.com/3dfx.glide.linux"
name="3dfx.glide.linux"> on 3dfx's news server (news.3dfx.com) is a great
source of information for Linux glide-specific problems.
<sect2>Mesa
<p>
Once glide's installed, you need to install Mesa, a free OpenGL
implementation by <htmlurl url="mailto:brianp@elastic.avid.com"
name="Brian Paul (brianp@elastic.avid.com)">. Luckily, you won't have to
look far, because Mesa 2.6 is included with the Quake II binaries. All
you have to do is move it to the right place:
<tscreen><verb>
cd /usr/local/games/quake2
cp libMesaGL.so.2.6 /usr/local/lib
ldconfig
</verb></tscreen>
If you want to upgrade Mesa to a more recent version (Mesa 3.0 is
the most recent version as of this writing),
you can download the latest from <htmlurl
url="ftp://iris.ssec.wisc.edu/pub/Mesa"
name="ftp://iris.ssec.wisc.edu/pub/Mesa">
If you have a RedHat 5.x or other glibc-based Linux distribution, see
<ref id="glibc" name="Glibc, RedHat 5.x, Debian 2 considerations"> in the
Troubleshooting/FAQs section for important information about compiling
libraries for Quake.
After you've built it according to the instructions, you will have to do
two things:
<itemize>
<item>Remove your old Mesa installation. If you previously installed a
<tt>libMesaGL.so.2.6</tt> as described above, you must remove it or
Quake II may not use the new version.
<tscreen><verb>
cd /usr/local/lib/
rm -f libMesaGL.so.2*
</verb></tscreen>
<item>If the new Mesa has a major version number that's greater than 2,
you need to create a link to it with the name <tt>libMesaGL.so.2</tt>:
<tscreen><verb>
cd /usr/local/lib/
ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2
ldconfig
</verb></tscreen>
</itemize>
Now switch to a VC (CTRL+ALT+F1) and start Quake II:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2 +set vid_ref gl
</verb></tscreen>
<sect2>lib3dfxgl.so <label id="q2-3dfxgl"> **
<p>
With Quake II version 3.19, an alternative to the Mesa library is
available. <tt>lib3dfxgl.so</tt> is a mini-GL driver optimized
for Quake that provides slightly better framerates than Mesa.
This is a port of a driver that 3Dfx developed for Quake
under Windows, and apparently not all of its features work
properly yet. So hopefully we can expect its performance to
improve with time.
Like Mesa, <tt>lib3dfxgl.so</tt> requires Glide in order to
access your 3Dfx card. The Quake II packages come with a script,
<tt>quake2.3dfxgl</tt> for running Quake II with this
library on glibc systems. The next paragraph explains how to run
Quake II with <tt>lib3dfxgl.so</tt> on a libc5 system. On a
glibc system, the <tt>glqwcl</tt> executable <bf>must not be setuid</bf>,
nor should you run it as root. <tt>glqwcl</tt> will silently load
Mesa rather than
<tt>lib3dfxgl.so</tt> if it runs with root permissions. This
non-root requirement implies that you have the <tt>/dev/3dfx</tt>
driver installed.
On a libc5 system, the non-root requirements mentioned above apply,
but you also need to create a symbolic link to <tt>lib3dfxgl.so</tt>
called <tt>libMesaGL.so.2</tt> like so:
<tscreen><verb>
cd /usr/local/games/quake2
ln -sf lib3dfxgl.so libMesaGL.so.2
</verb></tscreen>
Then start Quake II from a script that tells
<tt>$LD_LIBRARY_PATH</tt> to look in the current directory:
<code>
#!/bin/sh
LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./quake2 +set vid_ref gl $*
</code>
You can tell which driver is being loaded by looking for output
like the following in your console as Quake II starts:
<tscreen><verb>
GL_VENDOR: 3Dfx Interactive Inc.
GL_RENDERER: 3Dfx Interactive Voodoo^2(tm)
GL_VERSION: 1.1
GL_EXTENSIONS: 3DFX_set_global_palette WGL_EXT_swap_control GL_EXT_paletted_texture GL_EXT_shared_texture_palette GL_SGIS_multitexture
</verb></tscreen>
If <tt>GL_VENDOR</tt> says <tt>Brian Paul</tt> rather than
<tt>3Dfx Interactive Inc.</tt>, that means Mesa is still being
used rather than the miniport dirver.
<sect1>The GLX Renderer<label id="quake2-glx"> **
<p>
<tt>ref_glx.so</tt> is linked against standard OpenGL libraries
instead of Mesa. This allows Quake II to run on other 3D
hardware that is supported by other OpenGL implementations. At
this time, I dont' know of any OpenGL implementations that
support hardware other than 3Dfx, but this renderer ensures that
when they appear, we'll be able to play Quake II with them.
This is a GLX application, and as such, must be run from X.
You can use this client with Mesa/3Dfx if you install Mesa and
Glide as explained in the previous section, then set the
<tt>$MESA_GLX_FX</tt> environment variable to "fullscreen" before
you run <tt>quake2</tt>:
<tscreen><verb>
export MESA_GLX_FX=fullscreen
./quake2 +set vid_ref glx +set _windowed_mouse 1
</verb></tscreen>
Why the <tt>+set _windowed_mouse 1</tt> option? Remember that
this is an X application which happens to use your 3Dfx card.
Even though the display takes up your entire screen, Quake II is
stil running in a window. This means that if you're not
<em>very</em> careful, you could move the mouse pointer outside
the Quake II window, and Quake II will suddenly stop responding
to mouse and keyboard input. <tt>+set _windowed_mouse 1</tt>
avoids this problem by telling <tt>quake2</tt> to grab the mouse
and not let it move outside its window.
<sect1>Linux-Specific Command Line Options
<p>
This section will cover command line options that are specific to the
Linux version of Quake II. There are plenty of other Quake II options,
but they're beyond the scope of this HOWTO. Check out some of the sites
listed in section <ref id="general-quake-sources"
name="General Quake Information"> for this kind of information.
These are actually cvars (client variables) that you can set in the Q2
console, but it makes the most sense to set them on the command line.
Set them with <tt>+set</tt> on the command line, like:
<tscreen><verb>
./quake2 +set cd_dev /dev/hdc
</verb></tscreen>
<descrip>
<tag>cd_dev <em>device</em></tag>
Name of the CD-ROM device.
<tag>nocdaudio <em>value</em></tag>
Disable CD audio if <em>value</em> is nonzero
<tag>sndbits <em>num</em></tag>
Set sound bit sample size. Default is 16.
<tag>sndspeed <em>num</em></tag>
Set sound sample speed. Usual values are 8000, 11025, 22051 and 44100.
If set to zero, causes the sound driver to attempt speeds in the following
order: 11025, 22051, 44100, 8000.
<tag>sndchannels <em>num</em></tag>
Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
<tag>nostdout <em>value</em></tag>
Don't do any output to stdout. Use this if you don't want all the console
output dumped to your terminal.
