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

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<!doctype linuxdoc system>
<article>
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<title>
Linux Quake How-To
<author>
Author: Steven A
<newline>
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Version: 2.07
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<newline>
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Last updated: 3 May, 2008
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<abstract>
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This document is a modern guide to id Software's Quake game,
with some information about Quake's sequels and Linux gaming in general.
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</abstract>
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<toc>
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<sect> Introduction
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<sect1> Preamble <p>
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Linux Quake sits at the crossroads of two computing revolutions - GNU/Linux,
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the popular free operating system, and GLQuake, the first "first person
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shooter" to use the 3D graphics library OpenGL. The game still has a community
making new maps ten years after it's release by id Software. And
thanks to John Carmack releasing the software under the GPL, we are able to
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enjoy it on non-proprietary platforms.
<newline> <newline>
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Does this mean our game is important ? No... It's just fun ;-)
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<sect1> About <p>
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This document is a guide to installing Quake and it's many related games and
modifications. It includes compilation notes, tips and pointers to the best
web resources, as well as some information about Quake II, III and IV.
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You'll also find many issues relevant to
Linux gaming in general.
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<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.
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<!-- horizontalline -->
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<sect> General Info <p>
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<sect1> Getting Started <p>
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Installing Quake requires a few basic steps.
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<descrip>
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<tag/Get the Game Data Files/
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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
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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
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directory - making sure all files are in <ref id="lowercase_" name="lowercase">.
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Alternatively, you can use the
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<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/
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The program you execute to run Quake is known as the <ref id="engine_"
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name="game engine">. There are several to choose from, but the simplest choice
is either <url
url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
name="TyrQuake">, or the more basic <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.
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<tag/Summary/
Finally, you should have a directory structure similar to this, with all files
being in <ref id="lowercase_" name="lowercase">:
<verb>
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/usr/local/games/quake +- tyr-glquake (or another game engine)
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|
+- id1 -+- config.cfg
|
+- game.dat
|
+- pak0.pak
|
+- pak1.pak
</verb>
Now, from an xterm window, type (for example)
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<code> ./tyr-glquake -fullscreen -width 800 -height 600</code>
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to start the game.
<tag/Help/
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This sounds simple, but if you are new to Linux and you are not familiar
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with the command line, try one of these links for more information:
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<itemize>
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<item> <ref id="troubleshooting_" name="Trouble-shooting"> section
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<item> The <ref id="other_" name="old version"> of this how-to
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<item> <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=42" name="Linuxgamers Quake How-To">
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<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">
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</itemize>
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</descrip>
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<sect1> Command Line Options <p>
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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:
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<descrip>
<tag/-window/Run the game in windowed mode
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<tag/-fullscreen/Run the game in fullscreen mode
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<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
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<tag/-basedir DIRECTORY/Use this directory by default
<tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22050, 11025)
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<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.
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<tag/-nomtex/Disable GL multitextures.
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<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
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at hard skill, use
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<code> tyr-glquake +skill 2 +map e1m1</code>
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<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
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<tag/r_wateralpha VALUE/value = 0.0 - 1.0
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Opacity of water in maps with transparent water support (See <ref id="watervis_" name="Watervis">)
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<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
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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.
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<tag/r_shadows FLAG/flag = 0 | 1
Display model shadows
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<tag/vid_wait FLAG/flag = 0 | 1
Sync video output with screen refresh
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<tag/chase_active FLAG/flag = 0 | 1
Show player from third person perspective
</descrip>
<!-- horizontalline -->
<sect> Game Engines <label id="engine_"> <p>
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<label id="tyrquake_">
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<sect1> TyrQuake <p>
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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.
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The latest version is 0.59, which now supports the Power PC platform, FreeBSD and
per-user configuration files. Other newish features include sophisticated
command line completion, and a cool console effect (gl_constretch).
Typing <bf>make</bf> will build all the clients. To compile only
the single player client, after unpacking the source code type:
<bf> make prepare tyr-glquake </bf>.
Tyrann has a nice clean build system, but if you wish to see compilation feedback, add <bf>V=1</bf> to the command line.
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A patched TyrQuake binary is available
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<url url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download" name="here">.
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<url url="http://disenchant.net/engine.html">
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<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
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for the official mission packs. Recent changes include improvements to the
menuing system, and speed increases, though there also appears to be some
mod compatability issues creeping in.
