This commit is contained in:
gferg 2008-05-05 13:18:14 +00:00
parent ab056d5846
commit 8456bfd681
3 changed files with 290 additions and 227 deletions

View File

@ -282,7 +282,7 @@ to be used with a Microsoft Exchange Server. </Para>
Quake-HOWTO</ULink>,
<CiteTitle>Linux Quake HOWTO</CiteTitle>
</Para><Para>
<CiteTitle>Updated: Feb 2007</CiteTitle>.
<CiteTitle>Updated: May 2008</CiteTitle>.
How to install, run and troubleshoot Quake, QuakeWorld and Quake II
on an Intel Linux system. </Para>
</ListItem>

View File

@ -3609,7 +3609,7 @@ alternative to sendmail. </Para>
Quake-HOWTO</ULink>,
<CiteTitle>Linux Quake HOWTO</CiteTitle>
</Para><Para>
<CiteTitle>Updated: Feb 2007</CiteTitle>.
<CiteTitle>Updated: May 2008</CiteTitle>.
How to install, run and troubleshoot Quake, QuakeWorld and Quake II
on an Intel Linux system. </Para>
</ListItem>

View File

@ -11,16 +11,16 @@ Author: Steven A
<newline>
Version: 2.05
Version: 2.07
<newline>
Last updated: 9 February, 2007
Last updated: 3 May, 2008
<abstract>
This document is a modern guide to id Software's Quake game, with some information about
QuakeWorld , Quake II, III and IV.
This document is a modern guide to id Software's Quake game,
with some information about Quake's sequels and Linux gaming in general.
</abstract>
@ -32,18 +32,20 @@ QuakeWorld , Quake II, III and IV.
Linux Quake sits at the crossroads of two computing revolutions - GNU/Linux,
the popular free operating system, and GLQuake, the first "first person
shooter" to use the 3D graphics library OpenGL. Quake has a loyal community
still making games ten years after it's release by ID Software, and
thanks to John Carmack releasing the software under the GPL, people are able to
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
enjoy it on non-proprietary platforms.
<newline> <newline>
Does all this mean our game is important ? No... It's just fun ;-)
Does this mean our game is important ? No... It's just fun ;-)
<sect1> About <p>
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.
You'll also find many issues relevant to
Linux gaming in general.
<sect1> Notation <p>
@ -96,12 +98,12 @@ the CD.
<tag/Install a Quake Executable/
The program you execute to run Quake is known as the <ref id="engine_"
name="game engine">.
There are several to choose from, but the simplest choice is either the author's
<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="patched TyrQuake">,
or Jörgen's <ref id="glquake_" name="GLQuake">. After downloading or compiling
a game engine, place this binary in your Quake directory alongside the
<bf>id1</bf> directory.
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.
<tag/Summary/
@ -109,7 +111,7 @@ Finally, you should have a directory structure similar to this, with all files
being in <ref id="lowercase_" name="lowercase">:
<verb>
/usr/local/games/quake +- glquake.glx (or another game engine)
/usr/local/games/quake +- tyr-glquake (or another game engine)
|
+- id1 -+- config.cfg
|
@ -120,7 +122,7 @@ being in <ref id="lowercase_" name="lowercase">:
+- pak1.pak
</verb>
Now, from an xterm window, type (for example)
<code> ./glquake.glx -fullscreen -width 800 -height 600</code>
<code> ./tyr-glquake -fullscreen -width 800 -height 600</code>
to start the game.
@ -133,7 +135,7 @@ with the command line, try one of these links for more information:
<item> <ref id="troubleshooting_" name="Trouble-shooting"> section
<item> The <ref id="other_" name="old version"> of this how-to
<item> <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=42" name="Linuxgamers Quake howto">
<item> <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=42" name="Linuxgamers Quake How-To">
<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">
@ -170,7 +172,7 @@ which vary from engine to engine. The most useful/common ones are:
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
at hard skill, use
<code> glquake.glx +skill 2 +map e1m1</code>
<code> tyr-glquake +skill 2 +map e1m1</code>
<sect1> Game Console Commands <p>
@ -233,29 +235,23 @@ Show player from third person perspective
<sect1> TyrQuake <p>
TyrQuake is a fairly complete project including OpenGL, Software Quake and QuakeWorld
clients, and <url url="http://disenchant.net/utils.html" name="other tools">
including the popular TyrLite. Tyrann's focus is on a fully featured
but minimalist engine for Windows and Linux.
A new feature is command line completion. Pressing the <bf>tab</bf> key
at the console will automatically complete the current command or mapname - similar to the Linux shell, Bash.
