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@ -282,7 +282,7 @@ to be used with a Microsoft Exchange Server. </Para>
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Quake-HOWTO</ULink>,
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<CiteTitle>Linux Quake HOWTO</CiteTitle>
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</Para><Para>
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<CiteTitle>Updated: Jul 2006</CiteTitle>.
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<CiteTitle>Updated: Nov 2006</CiteTitle>.
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How to install, run and troubleshoot Quake, QuakeWorld and Quake II
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on an Intel Linux system. </Para>
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</ListItem>
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@ -3597,7 +3597,7 @@ alternative to sendmail. </Para>
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Quake-HOWTO</ULink>,
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<CiteTitle>Linux Quake HOWTO</CiteTitle>
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</Para><Para>
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<CiteTitle>Updated: Jul 2006</CiteTitle>.
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<CiteTitle>Updated: Nov 2006</CiteTitle>.
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How to install, run and troubleshoot Quake, QuakeWorld and Quake II
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on an Intel Linux system. </Para>
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</ListItem>
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@ -11,11 +11,11 @@ Author: Steven A
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<newline>
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Version: 2.03
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Version: 2.04
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<newline>
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Last updated: 26 July, 2006
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Last updated: 22 November, 2006
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<abstract>
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@ -41,11 +41,9 @@ Does all 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 not an exhaustive how-to about setting up any particular
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program, but an overall guide to Quake, including compilation notes, tips, and
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pointers to the best web resources.
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It concentrates on the many engine rewrites and incredible add-ons which make
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Quake the phenomena it is.
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This document is a guide to installing Quake and it's many related games and
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modifications. It includes compilation notes, tips and pointers to the best
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web resources, as well as some information about Quake II, III and IV.
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<sect1> Notation <p>
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@ -743,6 +741,14 @@ Single player games are possible by playing against computer bots.
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<url url="http://www.planetquake.com/digitalpaint/">
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<label id="argonium_">
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<sect1> Argonium <p>
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This slick looking deathmatch mod is another freely distributable Quake II game.
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<url url="http://www.planetquake.com/td/argonium/">
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<label id="proquake_">
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<sect1> ProQuake <p>
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@ -883,11 +889,10 @@ the value in the correct procedure.
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<bf>Problems with GCC 4</bf>
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<itemize>If you're experiencing core dumps and are using version 4.x of the GNU
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compiler (better known as "gcc") disabling the "-O" flag when compiling
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programs, or using gcc-3.x may be the answer. This problem is widespread with
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gcc-4 and C code with poorly written low level data structures. </itemize>
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compiler, see <ref id="compissues_" name="Compilation Issues"> below.
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</itemize>
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<sect1>Program dies loading level <p>
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<sect1> Program dies loading level <p>
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<itemize>
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@ -909,7 +914,7 @@ sound section.
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<sect1> Sound Problems <p>
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<em>For more information about Linux sound see the <ref id="sound_" name="drivers"> section.
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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
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@ -952,11 +957,74 @@ Sound stutters or is not very good.
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<itemize>
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<item> See the sound note in <ref id="compissues_" name="Compilation Issues">.
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<newline><newline>
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<item> Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s), or
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swapping sound drivers.
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</itemize>
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<label id="compissues_">
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<sect1> Compilation Issues <p>
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The dynamic nature of GNU/Linux means compiling old software is often hard
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work, and even small hurdles are impossible for people not experienced in C
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programming. Below are a few relevant issues.
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<sect2> GCC-4.x <p>
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<descrip>
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The GNU C compiler has recently had a major revision, and
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most modern distributions now include GCC-4.1. (To find out which
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version you are using, type <bf>gcc --version</bf>).
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The author used GCC-3.2.2 to make this How-To, and people using GCC-4.x may find
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extra problems when compiling programs:
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<tag/Warnings/
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GCC-4.x issues many more compilation warnings than 3.x. These are small errors that can
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generally be ignored, but when the compiler is given the "-Werror" flag,
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warnings will bring everything to a halt. To fix this you can safely remove the "-Werror"
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from the program's Makefile.
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<tag/Slurred Sound/
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Yet another sound issue. This common problem is fixed by altering snd_mix.c thus:
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<verb>
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- snd_scaletable[i][j] = ((signed char)j) * i * 8;
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+ snd_scaletable[i][j] = ((j < 128) ? j : j - 0xff) * i * 8;
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</verb>
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<tag/Optimizations/
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GCC-4.0 in particular had a problem with "-O" flags breaking some variable
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type-casting. If you are able to compile the program , but it segfaults,
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try disabling these optimizations by removing the "-O" options from
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any makefiles.
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</descrip>
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If you are having troubles compiling with GCC-4 which weren't there previously, it's
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possible to install GCC-3.x alongside 4.x. Most people will want to look for
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precompiled packages from their Linux distribution.
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Once GCC-3.x is installed, the program must then be told to compile with this
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version rather than the default 4.x. Projects that come with configuration
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scripts will often have options for defining which compiler to use (type
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<bf>./configure --help</bf> and look for hints), and other times you be able
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to use <bf>export CC=gcc32</bf> or edit the Makefile and replace occurrences of
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"gcc" with "gcc32" (or "gcc-3.2.2", etc) manually.