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Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" name="file
archive"> can be a little confusing. The large "darkplacesengine"
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tarballs include precompiled binaries and the game's source code in a second
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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
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cl-release</bf>, or to build with OSS sound, <bf>make cl-release
DP_SOUND_API=OSS</bf>.
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Much thanks to LordHavoc for this great project.
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<url url="http://www.icculus.org/twilight/darkplaces">
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<sect1> FitzQuake <p>
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This engine has long been the defacto standard for the Quake mapping community,
and has recently been ported to Linux (and Macs). As well as graphical features
such as skyboxes, fog, and coloured light, it includes a rewritten lighting
model and enhanced console commands.
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<url url="http://www.kristianduske.com/fitzquake">
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<label id="qudos_">
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<sect1> QuDos Quake Ports <p>
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QuDos has done much work with Quake engines for BSD and Linux. In the past he
has ported Nehahra , JoeQuake and others, but currently has only a
couple available at his website.
His excellent <ref id="nehahra_" name="NehQuake"> port is still available at
<url url="http://linuxquake.org/index8.html" name="LinuxQuake.Org">
, but those after the source code may try contacting him.
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<url url="http://qudos.quakedev.com/linux/quake1">
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<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/">
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<label id="quakeforge_">
<sect1> QuakeForge <p>
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QF is a comprehensive Linux Quake project. It has elegant graphical enhancements,
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numerous single player and <ref id="quakeworld_" name="QuakeWorld"> clients and
Quake C tools. Amongst it's features are:
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an overhauled menuing system, a new "heads up display", and in-game help.
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Possibly because of it's size, QuakeForge hasn't been updated in years
and it's documentation was never quite finished.
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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>).
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For information about building QuakeForge on the BSD Unices, see the <ref
id="freebsd_" name="FreeBSD"> section.
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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/">
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<label id="nprquake_">
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<sect1> NPRQuake <p>
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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.
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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.
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<url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/">
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<sect1> Twilight Project <p>
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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
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feature is the use of the SDL programming API for sound, video and mouse
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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!
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You can test it out even if you don't have WindowMaker, but the game will crash if it gets keyboard focus.
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<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/">
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<sect1> Software Quake <p>
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<em>For a more in-depth treatment of Software Quake, see the <ref id="other_" name="previous version"> of this how-to</em>.
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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
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also an old <ref id="sdlquake_" name="SDL Quake">
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written by SDL's author, Sam Lantinga, which should work on all modern platforms.
<!-- horizontalline -->
<sect> Mods
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<sect1> About <p>
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Quake has hundreds of user created levels - known variously as "mods", "total
conversions" or simply "maps".
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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.
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<sect1> Free Mods <p>
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A recent effort has been made at Quaddicted.com
to archive this resource - Quaddicted
<url url="http://www.quaddicted.com/spmaps.html" name="maps">,
<url url="http://www.quaddicted.com/spmods.html" name="mods">.
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A few of the author's favourites are:
<descrip>
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<tag/Travail/ This recently released mod is a must have. It includes 15 single
player levels, stunning bosses, and a couple of twisting spider infested
caverns. Distrans has also contributed a professional quality
<url url="http://www.quaddicted.com/filebase/travail_soundtrack.zip"
name="soundtrack">,
composed of moody and interesting electronic vibes.
<url url="http://www.quakeone.com/travail" name="Link">
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<tag/Soul of Evil/
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Gorgeous medieval themed mod with two single player
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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.
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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.
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<url url="http://www.planetquake.com/nehahra" name="Link">
<tag/Contract Revoked/
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A modern mod which made my jaw drop. It also has ambitious sequels: The Lost
Chapters and Quoth.
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<url url="http://kell.spawnpoint.org/convoked.html" name="Link">
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<tag/Zerst<73>rer/
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Dark and bloody, with Doom's paranoiac atmosphere. A classic.
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Zerst<EFBFBD>rer also has some good death match levels -
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<url url="http://www.quaddicted.com/zer.html" name="zerstorer">
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<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/Operation: Urth Majik/
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Oum is one of the few Quake 1 mods with a sci-fi feel. It has five well made
levels, with cut-scenes and many new weapons -
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<url url="http://disenchant.net/files/maps/oum.zip" name="oum">,
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<url url="http://www.planetquake.com/fatty/oum/" 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 -
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<url url="http://www.quaddicted.com/czg07.html" name="czg07">
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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
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grappling hook - <url url="http://www.quaddicted.com/fantasy.html" name="fantasy">
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Here you can get the long lost Fantasy Quake
<url url="http://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download"
name="manual">.
