LDP/LDP/howto/linuxdoc/Quake-HOWTO.sgml

1612 lines
59 KiB
Plaintext
Raw Normal View History

2005-09-26 12:45:45 +00:00
<!doctype linuxdoc system>
<article>
2005-12-16 13:09:06 +00:00
<title>
Linux Quake How-To
<author>
Author: Steven A
<newline>
2006-07-28 13:56:19 +00:00
Version: 2.03
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<newline>
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
Last updated: 26 July, 2006
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<abstract>
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
This document is a modern guide to id Software's Quake game, with some information about
2005-12-16 13:09:06 +00:00
QuakeWorld , Quake II, III and IV.
2005-09-26 12:45:45 +00:00
</abstract>
2005-12-16 13:09:06 +00:00
<toc>
2005-09-26 12:45:45 +00:00
<sect> Introduction
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<sect1> Preamble <p>
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
Linux Quake sits at the crossroads of two computing revolutions - GNU/Linux,
2005-12-16 13:09:06 +00:00
the popular free operating system, and GLQuake, the first "first person
shooter" to use the 3D graphics library OpenGL. Quake has a loyal community
2006-07-28 13:56:19 +00:00
still making games ten years after it's release by ID Software, and
2005-09-26 12:45:45 +00:00
thanks to John Carmack releasing the software under the GPL, people are able to
enjoy it on non-proprietary platforms.
<newline> <newline>
2006-02-26 17:01:55 +00:00
Does all this mean our game is important ? No... It's just fun ;-)
2005-09-26 12:45:45 +00:00
<sect1> About <p>
2006-07-28 13:56:19 +00:00
This document is not an exhaustive how-to about setting up any particular
program, but an overall guide to Quake, including compilation notes, tips, and
pointers to the best web resources.
2005-12-16 13:09:06 +00:00
It concentrates on the many engine rewrites and incredible add-ons which make
Quake the phenomena it is.
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
<sect1> Notation <p>
In some places, a shorthand is used to represent changes to a program's source code.
This is of the form:
<verb>
- code to be removed
+ code to be inserted in its place
</verb>
and is similar to the output of the GNU "diff" program when generating unified patches.
Where the term "$PWD" is used, the user should
already have executed the command <bf>cd {Linux Quake directory}</bf>, and have this as their
current directory.
2005-12-16 13:09:06 +00:00
<!-- horizontalline -->
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
<sect> General Info <p>
2005-12-16 13:09:06 +00:00
<sect1> Getting Started <p>
2005-09-26 12:45:45 +00:00
Installing Quake requires a few basic steps.
2005-12-16 13:09:06 +00:00
<descrip>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<tag/Get the Game Data Files/
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
Getting the game data files is normally done by installing the game (or
<url url="ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip" name="game demo">) using
2005-12-16 13:09:06 +00:00
Microsoft Windows, or an emulator such as Wine or Dosbox, and then
copying the <bf>id1</bf> directory of the installed game to your Linux Quake
2006-07-28 13:56:19 +00:00
directory - making sure all files are in <ref id="lowercase_" name="lowercase">.
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
Alternatively, you can use the
2005-12-16 13:09:06 +00:00
<url url="http://freshmeat.net/projects/lhaforunix/" name="lha utility">
to extract the data files. For early CDs, you must first
<code> cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1</code>
Once you have the resource.1 file, then type
<code>
cd /usr/local/games/quake
lha e {some directory}/resource.1
</code>
Later versions of the game, including WinQuake, come with the data files in an
uncompressed form and the <bf>id1</bf> directory can be directly copied from
the CD.
<tag/Install a Quake Executable/
2006-07-28 13:56:19 +00:00
The program you execute to run Quake is known as the <ref id="engine_"
name="game engine">.
There are several to choose from, but the simplest choice is either the author's
<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="patched TyrQuake">,
or J<>rgen's <ref id="glquake_" name="GLQuake">. After downloading or compiling
a game engine, place this binary in your Quake directory alongside the
<bf>id1</bf> directory.
2005-12-16 13:09:06 +00:00
<tag/Summary/
Finally, you should have a directory structure similar to this, with all files
being in <ref id="lowercase_" name="lowercase">:
<verb>
2006-02-26 17:01:55 +00:00
/usr/local/games/quake +- glquake.glx (or another game engine)
2005-12-16 13:09:06 +00:00
|
+- id1 -+- config.cfg
|
+- game.dat
|
+- pak0.pak
|
+- pak1.pak
</verb>
Now, from an xterm window, type (for example)
<code> ./glquake.glx -fullscreen -width 800 -height 600</code>
to start the game.
<tag/Help/
2005-09-26 12:45:45 +00:00
This sounds simple, but if you are new to Linux and you are not familiar
2005-12-16 13:09:06 +00:00
with the command line, try one of these links for more information:
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> <ref id="troubleshooting_" name="Trouble-shooting"> section
2006-07-28 13:56:19 +00:00
<item> The <ref id="other_" name="old version"> of this how-to
2005-12-16 13:09:06 +00:00
<item> <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=42" name="Linuxgamers Quake howto">
<item> <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake wiki">
<item> <url url="http://www.happypenguin.org" name="The Linux Game Tome">
2005-09-26 12:45:45 +00:00
</itemize>
2005-12-16 13:09:06 +00:00
</descrip>
2005-09-26 12:45:45 +00:00
<sect1> Command Line Options <p>
2005-12-16 13:09:06 +00:00
Command Line Options are extra parameters that are typed on the Linux command
line following the program's name. Quake has a large number of them, some of
which vary from engine to engine. The most useful/common ones are:
2005-09-26 12:45:45 +00:00
<descrip>
<tag/-window/Run the game in windowed mode
2005-12-16 13:09:06 +00:00
<tag/-fullscreen/Run the game in fullscreen mode
2005-09-26 12:45:45 +00:00
<tag/-game NAME/Load the mod NAME.
<tag/-mem N/Reserve N megabytes of memory for the internal heap. This
generally defaults to 8 or 16 meg, but must be increased when playing
larger mods.
<tag/-width WIDTH/window/fullscreen width
<tag/-height HEIGHT/window/fullscreen height
2006-07-28 13:56:19 +00:00
<tag/-basedir DIRECTORY/Use this directory by default
<tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22050, 11025)
2005-09-26 12:45:45 +00:00
<tag/-sndbits N/Set sound bits to N = 8 or 16
<tag/-nosound/Disable sound. Necessary when sound is
absent/unconfigured to stop the game from crashing.
2005-12-16 13:09:06 +00:00
<tag/-nomtex/Disable GL multitextures.
2005-09-26 12:45:45 +00:00
<tag/-listen N/Allow a maximum of N players/bots to join multiplayer games.
<tag/-cddev DEVICE/Use DEVICE for playing the cd music
<tag/-nocdaudio/Disable cd audio
</descrip>
You can also append Quake commands to the Linux command line by prefixing
them with a plus sign. For example, to automatically start a new game
2005-12-16 13:09:06 +00:00
at hard skill, use
<code> glquake.glx +skill 2 +map e1m1</code>
<sect1> Game Console Commands <p>
<em>For more info see <url url="http://www.planetquake.com/console/commands/quake.html"></em>
The console is an in-game command line at which you can issue commands,
change variables and cheat. It is toggled by pressing the tilde "&tilde;" key when
in a game. The main commands include -
<descrip>
<tag/god/Invulnerability
<tag/noclip/Walk through walls
<tag/notarget/Enemies won't attack player
<tag/timedemo DEMO/Play DEMO (eg. "demo1") at top speed and show frame rate
<tag/impulse N/Issue "impulse N"
These are in-game commands which can be given special uses. The most
common cheat is <bf>impulse 9</bf> which gives all weapons.
<tag/bind key "COMMAND"/Bind a key to perform a command
<tag/map MAP/Load MAP
<tag/changelevel MAP/Load MAP without resetting player settings
<tag/quit/Exit to system
<tag/skill VALUE/value = 0 (easy) - 3 (impossible)
Degree of difficulty. Level must be restarted to take effect
2006-07-28 13:56:19 +00:00
2005-12-16 13:09:06 +00:00
<tag/r_wateralpha VALUE/value = 0.0 - 1.0
2006-07-28 13:56:19 +00:00
Opacity of water in maps with transparent water support (See <ref id="watervis_" name="Watervis">)
2005-12-16 13:09:06 +00:00
<tag/_snd_mixahead VALUE/value = 0.1 - 1.0
Raising this value is a good way to speed up the game at the expense of
2006-07-28 13:56:19 +00:00
some sound lag. I use 0.3 on my slower computers
<tag/gl_texturemode VALUE/value = gl_nearest | gl_nearest_mipmap_nearest | gl_linear_mipmap_nearest | gl_linear_mipmap_linear
Worst to best texture quality.