</descrip>
<sect1>Quake II Servers
<p>
Linux's strength as an internet server make it a perfect platform for
running an internet Quake II server. This section will touch on the
basics and Linux-specific aspects of starting up a Quake II server. More
detailed information about running Quake II servers is available elsewhere
(see section <ref id="other-sources" name="Other Sources of Information">
earlier in this document.
<sect2>Listen Servers
<p>
You can start a Quake II "Listen" server from within the game via the
<em>Multiplayer</em> menu. This allows you to host a game and participate
in it at the same time.
To start a Listen server, start Quake II, bring up the Quake II menu with
the ESC key, and select <em>Multiplayer</em>. It should be pretty
self-explanatory from there.
<sect2>Dedicated Servers
<p>
For a permanent, stand-alone Quake II server that needs to run without
constant attention, using the Listen server is impractical. Quake II has
a Dedicated server mode that is better suited to this type of use. A
dedicated server is started from the command line and uses fewer system
resources than a Listen server because it doesn't start the graphical
client piece at all.
To start a dedicated server, use the command line option <tt>+set
dedicated 1</tt>. You can set additional server parameters either on the
command line or in a config file that you <tt>+exec</tt> on the command
line. Your config file should reside in the <tt>baseq2</tt> directory.
A few common server options are listed below. To set options on the
command line, do <tt>+set fraglimit 30</tt>. Options are set the same way
in a config file, only you don't want the <tt>+</tt> before the
<tt>set</tt>. Invoke your config file like this: <tt>+exec
server.cfg</tt>.
<descrip>
<tag>fraglimit</tag>
Number of frags required before the map changes
<tag>timelimit</tag>
Time in minutes that must pass before the map changes
<tag>hostname</tag>
The name of your Quake II server. This is an arbitrary string and
has nothing to do with your DNS hostname.
<tag>maxclients</tag>
The maximum number of players that can connect to the server at once.
</descrip>
For enough Quake II console and command line information to choke a horse,
see Farenheit 176 (<htmlurl url="http://www.planetquake.com/f176"
name="http://www.planetquake.com/f176">).
<sect2>Other Sources of Server Information
<p>
<itemize>
<item>The Q2 Server FAQ has a basic step-by-step guide to set up a
Q2 Server under Linux: <htmlurl
url="http://www.bluesnews.com/faqs/q2s-faq.html"
name="http://www.bluesnews.com/faqs/q2s-faq.html">
<item>Grant Cornelius Reticulus Copernicus Sperry (<htmlurl
url="mailto:flubber@xmission.com" name="flubber@xmission.com">) has some
basic Q2 server config files and startup scripts at <htmlurl
url="http://www.atomicage.com:80/quake/server/server_cfg/"
name="http://www.atomicage.com:80/quake/server/server_cfg/">.
</itemize>
<sect1>Mods & Addons
<p>
Quake II modifications like Capture the Flag, Jailbreak, and Lithium
II are very popular extensions of the original Quake II game. Some
mods reside entirely on the server (Lithium), and some also require changes
to your client (CTF). For server only mods, you just connect normally
and play. Client-side mods require you to install additional files in
your <tt>quake2</tt> directory before you can play.
<sect2>Client Side Mods
<p>
Generally, installation of a client-side mod consists of just
downloading the client package and upacking it in your Quake II
directory, but you should refer to the mod's documentation for specific
details. It may be necessary to download a Linux-specific package
in addition to the main (Windows) client package. Also be aware that all mods
may not be available for Linux.
Client-side mod packages usually contain a new <tt>gamei386.so</tt>
file and one or more <tt>.pak</tt> files. Other new files may be
included as well. These new files will be installed in a subdirectory
below your Quake II directory. Use <tt>+set game <em>mod-dir</em></tt>
on the command line to run the mod. Rocket Arena 2, for example, gets
installed in a directory called <tt>arena</tt>. To play RA2,
your would start your client like so:
<tscreen><verb>
./quake2 +set game arena
</verb></tscreen>
<sect3>Capture the Flag
<p>
Since this is by far the most popular variation of multiplayer Quake II,
I've included specific instructions for installing this mod. Capture
the Flag for Quake II is available from id's ftp site. Download
it, then install like so:
<tscreen><verb>
cd /usr/local/games/quake2
mkdir ctf
cd ctf
unzip -L /wherever/you/put/it/q2ctf102.zip
</verb></tscreen>
Start Quake II with <tt>+set game ctf</tt> to play CTF.
<sect2>Server Side Mods
<p>
Running a Quake II mod on a server isn't much different than running one
on the client side. Generally you'll need to install <tt>gamei386.so</tt>
and <tt>server.cfg</tt> files in a new subdirectory and then start your
server like
<tscreen><verb>
./quake2 +set game XXXX +set dedicated 1 +exec server.cfg
</verb></tscreen>
Where XXXX above is the name of the mod's new subdirectory. The exact
procedure will vary from mod to mod, of course. See the mod's documentation
for specific details.
<sect2>Game Source
<p>
The entire game, with the exception of the engine itself, resides in a
shared library, <tt>gamei386.so</tt>. Quake II mods are created by
changing the contents of this file. The C source is freely available
(section <ref id="quake2-files" name="Download the Necessary Files"> above)
for anyone to download and modify.
After you've downloaded the source, here's how to get started with it:
<tscreen><verb>
cd /usr/local/games/quake2
mkdir mymod
cd mymod
gunzip /wherever/you/put/it/q2source-3.14.shar.Z
sh /wherever/you/put/it/q2source-3.14.shar
</verb></tscreen>
You'll be presented with a bunch of legalese that you must answer
<tt>yes</tt> to, then the game source will be extracted. Building a new
<tt>gamei386.so</tt> out of these sources is accomplished with a simple
<tt>make</tt>. You can run Quake II with the newly compiled library like
so:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2 +set game mymod
</verb></tscreen>
Not too exciting yet, since what you just built is identical to the
"stock" <tt>gamei386.so</tt>, but this should be good information for
aspiring mod authors.
<sect2>Mission Packs **
<p>
<itemize>
<item><bf>Mission Pack 1: The Reckoning</bf>
The Reckoning requires Quake II version 3.15 or later to run. You'll need at least
95 MB for a minimum installation. Another 90 MB are required if you want
to install the video sequences as well. Assuming your CD is mounted on
<tt>/mnt/cdrom</tt> and Quake II is installed in
<tt>/usr/local/games/quake2</tt>:
<tscreen><verb>
cd /usr/local/games/quake2
cp -r /mnt/cdrom/Data/all/* xatrix/
rm -f xatrix/gamex86.dll
</verb></tscreen>
If you want to install the video sequences:
<tscreen><verb>
cp -r /mnt/cdrom/Data/max/xatrix/video xatrix
</verb></tscreen>
Play The Reckoning like this:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2 +set game xatrix
</verb></tscreen>
<item><bf>Mission Pack 2: Ground Zero</bf>
It requires Quake II version 3.17 or later to run. You'll need at least
120 MB for a minimum installation. Another 115 MB are required if you want
to install the video sequences as well. Assuming your CD is mounted on
<tt>/mnt/cdrom</tt> and Quake II is installed in
<tt>/usr/local/games/quake2</tt>:
<tscreen><verb>
cd /usr/local/games/quake2
cp -r /mnt/cdrom/Data/all/* rogue/
rm -f rogue/gamex86.dll
</verb></tscreen>
If you want to install the video sequences:
<tscreen><verb>
cp -r /mnt/cdrom/Data/max/rogue/video rogue
</verb></tscreen>
Play Ground Zero like this:
<tscreen><verb>
cd /usr/local/games/quake2
./quake2 +set game rogue
</verb></tscreen>
</itemize>
<!--=================================================================-->
<sect>Related Software<label id="related-software"> ++
<p>
<sect1>QStat
<p>
Qstat is a command line based program that returns the status of internet
Quake, QuakeWorld, and Quake 2 servers created by Steve Jankowski <htmlurl
url="mailto:steve@activesw.com" name="mailto:steve@activesw.com">.