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</descrip>
<sect1> Commercial Mods <p>
<descrip>
<tag/Mission Pack 1/
Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive).
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<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.
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<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 -
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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 Linux support is not good.
<itemize>
<item> <url url="http://www.celephais.net/board/forum.php" name="Func_Msgboard"> is the home of modern Quake mapping.
<item> <url url="//inside3d.com" name="Inside3D.com"> has lots of good stuff.
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2008-05-05 13:18:14 +00:00
</itemize>
Also
<itemize>
<item> <url url="http://www.qeradiant.com/" name="GtkRadiant">
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is the only currently maintained and Linux friendly world editor I know of.
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2008-05-05 13:18:14 +00:00
<item> <url url="http://dynamic.gamespy.com/%7Equark/" name="The Quake Army Knife">
(QuArK) is a multi-purpose Quake editing tool which..
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may or may not have Linux support %-(.
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<item> Tyrann's <url url="http://disenchant.net/utils.html" name="utilities">
are popular, especially his lighting program.
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<item> Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage">
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has lots of mod friendly stuff.
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<item> <ref id="quakeforge_" name="QuakeForge">
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include some Quake C tools with their tarball.
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<item> The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki">
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has some relevant links for the windows platforms.
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2008-05-05 13:18:14 +00:00
</itemize>
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<!-- horizontalline -->
<sect> Multiplayer <p>
<label id="quakeworld_">
<sect1> QuakeWorld <p>
An enhanced Quake engine for on-line and network multiplayer action. It is
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incorporated into
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<ref id="ezquake_" name="EzQuake">,
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<ref id="proquake_" name="ProQuake">,
<ref id="quakeforge_" name="QuakeForge"> and
<ref id="tyrquake_" name="TyrQuake">.
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For servers, try:
<newline>
<url url="http://www.quakeone.com">
<newline>
<url url="http://www.quake1.net/servers.cgi">
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<label id="ezquake_">
<sect1> EzQuake <p>
This project now works for me ;-> ... And it's looking very nice.
As well and as GL, X11 and SVGA clients, it has serious graphical and
game-play enhancements and some nice documentation. It is definately a project
to keep up with.
Sound may be an issue. It defaults to ALSA but to start with OSS try:
"<bf>ezquake-gl.glx +set s_device /dev/dsp</bf>". To compile the GL client,
type "<bf>make glx</bf>". You may have to change the Makefile thus:
<verb>
- LDFLAGS = -lm -lpthread
+ LDFLAGS = -lm -lpthread -L/usr/X11R6/lib
</verb>
<url url="http://ezquake.sourceforge.net">
<url url="http://ezquake.sourceforge.net/forum/">
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<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">
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<sect1> FTE QuakeWorld <p>
A new, ambitious project,
<url url="http://www.fteqw.com" name="FTE Quakeworld"> aims to offer support for
multiplayer Quake as well as similar projects such as Hexen II.
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<label id="fuhquake_">
<sect1> FuhQuake <p>
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<url url="http://www.fuhquake.net" name="FuhQuake"> seems to recently have
become an unsupported project. Thanks to Fuh for his previous support, and his
project lives on at
<ref id="ezquake_" name="EzQuake">.
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<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.
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<label id="nexuiz_">
<sect1> Nexuiz <p>
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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.
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<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
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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 ;->.
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Single player games are possible by playing against computer bots.
<url url="http://www.planetquake.com/digitalpaint/">
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<label id="argonium_">
<sect1> Argonium <p>
This slick looking deathmatch mod is another freely distributable Quake II game.
<url url="http://www.planetquake.com/td/argonium/">
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<label id="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">
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<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>
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A new site with community forums is
<url url="http://www.linuxquake.org" name="LinuxQuake.Org">.
Other trouble-shooting resources can be found at:
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<url url="http://mfcn.ilo.de/glxquake" name="J<>rgen's GLQuake Site">,
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the <ref id="other_" name="old version"> of this how-to, and
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<url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">.
2007-02-09 13:53:01 +00:00
2005-12-16 13:09:06 +00:00
Often, using an alternative game engine such as
<ref id="tyrquake_" name="TyrQuake">,
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<ref id="ezquake_" name="EzQuake"> and
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<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
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>
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This is not good, but some simple options to try are:
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<itemize>
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<item> - use <bf>-nosound</bf> to test if sound is the problem.
<newline>
Sound problems are covered in detail below.