2005-12-16 13:09:06 +00:00
<tag/r_shadows FLAG/flag = 0 | 1
Display model shadows
2006-07-28 13:56:19 +00:00
2005-12-16 13:09:06 +00:00
<tag/vid_wait FLAG/flag = 0 | 1
Sync video output with screen refresh
2006-07-28 13:56:19 +00:00
2005-12-16 13:09:06 +00:00
<tag/chase_active FLAG/flag = 0 | 1
Show player from third person perspective
</descrip>
<!-- horizontalline -->
<sect> Game Engines <label id="engine_"> <p>
2006-07-28 13:56:19 +00:00
<label id="tyrquake_">
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
<sect1> TyrQuake <p>
TyrQuake is a fairly complete project including OpenGL, Software Quake and QuakeWorld
clients, and <url url="http://disenchant.net/utils.html" name="other tools">
including the popular TyrLite. Tyrann's focus is on a fully featured
but minimalist engine for Windows and Linux.
A new feature is command line completion. Pressing the <bf>tab</bf> key
at the console will automatically complete the current command or mapname - similar to the Linux shell, Bash.
Currently at version 0.54, TyrQuake now compiles out of the box on all systems I've tested :-)
<newline>
Typing <bf>make</bf> will build all the clients, but to compile only
the single player client, after unpacking the source code, type:
<verb>
make prepare
make tyr-glquake
</verb>
Alternatively, for a more verbose make process, use:
<verb>
make tyr-glquake V=1
</verb>
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
A patched TyrQuake binary is available
<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="here">.
<url url="http://disenchant.net/engine.html">
2005-12-16 13:09:06 +00:00
<label id="darkplaces_">
<sect1> Darkplaces <p>
Darkplaces is an amazing Quake engine with a great range of visual
enhancements and options for colour, effects and sound. It uses the same Doom3
lighting features as Tenebrae and thus requires a more powerful computer than
GLQuake and QuakeForge.
It also supports many otherwise incompatible mods including <ref id="nehahra_"
name="Nehahra"> and <ref id="nexuiz_" name="Nexuiz">, and has improved support
for the official mission packs.
2006-07-28 13:56:19 +00:00
Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" name="file
archive"> can be a little confusing. The large "darkplacesengine"
2005-12-16 13:09:06 +00:00
tarballs include precompiled binaries and the game's source code in a second
2006-07-28 13:56:19 +00:00
tarball. To compile your own program uncompress the second tarball , type
<bf>make</bf> to see a list of possible targets (programs), and select one.
For example - to build the OpenGL engine with ALSA sound type <bf>make
2005-12-16 13:09:06 +00:00
cl-release</bf>, or to build with OSS sound, <bf>make cl-release
DP_SOUND_API=OSS</bf>.
Much thanks to Lord Havoc for this great project.
<url url="http://www.icculus.org/twilight/darkplaces">
<label id="qudos_">
<sect1> QuDos Quake Ports <p>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
"Here you'll find QuDos' `linuxified` src+bin tarballs for popular quake ports,
including that of bjp for Nehahra."
2005-12-16 13:09:06 +00:00
This is great news for gamers. For the first time these engines - including
DemonQuake, JoeQuake, NehQuake, Qrack and Tremor - have been ported to Linux.
<url url="http://qudos.quakedev.com/linux/quake1/NehQuake-bjp-bin-src.linux.tar.bz2"
name="NehQuake"> runs <ref id="nehahra_" name="Nehahra"> much faster than
Darkplaces, and <url url="http://qudos.quakedev.com/linux/quake1/JoeQuake-v0.15b1146-bin-src.linux.tar.bz2" name="JoeQuake"> has impressive eye candy.
The tarballs include source code, binaries and in most cases the data
files necessary for the engine. To install these data files, find the simply
named folders (such as "joequake" or "qrack") inside the tarballs and move them
to your quake directory. If they are not present you will have to download them
from the game's homepage.
For some of the engines, an additional sound library (which is included)
has to be installed. To do this:
<code>
su
cd /usr/lib
mv {some directory}/libfmod-3.74.1.so .
ln -s libfmod-3.74.1.so libfmod.so
ldconfig
</code>
or visit the <url url="http://www.fmod.org" name="FMOD homepage"> and install the
libraries manually.
<url url="http://qudos.quakedev.com/linux/quake1">
2006-07-28 13:56:19 +00:00
<sect1> MFCN's GLQuake <label id="glquake_"> <p>
A great place for Linux noobs to go is J<>rgen's no frills site. Here you'll
find some relevant documentation and trouble shooting tips, and a basic
version of OpenGL Quake for Linux. Fairly pain free by Linux standards, it
supports most Quake mods, but gamma (brightness) support is broken.
<url url="http://mfcn.ilo.de/glxquake">
<sect1> Tenebrae <p>
A Quake engine using lighting techniques similar to those in Doom III. Tenebrae
requires a very fast computer and may not be compatible with all
hardware (the documentation is a little unclear, and ATI cards may not work).
This game only ran at 10 to 50 fps on my Celeron 2400 / FX5600.
Interestingly, Tenebrae has an "easter egg". To see this, in the quit game
dialog press "d". Also check out the "bumptest" and "zoo" maps.
The Tenebrae <url url="http://www.liflg.org/?what=dl&amp;catid=6&amp;gameid=12&amp;filename=tenebrae.quake_1.04-english-2.run" name="installer">
will install the shareware Quake levels, and all fancy Tenebrae models
and textures, but is a 100 meg download. (Make sure to run the game in 32 bpp
mode - see below). Tenebrae binaries may be available
<url url="http://www.cynapses.org/tmp/tenebrae/" name="here">.
Compilation of the source code may not be straight forward. Firstly:
<verb>
cd linux ; ln -s Makefile.i386linux Makefile ; make
</verb>
If compilation fails with "../glquake.h:1137: conflicting
types for ....", lines 1137 and 1138 need
removing. You may also have to change the gethostname declaration in net_udp.c thus:
<verb>
- extern int gethostname (char *, int);
+ extern int gethostname (char *, size_t);
</verb>
After compilation, copy the binary "debugi386.glibc/bin/tenebrae.run" and the
Tenebrae data files to your Quake folder. Finally, the game only runs in 32 bpp
colours (X11 colour depth 24), so restart X in this mode if you have to, and
execute the game with:
<bf>tenebrae.run -basedir $PWD</bf>.
Alternatively you can start a new X session with the command:
<verb>
startx $PWD/tenebrae.run -basedir $PWD -- :1 -depth 24
</verb>
<url url="http://tenebrae.sourceforge.net/">
2005-12-16 13:09:06 +00:00
<label id="quakeforge_">
<sect1> QuakeForge <p>
2006-07-28 13:56:19 +00:00
QF is a comprehensive Linux Quake project. It has elegant graphical enhancements,
2005-12-16 13:09:06 +00:00
numerous single player and <ref id="quakeworld_" name="QuakeWorld"> clients and
Quake C tools. Amongst it's features are:
2006-07-28 13:56:19 +00:00
an overhauled menuing system, a new "heads up display", and in-game help.
2005-12-16 13:09:06 +00:00
2006-02-26 17:01:55 +00:00
Possibly because of it's size, QuakeForge hasn't been updated in years
and it's documentation was never quite finished.
2006-07-28 13:56:19 +00:00
The usual "configure && make && make install" will build the whole project,
but it does not appear to support a minimal single player build option.
QuakeForge's default directory is "/usr/local/share/games/quakeforge",
so ensure to link to your "id1" directory from here. (For example
<bf>ln -s /usr/local/games/quake/id1 /usr/local/share/games/quakeforge/id1</bf>).
2006-02-26 17:01:55 +00:00
For information about building QuakeForge on the BSD Unices, see the <ref
id="freebsd_" name="FreeBSD"> section.
2005-12-16 13:09:06 +00:00
Kudos to the QuakeForge team for a huge project which has provided much inspiration
for other open source games.
<url url="http://www.quakeforge.net">
<newline>
<url url="http://sourceforge.net/projects/quake/">
2006-07-28 13:56:19 +00:00
<newline>
<url url="http://taniwha.org/websvn" name="QuakeForge subversion repository">
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
<label id="nprquake_">
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
<sect1> NPRQuake <p>
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
Another Quake engine which has been ported to Linux but, as far as I know,
hasn't been touched in a few years is NPRQuake. Notably, it has the ability
to load different renderers on the fly (!) which is pretty cool. The <url
url="http://www.geocities.com/coolguywithgun" name="linux port"> includes
support for the cartoon renderer <url
url="http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm"
name="ainpr">, and works really well for me.