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.
Currently at version 0.54, TyrQuake now compiles out of the box on all systems I've tested :-)
<newline>
Typing <bf>make</bf> will build all the clients, but to compile only
the single player client, after unpacking the source code, type:
<verb>
make prepare
make tyr-glquake
</verb>
Alternatively, for a more verbose make process, use:
<verb>
make tyr-glquake V=1
</verb>
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.
A patched TyrQuake binary is available
<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="here">.
<url url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download" name="here">.
<url url="http://disenchant.net/engine.html">
@ -270,7 +266,9 @@ GLQuake and QuakeForge.
It also supports many otherwise incompatible mods including <ref id="nehahra_"
name="Nehahra"> and <ref id="nexuiz_" name="Nexuiz">, and has improved support
for the official mission packs.
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.
Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" name="file
archive"> can be a little confusing. The large "darkplacesengine"
@ -281,40 +279,30 @@ For example - to build the OpenGL engine with ALSA sound type <bf>make
cl-release</bf>, or to build with OSS sound, <bf>make cl-release
DP_SOUND_API=OSS</bf>.
Much thanks to Lord Havoc for this great project.
Much thanks to LordHavoc for this great project.
<url url="http://www.icculus.org/twilight/darkplaces">
<sect1> FitzQuake <p>
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.
<url url="http://www.kristianduske.com/fitzquake">
<label id="qudos_">
<sect1> QuDos Quake Ports <p>
"Here you'll find QuDos' `linuxified` src+bin tarballs for popular quake ports,
including that of bjp for Nehahra."
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.
This is great news for gamers. For the first time these engines - including
DemonQuake, JoeQuake, NehQuake, Qrack and Tremor - have been ported to Linux.
<url url="http://qudos.quakedev.com/linux/quake1/NehQuake-bjp-bin-src.linux.tar.bz2"
name="NehQuake"> runs <ref id="nehahra_" name="Nehahra"> much faster than
Darkplaces, and <url url="http://qudos.quakedev.com/linux/quake1/JoeQuake-v0.15b1146-bin-src.linux.tar.bz2" name="JoeQuake"> has impressive eye candy.
The tarballs include source code, binaries and in most cases the data
files necessary for the engine. To install these data files, find the simply
named folders (such as "joequake" or "qrack") inside the tarballs and move them
to your quake directory. If they are not present you will have to download them
from the game's homepage.
For some of the engines, an additional sound library (which is included)
has to be installed. To do this:
<code>
su
cd /usr/lib
mv {some directory}/libfmod-3.74.1.so .
ln -s libfmod-3.74.1.so libfmod.so
ldconfig
</code>
or visit the <url url="http://www.fmod.org" name="FMOD homepage"> and install the
libraries manually.
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.
<url url="http://qudos.quakedev.com/linux/quake1">
@ -392,8 +380,6 @@ for other open source games.
<url url="http://www.quakeforge.net">
<newline>
<url url="http://sourceforge.net/projects/quake/">
<newline>
<url url="http://taniwha.org/websvn" name="QuakeForge subversion repository">
<label id="nprquake_">
@ -497,15 +483,10 @@ written by SDL's author, Sam Lantinga, which should work on all modern platforms
<sect> Mods
<sect1> Mods <p>
There are hundreds of user created levels - known variously as "mods", "total
conversions" or simply "maps", all over the internet. When it comes to
finding them though, many URLs are no longer valid, and it is easier to just
google for a file name (perhaps adding "quake" as an extra search term) than
to try and find the project's homepage - which is probably just dust in the
ether now.
<sect1> About <p>
Quake has hundreds of user created levels - known variously as "mods", "total
conversions" or simply "maps".
To run new maps, place the bsp file into the "quake/id1/maps"
subdirectory, and start Quake with the <bf>+map MAPNAME</bf> option.
@ -516,16 +497,25 @@ 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.
<sect1> Free Mods <p>
Mod lists can be found at <url url="http://www.quaketerminus.com/addon.htm"
name="QuakeTerminus"> and
UnderWorld (<url url="http://www.planetquake.com/underworld/qclassics.html" name="Hall of Fame">, <url url="http://www.planetquake.com/underworld/q1sprecommended.html" name="Recommended">).
At the DoomWadStation you'll find a comprehensive <url url="http://www.doomwadstation.com/idgames/index.php?dir=Quake%2F" name="archive"> of Quake levels.
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">.