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<newline><newline>
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<item> - use <bf>-noudp</bf> if network is unconfigured.
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<newline><newline>
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<item> - use <bf>-nocdaudio</bf> if cdrom is absent.
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<newline><newline>
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<item> - use <bf>-height</bf>, <bf>-width</bf> and
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<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>
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</itemize>
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<label id="lowercase_"><bf>Files not lowercased</bf> or <bf>Data files missing</bf>.
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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.
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<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
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<url url="http://filerenameutils.sourceforge.net">.
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2005-09-26 12:45:45 +00:00
</itemize>
2008-05-05 13:18:14 +00:00
<bf>Missing libraries: "error while loading shared libraries: libGL.so.1: cannot open shared object file"</bf>
A message similar to this means the program cannot run because it can't find a system file it needs.
Perhaps:
<itemize>
<item> File is not installed - Just check with your package manager and install the correct package.
<newline><newline>
<item> Links aren't properly set-up. If you have (say) /usr/lib/libGL.so.1.2, but get the above message, you should be able to remedy this with <bf>ln -s /usr/lib/libGL.so.1.2 /usr/lib/libGL.so.1</bf>
</itemize>
Dynamic libraries (or DLLs as they are known to Windows users) can be quite
complex. For more information try the <bf>ldd</bf> and <bf>ldconfig</bf> man
pages.
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<label id="Sys_Printf_">
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"<bf>Memory overwrite in Sys_Printf</bf>"
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<itemize>
<item> This error means you need to edit file <bf>sys_linux.c</bf>,
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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.
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</itemize>
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<bf>Problems with GCC 4</bf>
<itemize>If you're experiencing core dumps and are using version 4.x of the GNU
2006-11-24 21:34:50 +00:00
compiler, see <ref id="compissues_" name="Compilation Issues"> below.
</itemize>
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2006-11-24 21:34:50 +00:00
<sect1> Program dies loading level <p>
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<itemize>
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<item> Many mods require extra memory. Use the <bf>-mem 64</bf> option
to allocate 64 meg of memory for the heap.
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<newline> <newline>
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<item> In some cases, this problem can be sound related. Try some of the tips
in the sound section.
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<newline> <newline>
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<item> A few newer mods just won't work with standard GLQuake, and need an
enhanced <ref id="engine_" name="game engine">. <ref id="darkplaces_"
name="Darkplaces"> has the best large map support under Linux, but some
are even too big for it, and are unsupported under Linux.
2005-09-26 12:45:45 +00:00
</itemize>
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<sect1> Sound Problems <p>
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<em>For more information see the <ref id="sound_" name="drivers"> section.
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</em>
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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>
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<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
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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>.
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<newline><newline>
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<item> Try alternative sound drivers as outlined in the
<ref id="sound_" name="Sound Drivers"> section.
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</itemize>
Sound stutters or is not very good.
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2005-09-26 12:45:45 +00:00
<itemize>
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<item> See the sound note in <ref id="compissues_" name="Compilation Issues">.
<newline><newline>
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<item> Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s), or
swapping sound drivers.
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</itemize>
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SDL provides a simple way of changing the sound driver using the
SDL_AUDIODRIVER environment variable. Run the game using a command line like:
<newline>
<bf>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;SDL_AUDIODRIVER=xxx darkplaces-sdl</bf>
<newline>
Valid values on linux are: dsp (uses OSS), alsa (uses
ALSA), esd (uses the ESD daemon), and maybe arts (uses
the aRTs daemon)
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<label id="compissues_">
<sect1> Compilation Issues <p>
The dynamic nature of GNU/Linux means compiling old software is often hard
work, and even small hurdles are impossible for people not experienced in C
programming. Below are a few relevant issues.
<sect2> GCC-4.x <p>
<descrip>
The GNU C compiler has recently had a major revision, and
most modern distributions now include GCC-4.1. (To find out which
version you are using, type <bf>gcc --version</bf>).
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The author generally uses GCC-3.2.2 , and people using GCC-4.x may find
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extra problems when compiling programs:
<tag/Warnings/
GCC-4.x issues many more compilation warnings than 3.x. These are small errors that can
generally be ignored, but when the compiler is given the "-Werror" flag,
warnings will bring everything to a halt. To fix this you can safely remove the "-Werror"
from the program's Makefile.