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
The <url url="http://www.tempestgames.com/ryan/" name="SDL version">
has rewritten mouse and video code and may work on otherwise troublesome
systems. But the sound APIs have not been ported to SDL, so it
is not a fully portable engine.
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
<url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/">
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
<sect1> Twilight Project <p>
2005-12-16 13:09:06 +00:00
2006-07-28 13:56:19 +00:00
The Twilight Project "is a set of rather minimalist NQ and QW engines that
focus on insane rendering speed, it is however a bit unstable at the moment."
This game is &tilde;quick&tilde;, with a plain looking, but useful menu system, so users
with a slow computer should definitely give this a go. It also has some unique graphical
effects and an unusual user interface.
To compile version 0.2.2 of this project, you'll need the python scripting
language installed, and perhaps to make this change to src/nq/pr_edict.c , line 1108:
<verb>
- if (progs->ofs_strings + pr_stringssize >= com_filesize)
+ if (progs->ofs_strings + pr_stringssize >= (uint)com_filesize)
</verb>
Executing <bf>scons.py</bf> will now (hopefully) build the binaries, and after copying the single
player client (twilight-nq) to your quake directory,
type <bf>twilight-nq -basedir $PWD</bf> to start the game.
If you're having trouble with compilation, version 0.2.01 uses the traditional
"configure && make && make install" method, so you may want to try it.
Game saves are an issue with this engine. There are no game save or load
menus, and this can only be done using the "F6" and "F9" keys to quicksave
and load. Additionally, this feature often won't work if you started with
the "map MAPNAME" command, so make sure you begin games in a normal fashion,
through the "Start Game" menu.
<url url="http://icculus.org/twilight">
<label id="sdlquake_">
<sect1> SDL Quake <p>
This basic version of Quake is not of major interest to Linux users. It's main
feature is that it uses the SDL programming API for sound, video and mouse
handling, and should run on all SDL supported operating systems without major changes.
SDL Quake does have a bug relating to music: running the game with an audio
CD in the cdrom will limit the game's speed. To avoid this simply remove
the CD from the drive, or use the <bf>-nocdaudio</bf> option.
The game runs at a fixed resolution - the width and height can't be changed.
To play in fullscreen mode, use the <bf>-fullscreen</bf> option.
<url url="http://www.libsdl.org/projects/quake">
<sect1> wmQuake <p>
WindowMaker is a window manager for X11, and this tiny version of Quake
fits in an 64x64 pixel dockable applet!
<newline>
You can test it out if you don't have WindowMaker, but the game will crash if it gets keyboard focus.
<newline><newline>
For the curious, this game can be benchmarked with <bf>timedemo demo1</bf> after removing the "usleep" commands from
sys_linux.c.
<url url="http://freshmeat.net/projects/wmquake/">
2005-12-16 13:09:06 +00:00
<sect1> Software Quake <p>
2006-07-28 13:56:19 +00:00
<em>For a more in-depth treatment of Software Quake, see the <ref id="other_" name="previous version"> of this how-to</em>.
2005-12-16 13:09:06 +00:00
The <url url="http://www.quakeforge.net/files/q1source.zip" name="original
WinQuake source"> also came with two pixelated versions of the game:
<itemize>
<item> X Quake (quake.x11)
<item> Svga Quake (squake)
</itemize>
but compiling them is no longer straight forward. It involves copying
<bf>Makefile.linux</bf> to <bf>Makefile</bf>, editing this file to remove the extra
targets , replacing <bf>/usr/X11/lib</bf> with <bf>/usr/X11R6/lib</bf> and typing
<bf>make build_release</bf>.
There are easier options though. <ref id="tyrquake_" name="TyrQuake">
and <ref id="quakeforge_" name="QuakeForge"> have software clients, and there is
2006-07-28 13:56:19 +00:00
also an old <ref id="sdlquake_" name="SDL Quake">
2005-12-16 13:09:06 +00:00
written by SDL's author, Sam Lantinga, which should work on all modern platforms.
<!-- horizontalline -->
<sect> Mods
<sect1> Mods <p>
There are hundreds of user created levels - known variously as "mods", "total
conversions" or simply "maps", all over the internet. When it comes to
finding them though, many URLs are no longer valid, and it is easier to just
google for a file name (perhaps adding "quake" as an extra search term) than
to try and find the project's homepage - which is probably just dust in the
ether now.
To run new maps, place the bsp file into the "quake/id1/maps"
subdirectory, and start Quake with the <bf>+map MAPNAME</bf> option.
Installing mods is simply a matter of creating a subdirectory DIR and
extracting the contents of the mod zipfile/tarball into this directory.
It is then loaded by using the <bf>-game DIR</bf> command line option and,
sometimes, <bf>+map MAPNAME</bf> where MAPNAME is the mod's start map.
For both maps and mods, all files should be in <ref id="lowercase_" name="lowercase"> format.
2006-07-28 13:56:19 +00:00
Mod lists can be found at <url url="http://www.quaketerminus.com/addon.htm"
name="QuakeTerminus"> and
UnderWorld (<url url="http://www.planetquake.com/underworld/qclassics.html" name="Hall of Fame">, <url url="http://www.planetquake.com/underworld/q1sprecommended.html" name="Recommended">).
At the DoomWadStation you'll find a comprehensive <url url="http://www.doomwadstation.com/idgames/index.php?dir=Quake%2F" name="archive"> of Quake levels.
2005-12-16 13:09:06 +00:00
A few of the author's favourites are:
<descrip>
<tag/Soul of Evil/
2006-07-28 13:56:19 +00:00
Gorgeous medieval themed mod with two single player
2005-12-16 13:09:06 +00:00
episodes, a melee style arena mode and nice documentation. Many thanks to
Tronwyn, Fat Controller and their co-authors.
<url url="http://www.planetquake.com/tronyn/soul" name="Link">
<label id="nehahra_"><tag/Nehahra/
2006-02-26 17:01:55 +00:00
Epic. Ambitious. Otherwordly.
Nehahra is the definitive Quake mod, supported in Linux by LordHavoc's
<ref id="darkplaces_" name="Darkplaces">, and <ref id="qudos_" name="QuDos">'
port of the NehQuake engine. It has some great models and maps, uses fog effects well, and has an
(optional) two hour movie/demo which ties-in well with the original Quake
"story-line" but is also in desperate need of an edit.
2006-07-28 13:56:19 +00:00
Nehahra also features improved enemy AI - the grunts strafe behind cover, and
scrags in open space can be very hard to pin down. New gamers may wish to
disable this feature by typing <bf>nomonsters 1</bf> at the game console.
2005-12-16 13:09:06 +00:00
<url url="http://www.planetquake.com/nehahra" name="Link">
<tag/Contract Revoked/
2006-02-26 17:01:55 +00:00
A modern mod which made my jaw drop. It also has ambitious sequels: The Lost
Chapters and Quoth.
2005-12-16 13:09:06 +00:00
<url url="http://kell.spawnpoint.org/convoked.html" name="Link">
2006-07-28 13:56:19 +00:00
<tag/Zerst<73>rer/
Dark and bloody, with Doom's paranoiac atmosphere - a classic.
Zerst<EFBFBD>rer also has some good death match levels -
<url url="http://www.google.com.au/search?q=zerstorer.zip" name="zerstorer">
<tag/Neil Manke's mods/
Neil wrote the definitive Half-Life mod "They Hunger".
The quality and fun is in these maps too -
alba01, alba02, sofsp1, sofsp2, starshp2,
<url url="http://www.planethalflife.com/manke/" name="Link">
2005-12-16 13:09:06 +00:00
<tag/The Hunted Chronicles/
Another game requiring the Darkplaces engine, the Hunted Chronicles is a
zombie shooter/survival mod in two parts. The second uses fog
and lighting effects to spooky effect, and could almost be mistaken for a
Half-Life mod.
<url url="http://www.ru1337.com/" name="Link">
<tag/Blood Mage/
... is a dungeons and dragons themed mod with great monsters and music. It's a
little dated now, and the numerous spells can be overwhelming -
2006-07-28 13:56:19 +00:00
<url url="http://www.google.com.au/search?q=bmfull.zip" name="bmfull">
2005-12-16 13:09:06 +00:00
<tag/Operation: Urth Majik/
Oum is one of the few Quake 1 mods with a sci-fi feel. It's a well made five
level mod with cut-scenes and many new weapons -
2006-07-28 13:56:19 +00:00
<url url="http://disenchant.net/files/maps/oum.zip" name="oum">,
2005-12-16 13:09:06 +00:00
<url url="http://www.planetquake.com/fatty/oum/" name="Link">
<tag/The Coagula Contest 2/
Coagula is a six level compendium of maps originating from a contest. The
novelty is that all maps are floating in the ether, and it's a great set.