Here's the feature summary from the QStat homepage:
<itemize>
<item>Supports Windows 95, NT, and most Unixes
<item>Comes with C source code and a binary for Windows
<item>Supports old Quake (NetQuake), QuakeWorld, Hexen II, and Quake II
servers
<item>Can display all available statistics, including player info and
server rules
<item>Output templates for automatic HTML generation
<item>Raw display mode for integration with HTML page generators
<item>Built-in host name cache
<item>Sort by ping time, game, or both
<item>More options than you can wiggle a mouse at
</itemize>
Qstat is a must-have tool if you're planning on doing any net play. A
number of front-ends for qstat have been written as well. Some of them
are listed later in this section.
You can get the latest version of qstat from the QStat Homepage (<htmlurl
url="http://www.activesw.com/people/steve/qstat.html"
name="http://www.activesw.com/people/steve/qstat.html">.
<sect1>XQF
<p>
XQF is a graphical front-end to QStat that uses the GTK toolkit. This is
the best QuakeWorld/Quake2 server browser that currently exists, and
Roman Pozlevich (<htmlurl url="mailto:roma@botik.ru"
name="roma@botik.ru">), is still cranking out revisions at the rate of
about one per month.
If you're familiar with GameSpy for the Windows platform, this is the
closest thing to it for Linux.
The XQF homepage is at <htmlurl url="http://www.linuxgames.com/xqf"
name="http://www.linuxgames.com/xqf">.
<sect1>QuickSpy
<p>
QuickSpy is a text-based QuakeWorld server browser. It's another
front-end to QStat and it works pretty well. If you don't run X and
you don't have Quake II, this is a decent option. Beware though, it's no
longer under development.
You can get QuickSpy at <htmlurl
url="http://diana.ecs.soton.ac.uk/~rht96r/quake/quickspy/"
name="http://diana.ecs.soton.ac.uk/~rht96r/quake/quickspy/">.
<sect1>QPlug for Linux
<p>
Qplug is a Netscape plugin which retrieves and displays QuakeWorld and
Quake II server information embedded in a web page. A Windows Qplug has
been around for some time. The author, Olivier Debon (<htmlurl
url="mailto:odebon@club-internet.fr" name="odebon@club-internet.fr">)
wrote the Linux version from scratch without ever having seen the Windows
version.
QPlug for Linux can be got at <htmlurl
url="http://www.geocities.com/TimesSquare/Labyrinth/5084/qplug.html"
name="http://www.geocities.com/TimesSquare/Labyrinth/5084/qplug.html">.
<sect1>qkHacklib
<p>
David Bucciarelli (<htmlurl url="mailto:tech.hmw@plus.it"
name="tech.hmw@plus.it">), author of the 3Dfx driver for Mesa, has
written a library called qkHack, which tries to emulate all the
SVGAlib/fxMesa functions used by Quake and Quake II. This would remove
the need for SVGAlib when running glquake or Quake II with ref_gl.
Other features from the qkHacklib README:
<itemize>
<item>You can dynamically switch between fullscreen rendering and the in
window rendering just pressing the TAB key (you must start your X server
in 16 bpp mode in order to use this feature)
<item>You can press Ctrl-C in the shell or kill the Quake process without
problems
<item>you can enable/disable the mouse and keyboard 'grabbing' pressing
F11/F12
<item>you can iconify and pause Quake pressing the F10 (it will not
eat more CPU cycles). You can restart everything with a double
click in the "****" icon
<item> you can run Quake with any Mesa driver (for example with the
X11 driver but you must recompile the Mesa without the Voodoo
driver)
<item>you can run Quake under any Linux box and get the hardware
acclerated output on a SGI box (OK, this is a bit exotic and
theoretical as feature but it is an example of how powerful can be an
GLX/OpenGL application)
</itemize>
I've tried qkHacklib and it works great for Quake on my system. In
Quake II, however, the mouse response becomes <em>really</em> slow.
Others report complete success, though, so give it a try it it sounds
like something you need.
David Bucciarelli's qkHacklib web page is at <htmlurl
url="http://www-hmw.caribel.pisa.it/fxmesa/fxqkhack.html"
name="http://www-hmw.caribel.pisa.it/fxmesa/fxqkhack.html">.
<sect1>GiMd2Viewer
<p>
GiMd2Viewer is a Quake 2 model viewer written for Gtk and OpenGL by
Lionel Ulmer (<htmlurl url="mailto:bbrox@mygale.org"
name="bbrox@mygale.org">). It loads models and textures from either plain
files or .PAK files. It will also animate the models (with frame
interpolation).
This program is still under developement and I haven't tried it yet, but
it sounds pretty nifty. Check it out at <htmlurl
url="http://www.mygale.org/~bbrox/GiMd2Viewer/"
name="http://www.mygale.org/~bbrox/GiMd2Viewer/">.
<sect1>QIPX
<p>
QIPX is a set of programs that allow Linux Quake clients (using TCP/IP) to
connect with DOS Quake clients (using IPX). I guess this is useful if
you're playing netquake on a LAN. QIPX is available at
<htmlurl url="http://www.geocities.com/SiliconValley/Park/6083/qipx.html"
name="http://www.geocities.com/SiliconValley/Park/6083/qipx.html">.
<sect1>Ice
<p>
Ice is a Quake map editor for UN*X created by C.J. Beyer and John Watson.
I haven't used this program, nor do I know what its development status is.
The Ice homepage is at <htmlurl url="http://styx.phy.vanderbilt.edu/~ice/"
name="http://styx.phy.vanderbilt.edu/~ice/">.
<sect1>Q2getty
<p>
Q2getty is a hack of mingetty by Mike Gleason (<htmlurl
url="mailto:mgleason@ncftp.com" name="mgleason@ncftp.com">) that allows you to
automatically run and respawn a program (like a Quake server) on a
virtual console.
This program is available in the files section at <htmlurl
url="http://www.ncftpd.com/unixstuff/q2getty.html"
name="http://www.ncftpd.com/unixstuff/q2getty.html">.
<sect1>rcon
<p>
Rcon is a pair of tools that allow remote administration of a Quake II
server using the RCON protocol. Michael Dwyer (<htmlurl
url="mailto:mdwyer@holly.colostate.edu" name="michael_dwyer@mwiworks.com">)
is the author. Rcon 1.1 is available at <htmlurl
url="http://sunsite.unc.edu/pub/Linux/games/quake/rcon-1.1.tar.gz">.