<tag/Slurred Sound/
Yet another sound issue. This common problem is fixed by altering snd_mix.c thus:
<verb>
- snd_scaletable[i][j] = ((signed char)j) * i * 8;
+ snd_scaletable[i][j] = ((j < 128) ? j : j - 0xff) * i * 8;
</verb>
<tag/Optimizations/
GCC-4.0 in particular had a problem with "-O" flags breaking some variable
type-casting. If you are able to compile the program , but it segfaults,
try disabling these optimizations by removing the "-O" options from
any makefiles.
</descrip>
If you are having troubles compiling with GCC-4 which weren't there previously, it's
possible to install GCC-3.x alongside 4.x. Most people will want to look for
precompiled packages from their Linux distribution.
Once GCC-3.x is installed, the program must then be told to compile with this
version rather than the default 4.x. Projects that come with configuration
scripts will often have options for defining which compiler to use (type
<bf>./configure --help</bf> and look for hints), and other times you be able
to use <bf>export CC=gcc32</bf> or edit the Makefile and replace occurrences of
"gcc" with "gcc32" (or "gcc-3.2.2", etc) manually.
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<sect2> 64 Bit CPUs <p>
Most of these legacy programs will probably not compile to 64 bit binaries.
It is still possible to compile 32 bit binaries on a 64 bit operating system.
To do so, edit Makefiles and add "<bf>-m32</bf>" to the load and compile flags
(LDFLAGS, CFLAGS). This tells GCC to build and link a 32 bit program (if the 32
bit SDL and OpenGL libraries are also installed). You may also have to disable
the use of x86 assembly.
If you are having trouble running 32 bit apps, try using the linux32
command. For example: <bf>linux32 tyr-glquake</bf>.
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<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.
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When you've finished, use <bf>xgamma -gamma 1</bf> to restore the brightness.
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</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.
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<tag/Mouse look/"This game won't let me look around properly. %$!$@"
<itemize>
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<item> Bring down the game console with the "&tilde;" key and enter <bf>+mlook</bf>.
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</itemize>
<tag/Mouse doesn't work properly/ Try the following -
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<itemize>
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<item> Start the game in fullscreen mode by using the <bf>-fullscreen</bf> option.
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<newline><newline>
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<item> From the game console, type <bf>_windowed_mouse 1</bf>
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<newline><newline>
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<item> If still without success, try the
<ref id="nprquake_" name="NPRQuake"> or <ref id="darkplaces_" name="Darkplaces">
SDL clients.
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Typing <bf>export SDL_VIDEO_X11_DGAMOUSE=0</bf> before starting
the game will disable hardware dga mouse.
<newline><newline>
</itemize>
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<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:
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<itemize>
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<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.
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<newline><newline>
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<item> Change the game file permissions. Unix operating systems have
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strong security preventing unauthorized or accidental file changes.
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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.
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<newline><newline>
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<item> In full multi-user environments it is recommended using the
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<ref id="darkplaces_" name="Darkplaces">,
<ref id="tyrquake_" name="TyrQuake >= 0.56"> or
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<ref id="quakeforge_" name="QuakeForge"> game engines, which correctly
place per-user data in their home directory.
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</itemize>
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Quake uses a confusing method of saving and restoring game options,
especially when playing add-ons, and game options sometimes have to be
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reinitialized even though file permissions are not an issue.
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In such cases, the author can offer no simple advice %-/.
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<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.
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<tag/Lines on screen/
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A common problem with 3Dfx cards is a shower of flickering lines on the screen.
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<itemize>
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<item> From the game console, type <bf>gl_ztrick 0</bf>.
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</itemize>
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<tag/Other graphical anomalies/
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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.
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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.
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<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>
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</descrip>
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<descrip>
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<tag/Links/
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<url url="http://www.x.org">
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<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=22" name="Linux Gamers ATI How-To">
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<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=31" name="Linux Gamers Nvidia How-To">
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</descrip>
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<sect1> Sound Drivers <label id="sound_"> <p>
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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.
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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.
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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">.
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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.
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<!-- horizontalline -->
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<sect> Quake Sequels <p>
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<label id="hexenII_">
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<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.
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Early Linux releases weren't very solid, especially the mouse handling, but there is now a few related projects to choose from.
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<url url="http://qudos.quakedev.com/linux/quake2" name="QuDos' Quake II">
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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.
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The multiplayer mods <ref id="digitalpaint2_" name="Digital Paint 2">
and <ref id="argonium_" name="Argonium">
are also based on Quake II.