<url url="http://www.planetquake.com/underworld/quakerev030814.html" name="Link">
<tag/Scourge done Slick/
SdS is a speed run through Mission Pack 1, Scourge of Armagon. Hilarious and
amazing.
<url url="http://www.planetquake.com/QdQ/sds.html" name="Link">
<tag/Insomnia/
Cracking game-play and rivers of blood -
2006-07-28 13:56:19 +00:00
<url url="http://www.google.com.au/search?q=czg07.zip" name="czg07">
2005-12-16 13:09:06 +00:00
2006-02-26 17:01:55 +00:00
<tag/Fantasy Quake/ FQ is a traditional medieval themed conversion. The game
has some beautiful levels, but also plenty of raw edges as it was never quite
finished. (The project ended prematurely when the web hosting hit a snag).
Not all the player classes work perfectly. Use the "g" key twice to purchase
items, the "<",">","/" keys for inventory, and the "w","e","r" keys for the
grappling hook - <url url="http://www.google.com.au/search?q=fantasy.zip"
2006-07-28 13:56:19 +00:00
name="fantasy">
2006-02-26 17:01:55 +00:00
Here you can get the long lost Fantasy Quake
<url url="http://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download"
name="manual">.
2005-12-16 13:09:06 +00:00
<tag/Gib Factory, Vigil, Museum/
Little mods with great game-play! -
2006-07-28 13:56:19 +00:00
<url url="http://www.google.com.au/search?q=gibfact.zip" name="gibfact">
<url url="http://www.google.com.au/search?q=vigil.zip" name="vigil">,
<url url="http://www.google.com.au/search?q=museum.zip" name="museum">
2005-12-16 13:09:06 +00:00
</descrip>
<sect1> Commercial Mods <p>
<descrip>
<tag/Mission Pack 1/
Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive).
2006-07-28 13:56:19 +00:00
<newline>
After playing Armagon, you should also check out the
<url url="http://www.google.com.au/search?q=dd.zip" name="Death's Dominion"> Level Pack.
2005-12-16 13:09:06 +00:00
<tag/Mission Pack 2/
Dissolution of Eternity by Rogue Entertainment.
<newline><newline>
- Both official mission packs are generally acknowledged as better than the original game.
<tag/Malice/
Very original Quake total conversion, with the greatest
(make believe) machine gun I've ever unleashed. Worth paying for.
<tag/Abyss of Pandemonium/
Commercial mod now freely available:
<url url="http://www.planetquake.com/impel" name="Link">
<tag/Ravages of Apocalypse/
Xmen mod! Great models. Shame about the game-play. ...When good mods turn bad.
<newline>
This mod has now been released free of charge, and can be found
<url url="http://www.zerogravity.com.au/xmen/" name="here">.
<tag/Shrak/
One of the first commercial mods. It has well modelled and totally
new monsters, but the game-play doesn't cut it anymore.
</descrip>
<sect1> Mapping tools <p>
Another first for Quake was the implementation of it's own game language -
Quake C. This enables mods to work seamlessly on any operating system.
It is possible to install many of the editors which are used to make Quake
maps, but creating full scale mods is real voodoo and beyond my knowledge.
<bf>GtkRadiant</bf>
2006-07-28 13:56:19 +00:00
is the only currently maintained and Linux friendly world editor I know of.
2005-12-16 13:09:06 +00:00
<url url="http://www.qeradiant.com/" name="Link">
The <bf>Quake Army Knife</bf> (QuArK) is a multi-purpose Quake editing tool which..
may or may not have Linux support %-(.
<url url="http://dynamic.gamespy.com/%7Equark/" name="Link">
2006-02-26 17:01:55 +00:00
...You may be able to find out from the <url url="http://www.celephais.net/board/forum.php" name="Func_Msgboard"> - an ongoing hub for Q1 development and new mapping projects.
2006-07-28 13:56:19 +00:00
Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage">
has lots of mod friendly stuff.
2005-12-16 13:09:06 +00:00
<ref id="quakeforge_" name="QuakeForge">
2006-07-28 13:56:19 +00:00
include some Quake C tools with their tarball.
2005-12-16 13:09:06 +00:00
2006-02-26 17:01:55 +00:00
The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki">
has some relevant links for the windows platforms.
2005-12-16 13:09:06 +00:00
<!-- horizontalline -->
<sect> Multiplayer <p>
<label id="quakeworld_">
<sect1> QuakeWorld <p>
An enhanced Quake engine for on-line and network multiplayer action. It is
2006-07-28 13:56:19 +00:00
incorporated into
<ref id="fuhquake_" name="FuhQuake">,
<ref id="proquake_" name="ProQuake">,
<ref id="quakeforge_" name="QuakeForge"> and
<ref id="tyrquake_" name="TyrQuake">.
2005-12-16 13:09:06 +00:00
<label id="fuhquake_">
<sect1> FuhQuake <p>
2006-07-28 13:56:19 +00:00
<url url="http://www.fuhquake.net" name="FuhQuake"> contains numerous game-play and eye candy enhancements over the original
QuakeWorld game.
2005-12-16 13:09:06 +00:00
<newline>
2006-07-28 13:56:19 +00:00
It will still play the original Quake episodes, but the focus is on
multiplayer and single player mods won't work. FuhQuake is actively
maintained by Fuh and has a loyal following.
<sect1> XQF and QStat <p>
<url url="http://www.linuxgames.com/xqf/index.shtml" name="XQF">
is a feature rich game server browser and launcher for Quake and many other
games. It is dependent on the separate program,
<url url="http://www.qstat.org/" name="QStat">
, which displays information about Internet game servers. You'll also need the
Gnome Gtk and Gdk toolkits.
2005-12-16 13:09:06 +00:00
<label id="nexuiz_">
<sect1> Nexuiz <p>
2006-07-28 13:56:19 +00:00
Nexuiz is a stand-alone game using the Darkplaces engine. The recently released version
2 is a 200 meg download (!) and includes Linux and Windows binaries, source
code, and a new campaign mode.
This engine makes use of many advanced lighting features, so users with less powerful video cards
should try disabling these to run the game at a decent speed.
2005-12-16 13:09:06 +00:00
<url url="http://www.nexuiz.com">
<label id="digitalpaint2_">
<sect1> Digital Paint 2 <p>
Paintball comes to Linux !
Digital Paint 2 is an "original" multiplayer game based on the
<ref id="quakeII_" name="Quake II">
engine. It's colourful and fun nature is a departure
2006-02-26 17:01:55 +00:00
from the usual dark tone of most Quake games. Being a totally remodeled
game, it doesn't require you to have the original Quake II ;->.
2005-12-16 13:09:06 +00:00
Single player games are possible by playing against computer bots.
<url url="http://www.planetquake.com/digitalpaint/">
2006-07-28 13:56:19 +00:00
<label id="proquake_">
<sect1> ProQuake <p>
From the ProQuake website: "...What you will find is a rock solid set of
enhancements to unmodified netquake. Things that quake should have had from
the get go.. like precise aim. Small, simple changes that improve the
quality of netplay enormously. ProQuake is fully compatible with standard
NetQuake. .... ProQuake is also fully compatible with the advanced features
of Clanring CRMod++ version 6.0."
To make ProQuake's GL client, before typing <bf>make</bf>, edit "Makefile" to select the GL client:
<verb>
- TARGETS=$(BUILDDIR)/bin/squake
+ TARGETS=$(BUILDDIR)/bin/glquake.glx
- GLLDFLAGS=-L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm
+ GLLDFLAGS=-L/usr/X11R6/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm
</verb>
Like the original GLQuake, brightness support is broken, and
owners of new Nvidia cards may have to apply the <ref id="Sys_Printf_" name="Sys_Printf"> bug fix.
<url url="ftp://ftp.runequake.com/quake/engines/proquake">
<sect1> Tremulous <p>
This Quake III mod is a team deathmatch between aliens and
humans. Features include attractive sci-fi themed levels, species
hierarchies, and the (aliens') ability to scale walls.
<url url="http://tremulous.net">
2005-12-16 13:09:06 +00:00
<sect1> Battle Mech <p>
Battle Mech is a top down Mechwarrior style mod. Make sure to use the
<url url="http://static.condemned.com/files/bmech_stuff/battlemech-1.1.tar.gz"
name="1.1"> tarball.
<url url="http://static.condemned.com/index.shtml">
<!-- horizontalline -->
<sect> Trouble-shooting <label id="troubleshooting_"> <p>
<em>Other trouble-shooting resources can be found at:
2005-09-26 12:45:45 +00:00
<url url="http://mfcn.ilo.de/glxquake" name="J<>rgen's GLQuake Site">,
2006-07-28 13:56:19 +00:00
the <ref id="other_" name="old version"> of this how-to, and
2005-12-16 13:09:06 +00:00
<url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">.