<sect1>qlog ++
<p>
Qlog is a GPL'ed QuakeWorld/Quake II server log parser that generates
comprehensive player statistics. Craig Knudsen (<htmlurl
url="mailto:cknudsen@radix.net" name="cknudsen@radix.net">) is the author.
The qlog homepage is <htmlurl url="http://www.radix.net/~cknudsen/qlog/"
name="http://www.radix.net/~cknudsen/qlog/">.
<sect1>Cheapo **
<p>
Cheapo is a proxy that can be used to route QuakeWorld network
traffic. Additionally, the proxy can modify the data and has features
for enhancing gameplay. You can connect to cheapo as if it were a
Quakeworld server, and then give it commands that forward you to a
real server. The proxy can also be run on a firewall machine
incapable of handling Quake traffic, so that machines inside the
firewall can be used for playing.
The Cheapo homepage is at <htmlurl
url="http://www.saunalahti.fi/~softech/"
name="http://www.saunalahti.fi/~softech/">.
<sect1>qgraph **
<p>
QGraph (Quake Graph) is a utility to help people in managing Quake's
DeathMathes, turnments and Quakeworld games.
QGraph is a program who connects (via Lan or the Internet) to a Quake,
QuakeII, Quakeworld and Hexen2 Servers and shows you realtime data about
the game running on that server.<2E>
The QGraph homepage is at <htmlurl
url="http://www.frag.com/qgraph"
name="http://www.frag.com/qgraph">.
<!--==============================================================-->
<sect>Troubleshooting/FAQs<label id="troubleshooting">
<p>
<sect1>General
<p>
<sect2>OS difference considerations
<p>
<itemize>
<item><bf>Case sensitivity</bf> - In DOS and Windows, case is not important.
<tt>BASE1.TXT</tt> is the same as <tt>base1.txt</tt>. Under Linux and other
unices, case IS significant. <tt>MOTD.TXT</tt> and <tt>motd.txt</tt> are
different files. This can cause problems with player models and skin files
if they're installed with upper- or mixed-case filenames.
<tt>players/male/santa.PCX</tt> needs to be renamed to <tt>santa.pcx</tt> in
order to work in Linux. The <tt>fixskins.sh</tt> script included with
quakeworld will convert all filenames in a directory to lowercase. It's
reproduced below for your convenience:
<code>
#!/bin/sh
for x in *; do
y=`echo $x | tr '[A-Z]' '[a-z]'`
if [ $x != $y ]; then
mv $x $y
fi
done
</code>
<item><bf>Path delimiters</bf> - DOS and Windows use the backslash "<tt>\</tt>"
character to separate file pathname elements. In Unix, the backslash is an escape
character. If you use file pathnames in your config files (or your mod code, or
anywhere else, for that matter), be sure you're using "<tt>/</tt>" and not "<tt>\</tt>".
<item><bf>End of line characters</bf> - Under DOS/Windows, each line of a text file
ends with a carriage return character (CR) and a linefeed character (LF). Unix
textfiles just have a linefeed at the end of each line. Using DOS/Win formatted
textfiles in Unix can cause all kinds of mysterious Quake problems. Using the
incorrectly formatted <tt>quake2.conf</tt> file from the Quake2 3.17 package, for
example, gives the error "<tt>LoadLibrary("ref_XXX.so") failed: No such file or
directory</tt>". LMCTF-TE reports a floating point exception.
If you've got an problem you can't explain, try removing the CRs from your text
files:
<tscreen><verb>
mv file.txt file.bak; tr -d '\r' < file.bak > file.txt
</verb></tscreen>
</itemize>
<sect2>Glibc, RedHat 5.x, Debian 2 considerations <label id="glibc">**
<p>
The following applies the Quake I binaries (<tt>squake</tt>,
<tt>glquake</tt>, and <tt>quake.x11</tt>) only. As of versions
2.30 and 3.19 respectively, QuakeWorld and Quake II are available
in both libc5 and glibc versions.
The Quake executables were compiled with libc5. Newer Linux
distributions like RedHat 5.1 and Debian 2.0 use the incompatible
glibc as their default C library. If you're running Quake on a
glibc system, there are a few things to watch out for:
<itemize>
<item>Both RedHat 5 and Debian 2 have libc5 compatibility packages that allow
you to run libc5-based applications. Make sure you have these packages installed.
Both distributions put the libc5-based libraries in <tt>/usr/i486-linux-libc5/lib</tt>.
<item>Make sure Quake uses the correct libraries. Create a script like the one below
that points <tt>$LD_LIBRARY_PATH</tt> to your compatibility libraries directory before
it runs Quake.
<code>
#!/bin/sh
export LD_LIBRARY_PATH=/usr/i486-linux-libc5/lib
./quake2 +set vid_ref gl $*
</code>
<item>If you are going to compile a library like SVGAlib or Mesa
for use with Quake, it must be compiled with libc5 and friends.
Simply building a new library according its installation
instructions will result in a library that is linked against your
default library, glibc. You must ensure your new library is
linked only with libc5 and libc5-based libraries so it will be
compatible with Quake. See your distribution's documentation for
information on linking to the non-default libraries.
</itemize>
<sect2>My mouse doesn't work or seems to respond randomly.
<p>
<itemize>
<item>Is gpm running? gpm is a program that enables you to cut and paste
with the mouse in virtual consoles. Many distributions enable it by
default. It may be interfering with Quake. Check if it's running with
the following command:
<tscreen><verb>
ps aux | grep gpm
</verb></tscreen>
If you get output like
<tscreen><verb>
root 6115 0.0 0.4 832 316 ? S 17:54 0:00 gpm -t PS/2
</verb></tscreen>
then gpm is running and interfering with Quake. <tt>gpm -k</tt> (as root)
ought to stop gpm. If it doesn't (<tt>gpm -k</tt> doesn't always work on
my system), kill gpm with the command <tt>killall gpm</tt>.
If you never use gpm, you may want to stop it from running at startup.
See the documentation for your distribution for information on how to do
this.
<p>
<item>Is your mouse defined properly in <tt>libvga.config</tt>? This file
usually lives in <tt>/etc</tt> or <tt>/etc/vga</tt>. Open it up and look
for a line like
<tscreen><verb>
mouse Microsoft
</verb></tscreen>
On my system, this is the first option in the file. Make sure the mouse
type is appropriate for your hardware.
</itemize>
<sect2>My Microsoft Intellimouse or Logitech MouseMan+ isn't working correctly.
<p>
SVGAlib, which handles mouse input for SVGA and GL Quake/QW/Q2,
didn't directly support the Intellimouse until version 1.3.0. If you have a
version of SVGAlib prior to 1.3.0, you should upgrade, then use mouse
type <tt>IntelliMouse</tt> (for serial mice) or <tt>IMPS2</tt> (for
PS/2 mice) in your <tt>libvga.config</tt> file.
<sect2>My mouse is "laggy" and seems much slower than under Windows.
<p>
<itemize>
<item>For many people, just cranking up the value of
<tt>sensitivity</tt> in the game console cures the problem.