A few of the author's favourites are:
<descrip>
<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">
<tag/Soul of Evil/
Gorgeous medieval themed mod with two single player
episodes, a melee style arena mode and nice documentation. Many thanks to
@ -552,9 +542,9 @@ Chapters and Quoth.
<url url="http://kell.spawnpoint.org/convoked.html" name="Link">
<tag/Zerstörer/
Dark and bloody, with Doom's paranoiac atmosphere - a classic.
Dark and bloody, with Doom's paranoiac atmosphere. A classic.
Zerstörer also has some good death match levels -
<url url="http://www.google.com.au/search?q=zerstorer.zip" name="zerstorer">
<url url="http://www.quaddicted.com/zer.html" name="zerstorer">
<tag/Neil Manke's mods/
Neil wrote the definitive Half-Life mod "They Hunger".
@ -562,29 +552,12 @@ The quality and fun is in these maps too -
alba01, alba02, sofsp1, sofsp2, starshp2,
<url url="http://www.planethalflife.com/manke/" name="Link">
<tag/The Hunted Chronicles/
Another game requiring the Darkplaces engine, the Hunted Chronicles is a
zombie shooter/survival mod in two parts. The second uses fog
and lighting effects to spooky effect, and could almost be mistaken for a
Half-Life mod.
<url url="http://www.ru1337.com/" name="Link">
<tag/Blood Mage/
... is a dungeons and dragons themed mod with great monsters and music. It's a
little dated now, and the numerous spells can be overwhelming -
<url url="http://www.google.com.au/search?q=bmfull.zip" name="bmfull">
<tag/Operation: Urth Majik/
Oum is one of the few Quake 1 mods with a sci-fi feel. It's a well made five
level mod with cut-scenes and many new weapons -
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 -
<url url="http://disenchant.net/files/maps/oum.zip" name="oum">,
<url url="http://www.planetquake.com/fatty/oum/" name="Link">
<tag/The Coagula Contest 2/
Coagula is a six level compendium of maps originating from a contest. The
novelty is that all maps are floating in the ether, and it's a great set.
<url url="http://www.planetquake.com/underworld/quakerev030814.html" name="Link">
<tag/Scourge done Slick/
SdS is a speed run through Mission Pack 1, Scourge of Armagon. Hilarious and
amazing.
@ -592,26 +565,19 @@ amazing.
<tag/Insomnia/
Cracking game-play and rivers of blood -
<url url="http://www.google.com.au/search?q=czg07.zip" name="czg07">
<url url="http://www.quaddicted.com/czg07.html" name="czg07">
<tag/Fantasy Quake/ FQ is a traditional medieval themed conversion. The game
has some beautiful levels, but also plenty of raw edges as it was never quite
finished. (The project ended prematurely when the web hosting hit a snag).
Not all the player classes work perfectly. Use the "g" key twice to purchase
items, the "<",">","/" keys for inventory, and the "w","e","r" keys for the
grappling hook - <url url="http://www.google.com.au/search?q=fantasy.zip"
name="fantasy">
grappling hook - <url url="http://www.quaddicted.com/fantasy.html" name="fantasy">
Here you can get the long lost Fantasy Quake
<url url="http://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download"
name="manual">.
<tag/Gib Factory, Vigil, Museum/
Little mods with great game-play! -
<url url="http://www.google.com.au/search?q=gibfact.zip" name="gibfact">
<url url="http://www.google.com.au/search?q=vigil.zip" name="vigil">,
<url url="http://www.google.com.au/search?q=museum.zip" name="museum">
</descrip>
<sect1> Commercial Mods <p>
@ -652,30 +618,43 @@ new monsters, but the game-play doesn't cut it anymore.
<sect1> Mapping tools <p>
Another first for Quake was the implementation of it's own game language -
Quake C. This enables mods to work seamlessly on any operating system.
It is possible to install many of the editors which are used to make Quake
maps, but creating full scale mods is real voodoo and beyond my knowledge.
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.
<bf>GtkRadiant</bf>
<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.
</itemize>
Also
<itemize>
<item> <url url="http://www.qeradiant.com/" name="GtkRadiant">
is the only currently maintained and Linux friendly world editor I know of.
<url url="http://www.qeradiant.com/" name="Link">
The <bf>Quake Army Knife</bf> (QuArK) is a multi-purpose Quake editing tool which..
<item> <url url="http://dynamic.gamespy.com/%7Equark/" name="The Quake Army Knife">
(QuArK) is a multi-purpose Quake editing tool which..
may or may not have Linux support %-(.
<url url="http://dynamic.gamespy.com/%7Equark/" name="Link">
...You may be able to find out from the <url url="http://www.celephais.net/board/forum.php" name="Func_Msgboard"> - an ongoing hub for Q1 development and new mapping projects.