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<sect2> Notes <p>
A common command line option is: <newline><bf> +set vid_ref glx +set gl_driver /usr/lib/libGL.so.1 </bf><newline>
which tells the game to start in OpenGL mode.
See the <ref id="other_" name="old version"> of this how-to for other Quake II troubleshooting tips.
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<sect1> Quake III Arena <p>
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The third Quake installment was a landmark multiplayer game, with
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beautiful graphics and well balanced combat. It was also one of the first games
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to receive a full Linux commercial release.
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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>
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The retail add-on Quake III Team Arena is supported and, despite
getting ordinary reviews, is a great game.
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<descrip>
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<tag/Open Source Projects/
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The Icculus Quake III Project
which has recently moved to
<url url="http://ioquake3.org" name="IOQuake">.
They are adding extra features, including support for Star Trek Voyager: Elite Force Holomatch (multiplayer).
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Sourceforge <url url="http://q3cellshading.sourceforge.net" name="Quake III - Cell Shading">
<tag/Mods
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There are many quality Q3 mods around:
<url url="http://www.worldofpadman.com/" name="World of Padman"> is a high quality stand-alone
conversion. It's set in a miniature suburban world with a bizarre cartoon
theme, and is currently multiplayer only but with full bot support.
In <url url="http://red.planetarena.org" name="Alien Arena"> you're matched against pin headed martians with unbelievable OpenGL environments.
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<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">
is an atmospheric Q3 single player conversion.
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Try the alien themed <url url="http://tremulous.net" name="Tremulous">
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for an original multiplayer mod.
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<tag/Links/
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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">
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guides hosted by id Software.
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Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III How-To">.
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Linux Questions' Quake III forums for
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<url url="http://www.linuxquestions.org/questions/history/260975" name="Sound">
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and
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<url url="http://www.linuxquestions.org/questions/history/225821" name="Mouse">
problems.
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All things Quake III at <url url="http://www.planetquake.com/quake3/q3aguide/" name="Planet Quake">
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</descrip>
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<sect1> Quake IV <p>
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2007-02-09 13:53:01 +00:00
Quake IV is an epic FPS from <url url="http://ravensoft.com"
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name="Raven Software">. It is based on the Doom-III engine and has high
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hardware specs: A 2GHz P4 (or AMD equivalent) and 512meg ram are the official minimum
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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
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recommends against using entry level cards such as the FX5200.
The game runs well under Linux, but still has a couple of issues:
<itemize>
<item> Quake IV only runs in 32 bpp colours (X11 colour depth 24), so restart X in
this mode if you have to. Attempting to run in 16 bpp colours will give you an
error message like:
<bf> Couldn't find matching GLX visual ..... Sys_Error: Unable to initialize OpenGL.</bf>
Alternatively you can start a new X session with the command:
<verb>
startx `which quake4` -- :1 -depth 24
</verb>
<item> The Alsa sound libraries are used by default. To start with OSS sound , type:
<verb>
quake4 +set s_driver oss
</verb>
<item> The Quake IV DVD Edition comes with several promotional movies.
Although the movies appear to be Windows executables, they are in fact Bink
videos, and can be viewed with the
<url url="http://www.radgametools.com/down/Bink/BinkLinuxPlayer.zip" name="Linux Bink Player">.
<newline><newline>
<item> Apart from demanding a quality video
card and CPU, the author found 512meg ram to be slightly insufficient and
performance wasn't great.
The game ran better after placing the kernel's swap file on a different
hard-drive from the game. To do this, once you have the second disk installed and partitioned,
type (for example)
<verb>swapoff -a
mkswap /dev/hdb2
swapon /dev/hdb2
</verb>
if hdb2 is the new swap partition.