Setting <tt>sensitivity</tt> by hand in the console or in a
<tt>.cfg</tt> file allows you to increase the mouse sensitivity
more than the slider in the Options menu. <tt>sensitivity 15</tt>,
for example.
<item> From Zoid's 1/7/98 .plan update:
<quote>If you are experience video 'lag' in the GL renderer (the frame
rate feels like it's lagging behind your mouse movement) type
"gl_finish 1" in the console. This forces update on a per frame
basis.</quote>
<item>The latest version of SVGAlib (1.3.0) provides a slew of parameters
in <tt>libvga.config</tt> that you can use to customize the behavior of
your mouse. With the proper settings it should be possible to make your
mouse feel any way you want. On my system, just changing
<tt>mouse_accel_type</tt> to <tt>normal</tt> (default is <tt>power</tt>)
gave me the results I wanted. I haven't messed with the other settings,
and I don't pretend to have a clue about what they all do.
<item>The little slider
</itemize>
<sect2>I have a Voodoo2, and, when I try to run with the gl renderer, it reports that I don't have a Voodoo card installed.
<p>
There are different versions of Glide for Voodoo and Voodoo 2 cards. Be
sure you downloaded the correct one for your system.
<sect2>When I'm playing any of the Quake games under SVGAlib or GL and press CTRL-C, the game exits and sometimes leaves my console in an unusable state.
<sect2>Sometimes when Quake/Quake II exits abnormally, it leaves my console unusable.
<p>
Yes. This bites. SVGAlib catches the CTRL-C and decides what to do with
it instead of allowing Quake to handle it. I know of no way around this
short of hacking SVGAlib.
If you run your Quake games from a script that resets the
keyboard and terminal like the one below, you'll run
less chance of ending up with a hosed terminal if this does happen, though.
<code>
#!/bin/sh
./quake2 $*
kbd_mode -a
reset
</code>
<sect2>squake/quake2 fails to start and says "<tt>svgalib: cannot get I/O permissions"</tt>
<p>
The Quake executables must run as root, so you must either run them as
root or make them setuid root. See the installation instructions in this
document for details.
<sect2>Sometimes after playing one of the Quake games in X, key repeat doesn't work any more.
<p>
For some reason, the X11 versions of Quake disable key repeat while
they're running. If the program exits abnormally for some reason, key
repeat never get turned back on. Do
<tscreen><verb>
xset r on
</verb></tscreen>
to reenable it.
<sect2>Quake/Quake II says "/dev/dsp : device not configured"
<p>
Your sound hardware is not properly configured. You may simply need to do
a <tt>insmod sound</tt>, or it may be necessary to rebuild your kernel.
RedHat users may need to invoke the <bf>sndconfig(8)</bf> utility.
See the documentation for your Linux distribution and/or the Linux Sound
HOWTO for information on configuring your system's sound hardware.
<sect2>GL Quake/Quake II run slower in Linux than in Windows. **
<p>
The Windows 3Dfx GL miniport is heavily optimized for the things
Quake II does. Mesa on the other hand, is more general and less optimized
As a result, Linux Quake II runs slower than under Windows. This isn't a
limitation of Linux, but a limitation of the current drivers.
With the most recent releases of QuakeWorld and Quake II, the
3Dfx miniport mentioned above is available for Linux. While it
still doesn't bring Linux Quake performance to par with Windows
Quake, it's another step in that direction.
Additionally, for Pentium Pro and Pentium II users, there are
some tweaks than can be done with memory buffering - the latest
<tt>/dev/3dfx</tt> device driver has support for automatically
setting this up for you. Enabling MTRRs can result in
<em>significant</em> (10 fps on my system) GL Quake speedups. See <htmlurl
url="http://glide.xxedgexx.com/MTRR.html"
name="http://glide.xxedgexx.com/MTRR.html"> for some more
detailed information about this.
<sect2>How can I start a server and log off, then come back to it later? **
<p>
<bf>screen(1)</bf> is a great utility for this sort of thing. It
allows you to create many virtual screens in one tty and switch
between them.
Screen comes with most distributions. You can download it from
<htmlurl url="ftp://prep.ai.mit.edu/pub/gnu"
name="ftp://prep.ai.mit.edu/pub/gnu">
or any GNU mirror.
Start screen by typing the command <tt>screen</tt>, then create a new
screen window by pressing CTRL-A CTRL-C. You won't see much as
you do these things, but be assured, something is happening.
Start a Quakeworld server:
<tscreen><verb>
/usr/local/games/quake/qwsv
</verb></tscreen>
Now open a new screen window with CTRL-A CTRL-C and start up a
Quake II server:
<tscreen><verb>
/usr/local/games/quake2/quake2 +set dedicated 1
</verb></tscreen>
You can switch back and forth between your servers by pressing
CTRL-A CTRL-N.
Press CTRL-A CTRL-D to detach from the screen program. Screen
and your servers are still running, but they're no longer visible
in your terminal window. You can logoff now and your processes
will continue to run normally.
Use <tt>screen -r</tt> to re-attach to your previous screen
process and access your servers again.
That's all there is to it. See the <bf>screen(1)</bf> man page
for more detailed information.
<sect1>Quake/QuakeWorld
<p>
<sect2>Quake dies at startup with a segmentation fault.
<p>
This usually means your network setup isn't right. Try starting quake
with the <tt>-noudp</tt> option and see if the error goes away. If that
fixes it, check your <tt>/etc/hosts</tt> file and verify there's an
entry for your machine in it. Use 127.0.0.1 for your IP address if you
have a dialup account that gives you a different address each time you
connect.
<sect2>What's the difference between <tt>glqwcl</tt>, <tt>glqwcl.3dfxgl</tt>, and <tt>glqwcl.glx</tt>? ++
<p>
<itemize>
<item><bf><tt>glqwcl</tt></bf> is the standard GL Quakeworld client you've
seen in previous versions. It's linked against libMesaGL.so.2.
<item><bf><tt>glqwcl.3dfxgl</tt></bf> is a script that runs <tt>glqwcl</tt>
after preloading the 3Dfx GL miniport library, <tt>lib3dfxgl.so</tt>. Preloading
the minport library causes its GL functions to get used instead of Mesa's. Since
the GL minport is optimized for Quake, this is a good thing.
<item><bf><tt>glqwcl.glx</tt></bf> is linked against standard OpenGL libriaries
instead of Mesa. This will allow glquake to run on other 3D hardware that is
supported by some other OpenGL implementation. This is an X application and
so must be run from X.
</itemize>
<sect2>When I run <tt>glqwcl.glx</tt> fullscreen from X, I can't use my mouse or keyboard. ++
<p>
Run <tt>glqwcl.glx</tt> with the <tt>+_windowed_mouse 1</tt>
option. GLX Quakeworld is running in a window, even though it
appears to take up your whole screen. If you move the mouse
while the WM is in focus-follows-mouse mode, you're likely to
move the pointer outside this window, and then Quake will stop
responding to mouse and keyboard input. <tt>+_windowed_mouse 1</tt>
makes Quakeworld grab the mouse exclusively.