<newline>
Often, using an alternative game engine such as
<ref id="tyrquake_" name="TyrQuake">,
<ref id="fuhquake_" name="FuhQuake"> and
<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
2005-09-26 12:45:45 +00:00
</em>
2005-12-16 13:09:06 +00:00
<sect1> Bash won't start the program <p>
<bf>"bash: ./glquake.glx: Permission denied"</bf>
<itemize>
<item> The binary may not have the executable bit set.
Type <bf>chmod +x glquake.glx</bf> to fix this.
<newline><newline>
<item> If the program is located on a windows partition, it is possible it has
been mounted with the <bf>noexec</bf> option.
<newline>Type (as root): <bf>mount -o remount,exec /mnt/windows</bf>
</itemize>
<bf>"bash: glquake.glx: command not found"</bf>
<itemize>
<item> Bash may not be including the current directory in it's path. Type:
"<bf>export PATH=$PATH:.</bf>"
</itemize>
<sect1> Program dies at startup <p>
2005-09-26 12:45:45 +00:00
This is not good, but some simple options to try are:
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> - use <bf>-nosound</bf> to test if sound is the problem.
<newline>
Sound problems are covered in detail below.
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> - use <bf>-noudp</bf> if network is unconfigured.
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> - use <bf>-nocdaudio</bf> if cdrom is absent.
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> - use <bf>-height</bf>, <bf>-width</bf> and
2005-09-26 12:45:45 +00:00
<bf>-fullscreen</bf> command line options to select a screen
mode you know is properly configured.
<newline>
e.g. <bf>glquake.glx -width 800 -height 600 -fullscreen -nosound</bf>
<newline> <newline>
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
</itemize>
2005-09-26 12:45:45 +00:00
<label id="lowercase_"><bf>Files not lowercased</bf> or <bf>Data files missing</bf>.
2005-09-26 12:45:45 +00:00
Linux Quake requires (most) filenames to be in lowercase. If you get an error
similar to "<bf>Error: W_LoadWadFile: couldn't load gfx.wad</bf>" it means the game
can't find the data files, possibly because they are not all lowercase.
2005-12-16 13:09:06 +00:00
<itemize>
<item> Make sure you have the subdirectory "id1" (not "ID1")
containing the files "pak0.pak" and "pak1.pak".
<newline><newline>
<item> For a comprehensive lowercase utility, download this
<url url="http://prdownloads.sourceforge.net/uhexen2/lowercase?download" name="utility"> or visit
2006-02-26 17:01:55 +00:00
<url url="http://filerenameutils.sourceforge.net">.
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
</itemize>
2006-07-28 13:56:19 +00:00
<label id="Sys_Printf_">
2005-09-26 12:45:45 +00:00
"<bf>Memory overwrite in Sys_Printf</bf>"
2005-12-16 13:09:06 +00:00
<itemize>
<item> This error means you need to edit file <bf>sys_linux.c</bf>,
2006-07-28 13:56:19 +00:00
procedure <bf>Sys_Printf</bf>, and change <bf>text&lsqb;1024&rsqb;</bf> to
<bf>text&lsqb;4096&rsqb;</bf> and recompile.
<newline><newline>
Many versions of Quake have what appear to be two versions of this
procedure, but one is always commented out. Obviously you'll need to change
the value in the correct procedure.
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
</itemize>
2006-07-28 13:56:19 +00:00
<bf>Problems with GCC 4</bf>
<itemize>If you're experiencing core dumps and are using version 4.x of the GNU
compiler (better known as "gcc") disabling the "-O" flag when compiling
programs, or using gcc-3.x may be the answer. This problem is widespread with
gcc-4 and C code with poorly written low level data structures. </itemize>
2005-12-16 13:09:06 +00:00
<sect1>Program dies loading level <p>
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> Many mods require extra memory. Use the <bf>-mem 48</bf> option
to allocate 48 meg of memory for the heap.
2005-09-26 12:45:45 +00:00
<newline> <newline>
2005-12-16 13:09:06 +00:00
<item> A few newer mods just won't work with standard GLQuake, and need
2005-09-26 12:45:45 +00:00
an enhanced <ref id="engine_" name="game engine">, though they will generally indicate
this in their documentation.
<newline> <newline>
<item> In some cases, this problem can be sound related. Try some of the tips in the
sound section.
</itemize>
2005-12-16 13:09:06 +00:00
<sect1> Sound Problems <p>
<em>For more information about Linux sound see the <ref id="sound_" name="drivers"> section.
</em>
2005-09-26 12:45:45 +00:00
An error such as: "<bf>/dev/dsp: Device or resource busy</bf>" indicates some program is
already using your sound card, and you will have to halt this program to get
Quake sound effects.
<itemize>
2005-12-16 13:09:06 +00:00
<item> From the Linux command line, type <bf>killall artsd</bf>
or <bf>killall esd</bf> to terminate either of these popular sound daemons.
<newline> <newline>
<item> Alternatively, to run Quake through the KDE sound daemon, type
<bf>artsdsp glquake.glx ...</bf>
2005-09-26 12:45:45 +00:00
</itemize>
"Quake engine games exit, and I see an error about <bf>mmap</bf>!"
<itemize>
<item> The <url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">
recommends "Your sound card/driver doesn't support this needed feature.
However, if you use KDE/arts you may be able to bypass this with the -m switch
2005-12-16 13:09:06 +00:00
to the artsdsp wrapper".
<newline><newline>
Make sure the <bf>artsd</bf> program is running
by typing <bf>ps -A | grep artsd</bf> and checking that this command returns
at least one non-empty line. Then type <bf>artsdsp -m glquake.glx</bf>.
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> Try alternative sound drivers as outlined in the
<ref id="sound_" name="Sound Drivers"> section.
2005-09-26 12:45:45 +00:00
</itemize>
Sound stutters or is not very good.
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s), or
swapping sound drivers.
2005-09-26 12:45:45 +00:00
</itemize>
2005-12-16 13:09:06 +00:00
<sect1> Other Issues <p>
<descrip>
<tag/Game is too dark/If changing the brightness setting in the options menu
doesn't work, you can use the <bf>xgamma</bf> program to brighten the whole display.
<itemize>
<item> Type <bf>xgamma -gamma VALUE</bf> before running the game, where VALUE is a number larger than 1.
2006-02-26 17:01:55 +00:00
When you've finished, use <bf>xgamma -gamma 1</bf> to restore the brightness.
2005-12-16 13:09:06 +00:00
</itemize>
This tip will not work with poorly supported hardware. For Voodoo 1/2 users, visit
<url url="http://sourceforge.net/docman/display_doc.php?docid=28982&amp;group_id=124987" name="here"> for more information.
2006-02-26 17:01:55 +00:00
2005-09-26 12:45:45 +00:00
<tag/Mouse look/"This game won't let me look around properly. %$!$@"
<itemize>
2005-12-16 13:09:06 +00:00
<item> Bring down the game console with the "&tilde;" key and enter <bf>+mlook</bf>.
2005-09-26 12:45:45 +00:00
</itemize>
<tag/Mouse doesn't work properly/ Try the following -
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> Start the game in fullscreen mode by using the <bf>-fullscreen</bf> option.
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> From the game console, type <bf>_windowed_mouse 1</bf>
2005-09-26 12:45:45 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> If you're using fluxbox, try another window manager. Fluxbox has issues
2005-09-26 12:45:45 +00:00
with some games in fullscreen mode.
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> If still without success, try the
<ref id="nprquake_" name="NPRQuake"> or <ref id="darkplaces_" name="Darkplaces">
SDL clients.
2005-09-26 12:45:45 +00:00
Typing <bf>export SDL_VIDEO_X11_DGAMOUSE=0</bf> before starting
the game will disable hardware dga mouse.
<newline><newline>
</itemize>
2005-12-16 13:09:06 +00:00
<tag/Game saves fail &sol; Options not remembered/If you are running Quake
as a normal user and experiencing these problems it's probably due to
having insufficient privileges to write to the game directories. Solutions
include:
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> Run the game as super user: Type <bf>su</bf> and enter root's
password before typing <bf>glquake.glx ...</bf> to start the game.
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> Change the game file permissions. Unix operating systems have
2006-07-28 13:56:19 +00:00
strong security preventing unauthorized or accidental file changes.
2005-12-16 13:09:06 +00:00
The simplest way to overcome this in a single user environment is to become
super user and change ownership of the quake directory with (as root):
<bf>chown -R USERNAME /usr/local/games/quake</bf>. However it is
recommended users read the <bf>chmod</bf> and <bf>chown</bf> man
and info pages to better understand Unix file permissions.
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> In full multi-user environments it is recommended using the
<ref id="darkplaces_" name="Darkplaces"> or
2006-02-26 17:01:55 +00:00
<ref id="quakeforge_" name="QuakeForge"> game engines, which correctly
place per-user data in their home directory.