</itemize>
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<descrip>
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2007-02-09 13:53:01 +00:00
<tag/Q3 Links/
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The <url url="http://zerowing.idsoftware.com/linux/quake4/" name="Official Linux Faq">
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Linux Questions <url url="http://www.linuxquestions.org/" name="Quake IV bug forums">
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<url url="ftp://ftp.idsoftware.com/idstuff/quake4/demo/quake4-linux-1.0-demo.x86.run"
name="Quake IV demo">
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</descrip>
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<!-- horizontalline -->
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2007-02-09 13:53:01 +00:00
<sect> Links <p>
<descrip>
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<tag/id Software/<url url="http://www.idsoftware.com">
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<tag/Icculus/<url url="http://www.icculus.org">
<tag/Icculus Gamers FAQ/<url url="http://www.icculus.org/lgfaq">
<tag/The Linux Game Tome/<url url="http://www.happypenguin.org">
<tag/LinuxQuake.Org/<url url="http://www.linuxquake.org">
<tag/Planetquake/<url url="http://www.planetquake.com/quake1">
2008-05-05 13:18:14 +00:00
<tag/Func_Msgboard - Q1 message board from hell ... No, really/<url url="http://www.celephais.net/board/forum.php">
<tag/PlanetQuake3.net/<url url="http://www.planetquake3.net/index.php">
2007-02-09 13:53:01 +00:00
<tag/Darkplaces Game Engine/<url url="http://www.icculus.org/twilight/darkplaces">
<tag/Quake One/<url url="http://www.quakeone.com">
<tag/Linux Gamers/<url url="http://www.linux-gamers.net">
<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">
<tag/Quake Wikipedias/<url url="http://wiki.quakesrc.org/index.php/HomePage">, <url url="http://en.wikipedia.org/wiki/Quake">
<tag/J<>rgen's GLQuake Site/<url url="http://mfcn.ilo.de/glxquake">
<tag/Linux Hexen II project/<url url="http://uhexen2.sourceforge.net">
<tag/SDL - Cross platform hardware API/<url url="http://www.libsdl.org/">
<tag/ALSA - Linux sound project/<url url="http://www.alsa-project.org">
<tag/Lowercase utility/<url url="http://filerenameutils.sourceforge.net">
</descrip>
<!-- horizontalline -->
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<sect> Other
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2008-05-05 13:18:14 +00:00
<sect1> Nvidia <p>
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2008-05-05 13:18:14 +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
running slowly this is probably the cause and you should visit <url
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
cards and kernels. If you have a misbehaving Nvidia video card, try a different
driver.
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<sect2> Tweaks <p>
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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>
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Synchronizes GL output with your monitor's vertical refresh,
giving a more stable image especially on slower video cards.
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</descrip>
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2008-05-05 13:18:14 +00:00
<sect1> 3Dfx <p>
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, though this is
not trivial. The author does have precompiled libGL for the Voodoo2,
and his <url
url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
name="patched TyrQuake"> includes proper 3Dfx brightness control. <url
url="http://sourceforge.net/docman/display_doc.php?docid=28982&amp;group_id=124987"
name="Here"> is a README for old 3Dfx cards.
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<label id="freebsd_">
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<sect1> FreeBSD <p>
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The author has limited experience with this OS and currently uses FreeBSD 5.3 with Nvidia's
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proprietary drivers. <ref id="darkplaces_" name="Darkplaces">, <ref id="tyrquake_" name="TyrQuake"> and <ref
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id="hexenII_" name="Hammer of Thyrion"> work well with this system.
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<ref id="qudos_" name="QuDos"> has recently ported several
<url url="http://qudos.quakedev.com/linux/quake1" name="engines"> to Linux and
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has recently started work on FreeBSD compatibility. His great <url
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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
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tarball <url url="http://prdownloads.sourceforge.net/uhexen2/GLQuake-FreeBSD-sa-1.0.tgz?download" name="here">.
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<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>.
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<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>
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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;
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</verb>
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<label id="watervis_">
<sect1> Transparent Water and VisPatch <p>
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 vispatch utility, as well as the
<url url="http://www.atomicgamer.com/directory.php?id=3138" name="vispatch data files">
for the game you are patching.
To patch the main data files in "id1" -
from your Quake directory - type <bf>vispatch -dir id1 -data id1.vis</bf>
<url url="http://vispatch.sourceforge.net/" name="Vispatch Homepage">
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<sect1> Quake Inspired XTerms <p>
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Quake's in-game console is a great feature and has been adopted by many
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other games. Now you can also use the 'tilda' key to access X terminal windows.
Both <url url="http://yakuake.uv.ro/" name="Yakuake"> and <url
url="http://tilda.sourceforge.net/" name="Tilda"> are projects inspired by this
idea.
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Unfortunately neither are easy to install from source. Yakuake is a KDE
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application and needs the KDE development packages, and compiling Tilda is more
complicated. It requires a couple of unusual libraries, and gave this author
compilation errors, so perhaps looking for a RPM package is a better choice.
The author can recommend Yakuake as a very handy X terminal.
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<sect1> Miscellaneous <p>
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<itemize>
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<item> Because of the way the original game renders the sky, any map with
numerous outdoor enemies suffers a big performance hit.