<sect1>Quake II
<p>
<sect2>When I try to run Quake II with the GL renderer, it fails and says "LoadLibrary("ref_gl.so") failed: Unable to resolve symbol"
<p>
If immediately prior to the "Unable to resolve symbol" line, you have
messages like "<tt>can't resolve symbol 'fxMesaCreateContext'</tt>", your
Mesa library doesn't have glide support compiled in.
See section <ref id="quake2-gl" name="The GL renderer"> in the
Quake II installation section for information on installing Mesa and
glide.
<sect2> Quake II fails with the message <tt>LoadLibrary("ref_XXX.so") failed: No such file or directory </tt>
<p>
<itemize>
<item><tt>/etc/quake2.conf</tt> doesn't have the correct path to your
Quake II directory in it. This file should contain one line that is the
directory Quake II lives in.
<item>If <tt>/etc/quake2.conf</tt> <em>does</em> contain the correct
path, try removing the file and re-creating it by hand. Some versions of
Quake II for Linux included an incorrectly formatted <tt>quake2.conf</tt>
file.
<item>Do you have SVGAlib installed? Check <tt>/lib</tt>,
<tt>/usr/lib</tt> and <tt>/usr/local/lib</tt> for a file called
<tt>libvga.so.1.X.X</tt>, where the X's are some numbers. If nothing
turns up, you need to get and install SVGAlib to run Quake II outside of
X.
<item>If the renderer in question is <tt>ref_gl.so</tt>, Mesa may not be
properly installed. Did you copy <tt>libMesaGL.so.2.6</tt> to a
library directory like the installation instruactions told you to?
<item>If the renderer in question is <tt>ref_gl.so</tt>, did you install
the glide libraries?
</itemize>
<sect2>When I update the brightness while using the GL renderer, and hit "apply," nothing happens!
<p>
Type <tt>vid_restart</tt> in the console to make the changes take
affect.
<sect2>Note about the 3.17 distribution<label id="3.17">
<p>
As of this writing, the most recent Quake II version is 3.19. If
for some reason, you're running version 3.17 instead, the
following information may be helpful to you.
Two text files (<tt>quake2.conf</tt> and <tt>fixperms.sh</tt>) in the 3.17
distribution were inadvertently saved in MS-DOS CR/LF text-file format
instead of the unix LF format. This means there's an extra carriage
return character at the end of each line in these files and they're not
going to behave right until you fix them.
We'll run them through <bf>tr(1)</bf> to strip out the CR's.
<tscreen><verb>
for i in fixperms.sh quake2.conf
do
mv $i $i.bak
tr -d '\r' < $i.bak > $i
done
</verb></tscreen>
<sect2>When I run Quake II with <tt>+set vid_ref glx</tt> fullscreen from X, I can't use my mouse or keyboard. ++
<p>
Run GLX <tt>quake2</tt> with the <tt>+set _windowed_mouse 1</tt>
option. GLX Quake2 is running in a window, even though it
appears to take up your whole screen. If you move the mouse
while the WM is in focus-follows-mouse mode, you're likely to
move the pointer outside this window, and then Quake II will stop
responding to mouse and keyboard input. <tt>+set _windowed_mouse
1</tt> makes Quake II grab the mouse exclusively.
<sect2>Why can't I change to some of the SVGA modes that aree in the Quake II Video menu? **
<p>
SVGAlib probably doesn't know how to create the modes on your card.
When Quake II starts up with the SVGA renderer (<tt>ref_soft.so</tt>),
it prints a list of all the modes that SVGAlib tells it are available:
<tscreen><verb>
------- Loading ref_soft.so -------
Using RIVA 128 driver, 4096KB.
mode 320: 200 1075253220
mode 320: 240 1075253220
mode 320: 400 1075253220
mode 360: 480 1075253220
mode 640: 480 1075253220
mode 800: 600 1075253220
mode 1024: 768 1075253220
mode 1280: 1024 1075253220
</verb></tscreen>
These are the only modes you will be able to successfully switch to from
the Video menu. If say, 512x384 isn't on the list, selecting it from the
Video menu won't work.
SVGAlib does let you define new video modes for some chipsets in
<tt>libvga.config</tt>, so you may be able create your own video mode this
way. See the SVGAlib documentation for more detail on this topic.
<!--==============================================================-->
<sect>Tips & Tricks<p>
<p>
<sect1>Running X and GL games without setuid <label id="no-setuid">
<p>
If you only run the X and GL versions of Quake, QuakeWorld or Quake II,
you don't need to run them with root permissions. SVGA is the only mode
that must be run as root. The X versions just need access to
<tt>/dev/dsp</tt>, the sound device. The GL versions need access to the
3Dfx card as well as to <tt>/dev/dsp</tt>.
<tt>/dev/dsp</tt> needs to be readable and writeable by Quake. Most
distributions give it 662 (<tt>rw-rw--w-</tt>) permissions by default. The
simplest solution is to just <tt>chmod 666 /dev/dsp</tt>. On most systems,
the ability to read from the sound device will not pose a significant security
threat. If this approach is unacceptable for your system, create a group that
owns <tt>/dev/dsp</tt> and make your Quake players members of that group.
You need the <tt>/dev/3dfx</tt> driver from Daryll Strauss' glide page
(<htmlurl url="http://glide.xxedgexx.com/3DfxRPMS.html"
name="http://glide.xxedgexx.com/3DfxRPMS.html">) in order run glide
applications (like GLQuake) non-root. Download the <tt>Device3Dfx.xxx.rpm</tt>
package and install according to the instructions on the web page.
After you've installed the driver, make sure <tt>/dev/3dfx</tt> has
666 permissions (<tt>chmod 666 /dev/3dfx</tt>).
When <tt>/dev/dsp</tt> and <tt>/dev/3dfx</tt> are properly set up, you can
remove the setuid bit from your Quake/QW/Q2 executables. Just do
(as root) <tt>chmod 0755 XXXXX</tt>, where XXXXX is either <tt>glquake</tt>,
<tt>quake.x11</tt>, or <tt>quake2</tt>.
If you've been playing as root prior to making these changes, many of your Quake
files (like savegames) may be owned by root and inaccessible to a normal
user, so remember to change the files' ownership before you attempt to
play the game non-root.
<sect1>Running SVGA and GL games from X <label id="running-from-x">**
<p>
The GLX Quakeworld and Quake II clients are native X
applications, but since they use Mesa rather than the 3Dfx
mini-driver, they're slower than the <tt>lib3dfxgl.so</tt>
versions. For this reason, you may still favor this way of starting
games from X over using the GLX clients.
This is based on a Linux Gazette 2 Cent Tip by Joey Hess (<htmlurl
url="mailto:joey@kite.ml.org" name="joey@kite.ml.org">) The original is at
<htmlurl url="http://www.ssc.com/lg/issue20/lg_tips20.html#squake"
name="http://www.ssc.com/lg/issue20/lg_tips20.html#squake">
Yes, it's possible to run the Quake games from X if you're root, but such
behavior is naughty, and you still run the risk of having Quake crash
and leave the console unresponsive. With a little work you can make it
possible for a regular user to run SVGA and GL Quake from X <em>AND</em>
automatically switch back to X when the program is finished, regardless of
whether it exited normally or not.