2005-12-16 13:09:06 +00:00
</itemize>
2005-12-16 13:09:06 +00:00
Quake uses a confusing method of saving and restoring game options,
especially when playing add-ons, and game options sometimes have to be
2006-07-28 13:56:19 +00:00
reinitialized even though file permissions are not an issue.
2005-12-16 13:09:06 +00:00
In such cases, the author can offer no simple advice %-/.
2005-12-16 13:09:06 +00:00
<tag/Crazy polygons/
Some mission-packs/mods for Quake can cause existing player/monster models to
be drawn with lines all over the place. To fix this, delete the directory
"quake/id1/glquake". When you next run the game, it will remake this directory
and everything should be fine.
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
<tag/Lines on screen/
A common problem with 3dfx cards is a shower of flickering lines on the screen.
2005-09-26 12:45:45 +00:00
<itemize>
2005-12-16 13:09:06 +00:00
<item> From the game console, type <bf>gl_ztrick 0</bf>.
2005-12-16 13:09:06 +00:00
</itemize>
2005-12-16 13:09:06 +00:00
<tag/Other graphical anomalies/
2005-12-16 13:09:06 +00:00
Some Quake engines use an OpenGL speed-up known as multitexturing.
This normally works fine, but if you are experiencing glitches
you can disable this feature with the <bf>-nomtex</bf> option.
2005-12-16 13:09:06 +00:00
Older video cards may occasionally draw models in all white.
See the PlanetQuake <url url="http://www.planetquake.com/console/commands/quake.html"
name="command list"> for in-game GL variables to fine tune performance.
2006-07-28 13:56:19 +00:00
<tag/Glibc Problems/
Some Linux software come as a Loki Installer shell archive with a ".run" suffix. The following tip
is from the Icculus Gamers Faq:
<verb>
Q: I'm using {random loki_setup based installer}, and it's telling me the "installation doesn't support glibc-2.1" or something
A: Just type the following before running setup.sh [or the installer]: export SETUP_LIBC=glibc-2.1.
</verb>
2005-12-16 13:09:06 +00:00
</descrip>
2005-12-16 13:09:06 +00:00
<sect1> Video Drivers <p>
2005-12-16 13:09:06 +00:00
Setting up hardware GL acceleration under Linux used to be a big deal, but
modern distros should now handle this automatically. Of course there are
exceptions...
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
Nvidia's drivers for all of their modern video cards are not open source.
Because of this many distributions do not include them. If your Nvidia card is
2006-02-26 17:01:55 +00:00
running slowly this is probably the cause and you should visit <url
2005-12-16 13:09:06 +00:00
url="http://www.nvidia.com"> to download the Linux installer. In the author's
experience these drivers are great, but not all versions work 100% with all
2006-07-28 13:56:19 +00:00
cards and kernels. If you have a misbehaving Nvidia video card, try a different
driver.
2005-12-16 13:09:06 +00:00
While new versions of XFree and Xorg have great support for Voodoo 3, 4 and 5,
early 3dfx hardware such as Voodoo1, Voodoo2 and Rush are no longer hardware
accelerated. To get OpenGL working for these cards, you'll need to download,
install and/or compile the software libraries called Glide and Mesa.
<url url="http://sourceforge.net/docman/display_doc.php?docid=28982&amp;group_id=124987" name="Here">
is a detailed README on old 3dfx cards.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<descrip>
2005-12-16 13:09:06 +00:00
<tag/Links/
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
<url url="http://www.x.org">
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=22" name="Linux Gamers ATI How-To">
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=31" name="Linux Gamers Nvidia How-To">
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
</descrip>
2005-12-16 13:09:06 +00:00
<sect1> Sound Drivers <label id="sound_"> <p>
2005-12-16 13:09:06 +00:00
There are two major Linux sound systems -
Open Sound System and ALSA. If you are experiencing sound problems and
the trouble-shooting section hasn't helped, you
may consider changing the sound driver. This can be hard work, and is only
for experienced users.
2005-12-16 13:09:06 +00:00
To ascertain which driver you are currently using,
type <bf>lsmod</bf> to list currently loaded kernel modules. The ALSA sound
modules have verbose names starting with "snd_", while the OSS modules have
more terse names. For example, the ALSA Sound Blaster Live module is
"snd_emu10k1", while the OSS module is "emu10k1". Since Linux kernel 2.6, ALSA
has been the standard sound system, while 2.4 and earlier were more likely to
come with OSS sound.
2005-12-16 13:09:06 +00:00
Information about ALSA can be found at the
<url url="http://www.alsa-project.org" name="Alsa Homepage">
and Linux Journal's
<url url="http://www.linuxjournal.com/node/8234/print" name="Guide to ALSA">.
2005-12-16 13:09:06 +00:00
For those already with ALSA wishing to try the OSS modules, a
<url url="http://www.tldp.org/HOWTO/Kernel-HOWTO/" name="kernel recompile">
is probably necessary.
2005-12-16 13:09:06 +00:00
<!-- horizontalline -->
2005-12-16 13:09:06 +00:00
<sect> Quake Sequels <p>
2002-04-01 15:15:54 +00:00
2005-12-16 13:09:06 +00:00
<label id="hexenII_">
2005-12-16 13:09:06 +00:00
<sect1> Hexen II <p>
Hexen II is a colourful adaption of the Quake engine, and in terms of
source code and theme is much closer than Quake II to the original
game. Unfortunately, <url url="http://ravensoft.com" name="Raven Software">
released the game with many rough edges... So beautiful, yet so cruel.
<url url="http://uhexen2.sourceforge.net" name="Hammer of Thyrion">
is the main Linux Hexen II port , and has had much work
done towards squishing bugs and enhancing the OpenGL graphics.
While it is not as widely distributed as Quake, the HoT demo includes some
of the game's best levels and is available from the Sourceforge <url
url="http://sourceforge.net/projects/uhexen2" name="project page">.
<sect1> Quake II <label id="quakeII_"> <p>
Quake II is the sci-fi themed sequel to Quake.
2006-02-26 17:01:55 +00:00
Early Linux releases weren't very solid, especially the mouse handling, but there is now a few related projects to choose from.
2006-07-28 13:56:19 +00:00
2006-02-26 17:01:55 +00:00
<url url="http://qudos.quakedev.com/linux/quake2" name="QuDos' Quake II">
2006-07-28 13:56:19 +00:00
is the most notable. It is based on
<url url="http://www.icculus.org/quake2/" name="Icculus Quake II">,
and includes some beautiful graphical enhancements - including cell shading -
and support for FreeBSD and XMMS plugins. Another project still in development
is <url url="http://jdolan.dyndns.org/jaydolan/home.html" name="Quetoo"> which
has speed and security enhancements, but also a very stripped back interface
and a few bugs.
Older projects include Michael Olson's <url
url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.src.rpm"
name="source"> and <url
url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.i386.rpm"
name="binary"> rpms (which appear to be based on an old Icculus release) and
the <url url="http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz"
name="QuakeForge Quake II"> project with support for multiple operating
systems. On a slightly different note - the <url
url="http://www.bytonic.de/html/jake2.html" name="Jake2"> project is a version
of Quake II written in Java.
2005-12-16 13:09:06 +00:00
The multiplayer paintball mod <ref id="digitalpaint2_" name="Digital Paint 2">
2006-07-28 13:56:19 +00:00
is also based on Quake II.
2006-07-28 13:56:19 +00:00
<em>See the <ref id="other_" name="old version"> of this how-to
2005-12-16 13:09:06 +00:00
for Quake II troubleshooting tips.</em>
2005-12-16 13:09:06 +00:00
<sect1> Quake III Arena <p>
2005-12-16 13:09:06 +00:00
The third Quake installment was a landmark multiplayer game, with some of the
most beautiful and well balanced fragging ever. It was one of the first games
to receive a full Linux commercial release.
2005-12-16 13:09:06 +00:00
Recently <url url="http://www.idsoftware.com" name="ID Software">
released the source code, and you'll find an
<url url="http://www.icculus.org/quake3/" name="Open Source Quake III"> project
at Icculus.org.
2005-12-16 13:09:06 +00:00
Most mods should work. The Linux Gamers FAQ reports:
<verb>
Yes, ... modifications work in Linux as long as they are compiled to the
Quake III ... VM bytecode as advised by id software. ... modifications
compiled to Windows library files will not work.</verb>
2005-12-16 13:09:06 +00:00
The retail add-on Quake III Team Arena is supported and, despite never
getting rave reviews, is a great game.
2005-12-16 13:09:06 +00:00
For an atmospheric Q3 single player conversion visit
2006-07-28 13:56:19 +00:00
<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">, and
check out the alien themed <url url="http://tremulous.net" name="Tremulous">
for an original multiplayer mod.