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<sect2> Nvidia Drivers <p>
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The latest Nvidia drivers can also cause headaches. Recently they have started
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installing their own OpenGL headers by default, which has lead to some
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conflicting variable declarations. This is fixed by removing them,
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or by uninstalling the drivers (with <bf>nvidia-installer
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--uninstall</bf>) and re-installing with the "--no-opengl-headers" option.
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<sect1> Other Issues <p>
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<descrip>
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@ -1183,8 +1251,9 @@ systems. On a slightly different note - the <url
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url="http://www.bytonic.de/html/jake2.html" name="Jake2"> project is a version
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of Quake II written in Java.
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The multiplayer paintball mod <ref id="digitalpaint2_" name="Digital Paint 2">
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is also based on Quake II.
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The multiplayer mods <ref id="digitalpaint2_" name="Digital Paint 2">
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and <ref id="argonium_" name="Argonium">
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are also based on Quake II.
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<em>See the <ref id="other_" name="old version"> of this how-to
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for Quake II troubleshooting tips.</em>
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@ -1195,11 +1264,6 @@ The third Quake installment was a landmark multiplayer game, with some of the
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most beautiful and well balanced fragging ever. It was one of the first games
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to receive a full Linux commercial release.
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Recently <url url="http://www.idsoftware.com" name="ID Software">
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released the source code, and you'll find an
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<url url="http://www.icculus.org/quake3/" name="Open Source Quake III"> project
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at Icculus.org.
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Most mods should work. The Linux Gamers FAQ reports:
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<verb>
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Yes, ... modifications work in Linux as long as they are compiled to the
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The retail add-on Quake III Team Arena is supported and, despite never
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getting rave reviews, is a great game.
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For an atmospheric Q3 single player conversion visit
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<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">, and
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check out the alien themed <url url="http://tremulous.net" name="Tremulous">
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for an original multiplayer mod.
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<descrip>
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<tag/Open Source Projects/
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Icculus <url url="http://www.icculus.org/quake3/" name="Quake III Project">
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Sourceforge <url url="http://q3cellshading.sourceforge.net" name="Quake III - Cell Shading">
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<tag/Mods
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<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">
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is an atmospheric Q3 single player conversion.
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Or 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">
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@ -1238,11 +1311,53 @@ All things Quake III at <url url="http://www.planetquake.com/quake3/q3aguide/" n
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Quake IV is an epic FPS from the awesome <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 cpu and 512meg ram are the official minimum
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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
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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. Celeron
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owners (cough) should have at least a 2400MHz chip.
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recommends against using entry level cards such as the FX5200.
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The game runs well under Linux, but still has a couple of issues:
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<itemize>
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<item> Quake IV only runs in 32 bpp colours (X11 colour depth 24), so restart X in
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this mode if you have to. Attempting to run in 16 bpp colours will give you an
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error message like:
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<bf> Couldn't find matching GLX visual ..... Sys_Error: Unable to initialize OpenGL.</bf>
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Alternatively you can start a new X session with the command:
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<verb>
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startx `which quake4` -- :1 -depth 24
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</verb>
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<item> The Alsa sound libraries are used by default. To start with OSS sound , type:
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<verb>
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quake4 +set s_driver oss
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</verb>
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<item> The Quake IV DVD Edition comes with several promotional movies.
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Although the movies appear to be Windows executables, they are in fact Bink
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videos, and can be viewed with the
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<url url="http://www.radgametools.com/down/Bink/BinkLinuxPlayer.zip" name="Linux Bink Player">.
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<newline><newline>
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<item> Apart from demanding a quality video
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card and CPU, the author found 512meg ram to be slightly insufficient and
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performance wasn't great.
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The game ran better after placing the kernel's swap file on a different
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hard-drive from the game. To do this, once you have the second disk installed and partitioned,
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type (for example)
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<verb>swapoff -a
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mkswap /dev/hdb2
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swapon /dev/hdb2
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</verb>
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if hdb2 is the new swap partition.
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</itemize>
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<descrip>
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+int psize = _SC_PAGESIZE;
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</verb>
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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.
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Both <url url="http://yakuake.uv.ro/" name="Yakuake"> and <url
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url="http://tilda.sourceforge.net/" name="Tilda"> are projects inspired by this
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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
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complicated. It requires a couple of unusual libraries, and gave this author
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compilation errors, so perhaps looking for a RPM package is a better choice.
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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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@ -1524,6 +1653,11 @@ how to use this powerful unix command. ;-/
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<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
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abruptly. Depending on the bash shell's <bf>ulimit -c</bf> setting, a dump of
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the program's image (coredump) may be left behind for examination with
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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
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@ -1561,6 +1695,14 @@ impulses, ezquake.
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<descrip>
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<tag/2.04 (November 2006)/
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Added some troubleshooting hints for Quake IV.
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A new section for (gcc-4.1) compilation issues.
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Links to the Quake III Cell Shading project.
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<tag/2.03 (July 2006)/
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Changed order of game engines, added extra compilation notes, and expanded the
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@ -1591,8 +1733,8 @@ This document is released under the GPL.
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<!-- http://www.ibiblio.org/pub/Linux/docs/HOWTO/Quake-HOWTO -->
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The Quake How-To is also available as a
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<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.txt?download" name="text file"> and a
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<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.html?download" name="single html file">.
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<url url="http://tldp.org/HOWTO/text/Quake-HOWTO" name="text file"> and a
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<url url="http://tldp.org/HOWTO/html_single/Quake-HOWTO" name="single html file">.
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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">.
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