Note: when I say "Quake" in the text below, I really mean "quake, glquake
squake, qwcl, glqwcl, qwcl.x11 or quake2".
<itemize>
<item>First, you'll need the <bf>open(1)</bf> package by Jon Tombs. This
is a set of two very small programs that allow you to switch between
virtual consoles and start programs on them. Download open from <htmlurl
url="http://sunsite.unc.edu/pub/Linux/utils/console/"
name="http://sunsite.unc.edu/pub/Linux/utils/console/">. You shouldn't
have to do much more than <tt>make;make install</tt> to compile and install
it. Once it's installed, you need to make the <tt>open</tt> and
<tt>switchto</tt> executables setuid root. So do this:
<tscreen><verb>
cd /usr/local/bin
chown root open switchto
chmod 4755 open switchto
</verb></tscreen>
<item>Next, save the following code to a file called <tt>getvc.c</tt>:
<code>
/* getvc.c
* Prints the number of the current VC to stdout. Most of this code
* was ripped from the open program, and this code is GPL'd
*
* Joey Hess, Fri Apr 4 14:58:50 EST 1997
*/
#include <sys/vt.h>
#include <fcntl.h>
main () {
int fd = 0;
struct vt_stat vt;
if ((fd = open("/dev/console",O_WRONLY,0)) < 0) {
perror("Failed to open /dev/console\n");
return(2);
}
if (ioctl(fd, VT_GETSTATE, &ero;vt) < 0) {
perror("can't get VTstate\n");
close(fd);
return(4);
}
printf("%d\n",vt.v_active);
}
/* End of getvc.c */
</code>
Compile it and install it somewhere in your <tt>$PATH</tt>:
<tscreen><verb>
gcc getvc.c -o getvc
strip getvc
mv getvc /usr/local/bin
</verb></tscreen>
<item>Now create a script called <tt>runvc</tt>:
your <tt>$PATH</tt>:
<code>
#!/bin/sh
# Run something on a VC, from X, and switch back to X when done.
# GPL Joey Hess, Thu, 10 Jul 1997 23:27:08 -0400
exec open -s -- sh -c "$* ; chvt `getvc`"
</code>
Make it executable and put it somewhere in your <tt>$PATH</tt>:
<tscreen><verb>
chmod 755 runvc
mv runvc /usr/local/bin
</verb></tscreen>
Now you can use the <tt>runvc</tt> command to start Quake. Continue to use
whatever command line you usually use to start your game, but put <tt>runvc</tt>
at the beginning:
<tscreen><verb>
runvc ./quake2 +set vid_ref gl +connect quake.foo.com
</verb></tscreen>
You'll automatically switch to a VC, run Quake and then switch back to X
when it's done!
</itemize>
<sect1>Keeping the mouse inside the window in X
<p>
From the Quake II <tt>readme.linux</tt> file:
<quote>By default, the mouse will not be 'tied' to the Quake2 window.
To cause Quake2 to grab the mouse, select 'Windowed Mouse' from the video
menu, or type '_windowed_mouse 0' at the console. Do the reverse to
release it. You can bind keys to grab and release the mouse in the
console, like so:
bind i "_windowed_mouse 1"
bind o "_windowed_mouse 0"
Then "i" will grab the mouse and "o" will release it.
</quote>
<sect1>3Dfx "tweak" settings work in Linux too
<p>
You may have seen or heard mention of ways to "tweak" Quake's OpenGL
performance by setting various environment variables. These variables
are equally valid under Linux. You just set them slightly differently.
If a Windows/DOS "tweak" guide tells you to:
<tscreen><verb>
SET SST_GRXCLK=59
</verb></tscreen>
Under Linux, do it like this:
<tscreen><verb>
export SST_GRXCLK=59
</verb></tscreen>
<sect1>The Poor Man's Server Browser
<p>
Joe S. (<htmlurl url="mailto:jszabo@eden.rutgers.edu"
name="jszabo@eden.rutgers.edu">) suggests:
<tscreen><verb>
a trick I do with qstat:
I make a file of my favorite servers, then do
qstat -f /C/quake2/file.txt | less
</verb></tscreen>
hit control z to suspend, then copy the ip address or hostname I want
with gpm to a command line like:
<tscreen><verb>
./quake2 +connect expert.eqclans.com
</verb></tscreen>
Then I can use fg to go back to the list later...
<sect1>Using <tt>lib3dfxgl.so</tt> for Quake I <label id="miniport">**
<p>
You can use the 3Dfx mini-driver (<tt>lib3dfxgl.so</tt>) from
Quakeworld or Quake II with <tt>glquake</tt> too. Simply copy
the <tt>glqwcl.3dfxgl</tt> or <tt>quake2.3dfxgl</tt>
scripts to a new file, say <tt>glquake.3dfxgl</tt>. Then edit the
<tt>glquake.3dfxgl</tt> script so it runs <tt>glquake</tt> instead of
<tt>glqwcl</tt>.
The same restrictions about running as root apply here, as do
the differences between running under glibc and libc5.
See the <ref id="qw-3dfxgl" name="Quakeworld"> or <ref id="q2-3dfxgl"
name="Quake II"> sections for more information on
<tt>lib3dfxgl.so</tt>.
<!--==============================================================-->
<sect>Administrivia
<p>
<sect1>New Versions of This Document
<p>
New versions of this document will be periodically posted to
<htmlurl url="news:comp.os.linux.answers" name="comp.os.linux.answers">
and <htmlurl url="news:rec.games.computer.quake.misc"
name="rec.games.computer.quake.misc">. They will also be uploaded to
various WWW and FTP sites, including the
<htmlurl url="http://sunsite.unc.edu/LDP" name="LDP home page">.
New versions of this document will be periodically posted to
<htmlurl url="news:rec.games.computer.quake.misc"
name="rec.games.computer.quake.misc"> and <htmlurl
url="news:comp.os.linux.misc" name="comp.os.linux.misc">.
The latest version of the Linux Quake HOWTO can always be found at the
following sites:
<itemize>
<item><htmlurl url="http://www.linuxquake.com/" name="http://www.linuxquake.com/">
<item><htmlurl url="http://webpages.mr.net/bobz/" name="http://webpages.mr.net/bobz/">
<item><htmlurl url="http://www.linuxgames.com/quake" name="http://www.linuxgames.com/quake">
</itemize>
<sect1>Other Formats of This Document<label id="other-formats">
<p>
This document is available in a variety of different formats. Far more
than is necessary, actually. You can find them at <htmlurl
url="http://www.linuxquake.com/howto/other-formats"
name="http://www.linuxquake.com/howto/other-formats">.