2005-12-16 13:09:06 +00:00
<descrip>
2005-12-16 13:09:06 +00:00
<tag/Links/
2005-12-16 13:09:06 +00:00
The Zerowing <url url="http://zerowing.idsoftware.com/linux/q3a/INSTALL" name="installation">
and <url url="http://zerowing.idsoftware.com/linux/q3a/" name="known issues">
guides hosted by ID Software.
2005-12-16 13:09:06 +00:00
Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III Howto">.
2002-04-01 15:15:54 +00:00
2006-07-28 13:56:19 +00:00
Linux Questions' Quake III forums for
2005-12-16 13:09:06 +00:00
<url url="http://www.linuxquestions.org/questions/history/260975" name="Sound">
2005-09-26 12:45:45 +00:00
and
2005-12-16 13:09:06 +00:00
<url url="http://www.linuxquestions.org/questions/history/225821" name="Mouse">
problems.
2005-12-16 13:09:06 +00:00
All things Quake III at <url url="http://www.planetquake.com/quake3/q3aguide/" name="Planet Quake">
2005-12-16 13:09:06 +00:00
</descrip>
2005-12-16 13:09:06 +00:00
<sect1> Quake IV <p>
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
Quake IV is an epic FPS from the awesome <url url="http://ravensoft.com"
name="Raven Software">. It is based on the Doom-III engine and has high
hardware specs: A 2GHz cpu and 512meg ram are the official minimum
requirements. It's a beautiful game which should really be played with the
graphical settings set to "medium" or "high". For this reason the author
recommends against using entry level cards such as the FX5200. Celeron
owners (cough) should have at least a 2400MHz chip.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<descrip>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<tag/Links/
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
The <url url="http://zerowing.idsoftware.com/linux/quake4/" name="Official Linux Faq">
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
Linux Questions <url url="http://www.linuxquestions.org/" name="Quake IV bug forums">
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<url url="ftp://ftp.idsoftware.com/idstuff/quake4/demo/quake4-linux-1.0-demo.x86.run"
name="Quake IV demo">
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
</descrip>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<!-- horizontalline -->
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<sect> Other
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
<label id="watervis_">
<sect1> Transparent Water and Vispatch <p>
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
The game variable "r_wateralpha" allows for water transparency - but most maps
don't have the necessary "vis" information. There are two ways to get this.
After setting <bf>r_wateralpha</bf> &lt; 1.0, issuing the
console command <bf>r_novis 1</bf> enables the game to calculate it's own vis
information at the penalty of cpu cycles. Alternatively, vispatch is a utility
that patches your Quake/QuakeWorld levels to support transparent water.
To do this you'll need the
<url url="http://prdownloads.sourceforge.net/uhexen2/vispatch-v132.tgz?download" name="vispatch utility">,
as well as the
<url url="http://www.3ddownloads.com/telefragged/inside3d/qip/watervis" name="vispatch data files">
for the game you are patching.
Vispatch was originally written by Andy Bay but has not had much support since
and is finicky to use. Old Linux binaries on the web won't work, and
the utility itself has a rigid structure. To patch the main data files in "id1" -
from your Quake directory - type <bf>vispatch -dir id1 -data id1.vis</bf>
<url url="http://www.inside3d.com/qip/vispatch/" name="Vispatch Homepage"> (outdated)
<sect1> Nvidia Tweaks <p>
These tweaks are for users with a GeForce video card (or better) and Nvidia's
proprietary drivers. They are accessed using the bash command <bf>export
{variable}={value}</bf> and then starting the Quake engine from the same
command line. Alternatively, recent drivers have a <bf>nvidia-settings</bf>
command which starts up a user-friendly control panel.
<em>Full details of these tweaks are in the Nvidia README, normally installed at "/usr/share/doc/NVIDIA_GLX-1.0/README"</em>
<descrip>
<tag/Full Screen Antialiasing/
<bf>export __GL_FSAA_MODE={value}</bf>
<verb>
video card effect value
=====================================================
all disable 0
-----------------------------------------------------
GeForce, GeForce2 1.5x1.5 Supersampling 3
2x2 Supersampling 4
-----------------------------------------------------
GeForce4 2x Bilinear 1
2x2 Supersampling 4
-----------------------------------------------------
GeForce3, GeForce4 Ti, 2x Bilinear 1
GeForce FX 4x Bilinear 4
-----------------------------------------------------
</verb>
<tag/Synchronize Picture Redraw/
<bf>export __GL_SYNC_TO_VBLANK=1</bf>
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
Synchronizes GL output with your monitor's vertical refresh,
giving a more stable image especially on slower video cards.
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
</descrip>
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<label id="freebsd_">
2005-12-16 13:09:06 +00:00
<sect1> FreeBSD <p>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
The author has limited experience with this OS and currently uses FreeBSD 5.3 with Nvidia's
proprietary drivers. <ref id="darkplaces_" name="Darkplaces"> and <ref
id="hexenII_" name="Hammer of Thyrion"> work well with this system.
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<ref id="qudos_" name="QuDos"> has recently ported several
<url url="http://qudos.quakedev.com/linux/quake1" name="engines"> to Linux and
2006-07-28 13:56:19 +00:00
has recently started work on FreeBSD compatibility. His great <url
2006-02-26 17:01:55 +00:00
url="http://qudos.quakedev.com/linux/quake2" name="Quake II project"> is
also now BSD friendly.
For basic GLQuake support, you can find a hacked FreeBSD binary and source
2006-07-28 13:56:19 +00:00
tarball <url url="http://prdownloads.sourceforge.net/uhexen2/GLQuake-FreeBSD-sa-1.0.tgz?download" name="here">.
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<ref id="quakeforge_" name="QuakeForge"> is a comprehensive Quake project,
but may have installation issues with newer FreeBSD releases. The memory
allocator routine "alloca" is not correctly detected on FreeBSD 5.3. The fix
is, after running "configure", to add "#define C_ALLOCA 1" to
"include/config.h" and undefine other ALLOCA variables. Another issue is the
opening of plugins. If the project builds, but you can't get the console or
menus, you may have to enable static plugins using <bf>configure
LDFLAGS=-lpthread --with-static-plugins</bf>.
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
<sect1> QNX <p>
QNX is a commercial real-time operating system, probably most notable
to hobbyists as being a successful microkernel OS.
<ref id="sdlquake_" name="SDL Quake">-1.0.9
compiles and runs on QNX-NC-6.2.1 after running <bf>configure --host=QNX</bf>
and then making these changes:
<verb>
Makefile: -LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound
+LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket
net.h: -extern unsigned long htonl (unsigned long hostlong);
-extern unsigned long ntohl (unsigned long netlong);
sys_sdl.c: -#include <sys/shm.h>
-int psize = getpagesize();
+int psize = _SC_PAGESIZE;
</verb>
2005-12-16 13:09:06 +00:00
<sect1> Miscellaneous <p>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<itemize>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<item> Because of the way the original game renders the sky, any map with
numerous outdoor enemies suffers a big performance hit.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<item> You can jump further when strafing than when going forward or back 8-)
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-12-16 13:09:06 +00:00
<item> The <bf>timedemo demo1</bf> command is a great way to benchmark your system.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<item> Rocket-jumping is the technique of using a rocket or grenade
explosion to jump further than normal. For a demonstration see the
Scourge done Slick speed run.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
<item> Popular games derived from the Quake engine include -
Return to Castle Wolfenstein, Half-Life, Star Trek Voyager - Elite Force,
Soldier of Fortune, American McGee's Alice, and - distantly - Doom III.
</itemize>
<sect1> Quotes <p>
<itemize>
2005-12-16 13:09:06 +00:00
<item> John Carmack -
<newline>
"At this time (march '97), the only standard opengl hardware that can play
glquake reasonably is an intergraph realizm, which is a VERY expensive card"
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<item> From the original Quake How-To -
<newline>
"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."
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<newline><newline>
<item> Func Message Board -
2006-07-28 13:56:19 +00:00
<newline> "... This Will Produce A Fully Functional Bouncing, Exploding Zombie."
2006-02-26 17:01:55 +00:00
<newline> Sounds like fun :)
2006-07-28 13:56:19 +00:00
<newline><newline>
<item> Quake Wikipedia -
<newline>"Quake and its three follow up games, Quake II,Quake III Arena
and Quake 4 (which many do not regard as true sequels), have sold over
4 million copies combined. In 2005, a version of Quake was produced
for mobile phones."