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<newline><newline>
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<item> You can jump further when strafing than when going forward or back 8-)
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<newline><newline>
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<item> The <bf>timedemo demo1</bf> command is a great way to benchmark your system.
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<newline><newline>
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<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.
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<newline><newline>
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<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>
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<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"
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<newline><newline>
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<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."
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<newline><newline>
<item> Func Message Board -
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<newline> "... This Will Produce A Fully Functional Bouncing, Exploding Zombie."
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<newline> Sounds like fun :-)
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<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."
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<newline><newline>
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<item> Moby Games
<newline> (by Pathogen) <newline>
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"... Quake was the first FPS to introduce realistic lighting and
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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
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just a few colors and all their respective shades."
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<newline> (by Ashley Pomeroy) <newline>
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"Almost incidentally, Quake introduced the now-standard concept of a FPS
'console', and popularised 'mouselook' as *the* absolute standard
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control interface. Although the specifications required a Pentium,
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Quake ran acceptably well on a 486 DX4/100"
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<newline><newline>
<item> Happy Penguin Q3 Forum -
<newline>
As for &lsqb;Q3&rsqb; open source.....earliest date seems to be second half 2005. The
reason? They are still selling the code, over 5 years later to game devs.
Either they are stupid devs, or the Q3 code still offers something....I'm
inclined believe the latter.
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<newline><newline>
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<item> Slashdot Tenebrae Forum -
<verb>
... this ... now officially labels this guy as a badass graphics programmer. I can hear it now:
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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>
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</itemize>
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<sect1> Glossary <p>
<descrip>
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<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.
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<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.
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<tag/FPS/First Person Shooter. A shooting game viewed from the "first person" perspective.
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<tag/Mod/Modification to the original Quake game - varying from a complete game
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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">
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cross platform hardware API widely used in Linux games.
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<tag/Segfault/A broad term indicating a program is faulty and terminated
abruptly. Depending on the bash shell's <bf>ulimit -c</bf> setting, a dump of
the program's image (coredump) may be left behind for examination with
the GNU debugger (GDB).
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<tag/Server/A program central to multiplayer games to which every player connects.
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<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>
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is often shortened to <bf>.tgz</bf>.
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</descrip>
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<sect1> Credits <p>
Thanks to:
<itemize>
<item>The <url url="http://www.tldp.org" name="Linux Documentation Project">.
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<item>Linus Torvalds for hacking together his free operating system kernel.
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<item><url url="http://www.idsoftware.com" name="id Software">.
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<item>O. Sezer for pointers to some of the many things I'm clueless about.
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<item>Quake modders great and small.
</itemize>
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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">.
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<sect1> Todo <p>
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impulses
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<sect1> Changelog <p>
<descrip>
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<tag/2.07 (May 2008)/
Added FitzQuake(!), Alien Arena, FTE QuakeWorld
Updated VisPatch links
Added note about SDL_AUDIODRIVER
Consolidated links in mods section to Quaddicted
Removed note about old versions of fluxbox.
<tag/2.06 (July 2007)/
Included Travail mod, removing a few others.
Added EzQuake, World of Padman, IOQuake.
Updated TyrQuake (and binary), Darkplaces, FuhQuake and QuDos.
Re-wrote document abstracts, and the NVidia and 3Dfx sections.
Added to trouble-shooting section a note about (missing) libraries.
Miscellaneous link updates.
2007-02-09 13:53:01 +00:00
<tag/2.05 (February 2007)/
Miscellaneous link updates.
A small section for 64 bit cpus.
Moved "Links" to it's own section.
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<tag/2.04 (November 2006)/
Added some troubleshooting hints for Quake IV.
A new section for (gcc-4.1) compilation issues.
Links to the Quake III Cell Shading project.
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<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>
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This document is released under version 2 of the GPL.
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<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
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<url url="http://tldp.org/HOWTO/text/Quake-HOWTO" name="text file">, a
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<url url="http://tldp.org/HOWTO/html_single/Quake-HOWTO" name="single html file">.
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and in <url url="http://docs.comu.edu.tr/howto/quake-howto.html" name="Turkish">.
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The latest version should be available
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<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here"> or
<url url="http://linuxquake.org/download/Quake-HOWTO.html" name="here">.
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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">.
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<sect1> Author <p>
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Steven A. lives and works in rural Australia.
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<url url="http://www.myspace.com/stevenaaus" name="Projects">
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<url url="mailto:yahoo - dot - com - username - stevenaaus" name="Email">
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</article>