<itemize>
<item><htmlurl url="other-formats/Quake-HOWTO.txt" name="ASCII text">
<item><htmlurl url="other-formats/Quake-HOWTO.man" name="ASCII text with backspace-overstrikes">
, suitable for viewing with <bf>man(1)</bf>
<item><htmlurl url="other-formats/Quake-HOWTO-html.zip" name="HTML">
all zipped up and ready to be dropped into your web site
<item><htmlurl url="other-formats/Quake-HOWTO.ps" name="Postscript">
<item><htmlurl url="other-formats/Quake-HOWTO.prc" name="PRC">
for viewing on your Palm Pilot with Aportis Doc
<item><htmlurl url="other-formats/Quake-HOWTO.sgml" name="SGML">
<item><htmlurl url="other-formats/Quake-HOWTO.dvi" name="LaTeX">
<item><htmlurl url="other-formats/Quake-HOWTO-everything.zip"
name="All of the above are also available in a single convenient package">
</itemize>
<sect1>Distribution Policy
<p>
Copyright (c) 1998, Bob Zimbinski, Brett A. Thomas and Mike Hallock.
This document may be distributed under the terms set forth in the LDP
license at <htmlurl url="http://sunsite.unc.edu/LDP/COPYRIGHT.html"
name="sunsite.unc.edu/LDP/COPYRIGHT.html">.
This HOWTO is free documentation; you can redistribute it and/or modify it
under the terms of the LDP license. This document is distributed in the
hope that it will be useful, but <em>without any warranty</em>; without
even the implied warranty of <em>merchantability</em> or <em>fitness for a
particular purpose</em>. Heck, even if this document <em>kills your
dog</em>, it's not our fault.
See the LDP license for more details.
<sect1>Revision History
<p>
Sections of this document that were updated in the last revision
have a ** after the section heading. Sections updated in the revision
prior to the last are marked with a ++.
Below is the full revision history of this document. It is not intended
to be useful to anyone but the document authors.
<code>
$Log$
Revision 1.0.1.14 1998/10/05 19:54:17 bobz
Removed the long-dead LinQuake page from list of Linux Quake sites
Removed renaissoft.com link
Minor wording changes throughout
Added link to svgalib libc5 binary
Added info about q2 demo
Updated q2 installation info for the 3.19 release
moved section about 3.17 textfile problems to the troubleshooting section
Added part about lib3dfxgl.so to QW section
Added part about GLX client to QW section
Added part about lib3dfxgl.so to Q2 section
Added part about GLX client to Q2 section
Updated "slower than windows" FAQ
Removed obsolete TS tip about glibc & q2
Removed obsolete TS tip about playing w/CD mounted
Changed tip about running glquake with lib3dfxgl.so
Added instructions for Q2 mission pack 2
Added pointer to svgalib libc5 binary
Added FAQ about svgalib modes in Q2
Added Cheapo proxy to software section
Added screen FAQ
Added qgraph to software sectoin
Decided I was lying when I promised a 3Dfx tweak section in the next update
Revision 1.0.1.13 1998/09/02 01:35:18 bobz
Fixed some broken url links
Restored <author> tag
added an acknowledgement
added a reminder to the non-root tip
added qlog listing
Revision 1.0.1.12 1998/08/30 21:35:23 bobz
Updated QuakeWorld install section for 2.30 release
Updated QW file list
Updated Quake 1.01 install info per email suggestion
Added QW 2.30 caveat to "Glibc considerations" section
Updated linux vs. windows speed section for new 3dfx miniport
Added glqwcl versions FAQ
Added troubleshooting tip about windows focus and glx
Added a sentence about /dev/3dfx permissions
Made runvc script usage clearer
Added tip about using mini-driver with Quake & QuakeII
Revision 1.0.1.11 1998/08/15 19:28:49 bobz
Added glibc topic in Troubleshooting/FAQ section
Moved non-setuid info to Tips & Tricks section
Moved rcs log into Revision Hist section
Changed distribution info a little until LDP wakes up
Changed references to quake.medina.net to www.linuxquake.com
Added linuxgames.com to list of places to get current version
Changed 3dfx Howto pointer
Moved explanation of change markings (** and ++) to intro section where they'll be noticed
Mentioned zoid's GL driver port in the Win vs Linux FAQ
Fixed credit and URL in q2getty
Revision 1.0.1.10 1998/08/07 19:07:02 bobz
Changed XQF url
Added comments to the revision history section
Started marking changed sections
Added OS Considerations to troubleshooting section
Added rcon to Other Software section
Added ICE to Other Software section
Revision 1.0.1.9 1998/08/04 21:06:22 bobz
Updated Acknowledgements
Added discussion of Quake security
Added QIPX to "Related Software"
Added ts topic about -noudp
Revision 1.0.1.8 1998/08/03 22:09:28 bobz
Updated and restructured the q2 mods section
Minor change to gpm troubleshooting info
Changed sound ts info
Changed intellimouse ts info
Revision 1.0.1.7 1998/08/03 04:55:21 mikeh
Added "Playing" section of Q2 Mods & Addons section.
Added "Intelimouse" section of Troubleshooting section
Added RedHat sndconfig part to Troubleshooting section
Fixed a few spacing problems, and one error message
Revision 1.0.1.6 1998/08/03 02:01:13 bobz
Changed abstract.
Revision 1.0.1.5 1998/07/31 16:07:11 bobz
Added gpm -k mention in mouse troubleshooting
mentioned 'sensitivity' in mouse lag troubleshooting
Added qstat|less tip
Added "/dev/dsp not configured" to troubleshooting
Slightly reworded part of the mod compiling section
Added bit about running mods server side
corrected required version # in q2 mission pack 1
Updated acknowledgements section
Revision 1.0.1.4 1998/07/30 21:08:46 bobz
Fixed a problem with broken lines in <sect> tags
Revision 1.0.1.3 1998/07/30 17:40:29 bobz
Fixed broken link to Latex version.
Revision 1.0.1.2 1998/07/30 15:46:40 bobz
Test update.
Revision 1.0.1.1 1998/07/30 15:43:59 bobz
Changed version numbering scheme.
Revision 1.10 1998/07/30 13:51:24 bobz
Minor version reporting change
Revision 1.9 1998/07/29 20:42:03 bobz
Added some server links
Revision 1.8 1998/07/29 17:37:15 bobz
Added a Quake II model viewer to the Other Programs section
Revision 1.7 1998/07/29 16:02:23 bobz
Added some relative links in Other Formats to make it
more portable.
Revision 1.6 1998/07/29 15:18:12 bobz
Version and date stamps back to the way they were
Revision 1.5 1998/07/29 14:52:03 bobz
Added tags for automatic timestamping
Revision 1.4 1998/07/29 13:17:51 bobz
Changed captured.com's web address per webmaster's request
Revision 1.3 1998/07/29 02:11:02 bobz
Ooops again. Made "Other formats" a <sect> instead of a <sect1>.
Revision 1.2 1998/07/29 01:55:41 bobz
Oops. I deleted the doctype tag...
Revision 1.1 1998/07/29 01:48:34 bobz
Added Other Formats section.
Changed acknowledgments slightly
Added ftp.medina.net to list of ftp sites.
Revision 1.0 1998/07/28
First publicly released version
Revision 0.9 1998/07/25
Restructured,rewritten and expanded by Bob Zimbinski.
Revision 0.01 1998/06/16
First Pre-Release version v0.01by Brett A. Thomas and Mike Hallock.
</code>
</article>