2005-12-16 13:09:06 +00:00
<newline><newline>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<item> Moby Games
<newline> (by Pathogen) <newline>
2006-07-28 13:56:19 +00:00
"... Quake was the first FPS to introduce realistic lighting and
2005-12-16 13:09:06 +00:00
shadows. Of course, this came at a price. Quake has taken a lot of
flak because it's all dull brown and grey. This was necessary because
it was the only way to get the lighting to work properly. Since each
surface needs a wide variety of reserved colors for displaying
darkened/brightened portions of the surface, the game was limited to
2006-07-28 13:56:19 +00:00
just a few colors and all their respective shades."
2005-12-16 13:09:06 +00:00
<newline> (by Ashley Pomeroy) <newline>
2006-07-28 13:56:19 +00:00
"Almost incidentally, Quake introduced the now-standard concept of a FPS
'console', and popularised 'mouselook' as *the* absolute standard
2005-12-16 13:09:06 +00:00
control interface. Although the specifications required a Pentium,
2006-07-28 13:56:19 +00:00
Quake ran acceptably well on a 486 DX4/100"
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<newline><newline>
2006-07-28 13:56:19 +00:00
<item> Slashdot Tenebrae Forum -
<verb>
... this ... now officially labels this guy as a badass graphics programmer. I can hear it now:
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
MR. BURNS: "I need a programmer! Get John Carmack on the line!"
SMITHERS: "He's unavailable sir."
MR. BURNS: "Then get me his non-union Belgian equivalent!"
</verb>
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
</itemize>
2005-09-26 12:45:45 +00:00
<sect1> Links <p>
<descrip>
2005-12-16 13:09:06 +00:00
2005-09-26 12:45:45 +00:00
<tag/ID Software/<url url="http://www.idsoftware.com">
<tag/The Linux Game Tome/<url url="http://www.happypenguin.org">
<tag/Icculus/<url url="http://www.icculus.org">
<tag/Icculus Gamers FAQ/<url url="http://www.icculus.org/lgfaq">
<tag/Linux Gamers/<url url="http://www.linux-gamers.net">
<tag/Planetquake/<url url="http://www.planetquake.com/quake1">
<tag/Quake Terminus/<url url="http://www.quaketerminus.com">
<tag/Retro Quake/<url url="http://www.planetquake.com/retroquake/quake/index.html">
<tag/Quake Basics/<url url="http://www.quaketerminus.com/quakebible/index.htm">
2005-12-16 13:09:06 +00:00
<tag/Quake Wikipedias/<url url="http://wiki.quakesrc.org/index.php/HomePage">, <url url="http://en.wikipedia.org/wiki/Quake">
2005-09-26 12:45:45 +00:00
<tag/J<>rgen's GLQuake Site/<url url="http://mfcn.ilo.de/glxquake">
<tag/Quake Forge/<url url="http://www.quakeforge.net">
<tag/Darkplaces Game Engine/<url url="http://www.icculus.org/twilight/darkplaces">
<tag/Linux Hexen II project/<url url="http://uhexen2.sourceforge.net">
2006-02-26 17:01:55 +00:00
<tag/SDL - Cross platform hardware API/<url url="http://www.libsdl.org/">
2005-12-16 13:09:06 +00:00
<tag/ALSA - Linux sound project/<url url="http://www.alsa-project.org">
2006-02-26 17:01:55 +00:00
<tag/Lowercase utility/<url url="http://filerenameutils.sourceforge.net">
2005-12-16 13:09:06 +00:00
<tag/Func_Msgboard - message board from hell ...no, I mean it/<url url="http://www.celephais.net/board/forum.php">
2005-09-26 12:45:45 +00:00
</descrip>
<sect1> Glossary <p>
<descrip>
2005-12-16 13:09:06 +00:00
<tag/ALSA/ <url url="http://www.alsa-project.org" name="Advanced Linux Sound Architecture">.
<tag/API/Application Program Interface. The computer libraries
which are used when programming, and link the game to the hardware.
<tag/Bot/A computer generated player with artificial intelligence (cough), in
a multiplayer game. Used to play multiplayer when no-one's around or not
connected to a network.
2005-09-26 12:45:45 +00:00
<tag/Client/This word is used in two subtly different ways. In single player,
the Quake game is known as a client, with different clients using their own
graphics libraries (for example, the GL client "quake.glx" or the X11 client
"quake.x11"). The usage is similar in multiplayer games, but also means the
per-user program which connects to a single "server" program which lets all
the players exist in the same world.
2005-12-16 13:09:06 +00:00
<tag/FPS/First Person Shooter. A shooting game viewed from the "first person" perspective.
2005-09-26 12:45:45 +00:00
2005-12-16 13:09:06 +00:00
<tag/Mod/Modification to the original Quake game varying from a complete game
overhaul (total conversion) to simple map/model reworks. Quake was designed to
allow for ease of platform portability with it's own computer language "Quake
C" giving mappers control over most every aspect of their Quake world.
<tag/Noob/Newbie. Someone new to a computer related topic.
<tag/Patch/A software patch (or diff) is a single file used to alter
a source code tree before compilation. It is often used to fix bugs or
add new features that the original author didn't include.
Usage of the GNU patch utility is of the form <bf>patch [--dry-run] -pNUM
&lt;FILE </bf> where NUM is the number (usually 0 or 1) of directories to
strip from the patch file. This number is not obvious except to unix gurus, but
using the "--dry-run" option will let you test run patch so you can find the
correct NUM. ...Using the wrong number will make patch output all sorts of
cryptic messages which can be terminated with a <bf>control-C</bf> character.
Of course you could always type <bf>man patch</bf> and learn for yourself
how to use this powerful unix command. ;-/
<tag/SDL/<url url="http://www.libsdl.org/" name="Simple DirectMedia Layer">
2006-07-28 13:56:19 +00:00
cross platform hardware API widely used in Linux games.
2005-12-16 13:09:06 +00:00
<tag/Server/A program central to multiplayer games to which every player connects.
2005-09-26 12:45:45 +00:00
<tag/Tarball/An archive file such as <bf>somefile.tar</bf> created by the
"tar" program. It is often compressed using the programs
"gzip" or "bzip2", in which case it will normally end in the letters
<bf>.gz</bf> or <bf>.bz2</bf>. The extension <bf>.tar.gz</bf>
2006-02-26 17:01:55 +00:00
is often shortened to <bf>.tgz</bf>.
2005-12-16 13:09:06 +00:00
</descrip>
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<sect1> Credits <p>
Thanks to:
<itemize>
<item>The <url url="http://www.tldp.org" name="Linux Documentation Project">.
2006-07-28 13:56:19 +00:00
<item>Linus Torvalds for hacking together his free operating system kernel.
2006-02-26 17:01:55 +00:00
<item><url url="http://www.idsoftware.com" name="ID Software">.
2006-07-28 13:56:19 +00:00
<item>O. Sezer for pointers to some of the many things I'm clueless about.
2006-02-26 17:01:55 +00:00
<item>Quake modders great and small.
</itemize>
2006-07-28 13:56:19 +00:00
This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently unmaintained),
<url url="http://www.vim.org/" name="Vim"> and
<url url="http://www.gnu.org/software/bash/bash.html" name="Bash">.
2006-02-26 17:01:55 +00:00
2005-12-16 13:09:06 +00:00
<sect1> Todo <p>
2005-09-26 12:45:45 +00:00
2006-07-28 13:56:19 +00:00
impulses, ezquake.
<sect1> Changelog <p>
<descrip>
<tag/2.03 (July 2006)/
Changed order of game engines, added extra compilation notes, and expanded the
Tenebrae, SDLQuake and wmQuake sections.
New multiplayer entries for ProQuake, XQF and Tremulous.
Reorganised several categories in the "Other" section, including new
Nvidia Tweaks, License, Changelog and Vispatch sections.
Updated the author's patched Tyr-Quake binary, with a few new hacks added to
TyrQuake-0.54.
Some small changes to the featured mods.
<tag/2.02 (February 2006)/
</descrip>
<sect1> License <p>
This document is released under the GPL.
<label id="other_">
<sect1> Other Formats <p>
<!-- http://www.ibiblio.org/pub/Linux/docs/HOWTO/Quake-HOWTO -->
The Quake How-To is also available as a
<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.txt?download" name="text file"> and a
<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.html?download" name="single html file">.
The latest version should be available
<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here">.
Version v1.0.1.14 (30 August 1998) of the Quake How-To is located at the
<url url="http://webpages.mr.net/bobz/howto/" name="original author's site">.
2005-09-26 12:45:45 +00:00
<sect1> Author <p>
Steven A.
2005-12-16 13:09:06 +00:00
<url url="http://sourceforge.net/users/stevenaaus" name="Sourceforge user page">
2005-09-26 12:45:45 +00:00
2006-02-26 17:01:55 +00:00
<url url="mailto:yahoo - dot - com - username - stevenaaus" name="Email">
2005-09-26 12:45:45 +00:00
</article>