<item> Tyrann's <url url="http://disenchant.net/utils.html" name="utilities">
are popular, especially his lighting program.
Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage">
<item> Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage">
has lots of mod friendly stuff.
<ref id="quakeforge_" name="QuakeForge">
<item> <ref id="quakeforge_" name="QuakeForge">
include some Quake C tools with their tarball.
The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki">
<item> The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki">
has some relevant links for the windows platforms.
</itemize>
<!-- horizontalline -->
<sect> Multiplayer <p>
@ -686,7 +665,7 @@ has some relevant links for the windows platforms.
An enhanced Quake engine for on-line and network multiplayer action. It is
incorporated into
<ref id="fuhquake_" name="FuhQuake">,
<ref id="ezquake_" name="EzQuake">,
<ref id="proquake_" name="ProQuake">,
<ref id="quakeforge_" name="QuakeForge"> and
<ref id="tyrquake_" name="TyrQuake">.
@ -697,6 +676,27 @@ For servers, try:
<newline>
<url url="http://www.quake1.net/servers.cgi">
<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/">
<sect1> ProQuake <p>
From the ProQuake website: "...What you will find is a rock solid set of
@ -718,16 +718,20 @@ owners of new Nvidia cards may have to apply the <ref id="Sys_Printf_" name="Sys
<url url="ftp://ftp.runequake.com/quake/engines/proquake">
<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.
<label id="fuhquake_">
<sect1> FuhQuake <p>
<url url="http://www.fuhquake.net" name="FuhQuake"> contains numerous game-play and eye candy enhancements over the original
QuakeWorld game.
<newline>
It will still play the original Quake episodes, but the focus is on
multiplayer and single player mods won't work. FuhQuake is actively
maintained by Fuh and has a loyal following.
<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">.
<sect1> XQF and QStat <p>
@ -806,7 +810,7 @@ the <ref id="other_" name="old version"> of this how-to, and
Often, using an alternative game engine such as
<ref id="tyrquake_" name="TyrQuake">,
<ref id="fuhquake_" name="FuhQuake"> and
<ref id="ezquake_" name="EzQuake"> and
<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
<sect1> Bash won't start the program <p>
@ -877,6 +881,20 @@ containing the files "pak0.pak" and "pak1.pak".
</itemize>
<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.
<label id="Sys_Printf_">
"<bf>Memory overwrite in Sys_Printf</bf>"
@ -902,19 +920,20 @@ compiler, see <ref id="compissues_" name="Compilation Issues"> below.
<itemize>
<item> Many mods require extra memory. Use the <bf>-mem 48</bf> option
to allocate 48 meg of memory for the heap.
<item> Many mods require extra memory. Use the <bf>-mem 64</bf> option
to allocate 64 meg of memory for the heap.
<newline> <newline>
<item> A few newer mods just won't work with standard GLQuake, and need
an enhanced <ref id="engine_" name="game engine">, though they will generally indicate
this in their documentation.
<item> In some cases, this problem can be sound related. Try some of the tips
in the sound section.
<newline> <newline>
<item> In some cases, this problem can be sound related. Try some of the tips in the
sound section.
<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.
</itemize>
@ -972,6 +991,15 @@ swapping sound drivers.
</itemize>
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)
<label id="compissues_">
<sect1> Compilation Issues <p>
@ -987,7 +1015,7 @@ programming. Below are a few relevant issues.
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>).
The author used GCC-3.2.2 to make this How-To, and people using GCC-4.x may find
The author generally uses GCC-3.2.2 , and people using GCC-4.x may find
extra problems when compiling programs:
<tag/Warnings/
@ -1035,15 +1063,6 @@ 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>.
<sect2> Nvidia Drivers <p>
The latest Nvidia drivers can also cause headaches. Recently they have started
installing their own OpenGL headers by default, which has lead to some
conflicting variable declarations. This is fixed by removing them,
or by uninstalling the drivers (with <bf>nvidia-installer
--uninstall</bf>) and re-installing with the "--no-opengl-headers" option.
<sect1> Other Issues <p>
<descrip>
@ -1080,11 +1099,6 @@ This tip will not work with poorly supported hardware. For Voodoo 1/2 users, vis
<newline><newline>
<item> If you're using fluxbox, try another window manager. Fluxbox has issues
with some games in fullscreen mode.
<newline><newline>
<item> If still without success, try the
<ref id="nprquake_" name="NPRQuake"> or <ref id="darkplaces_" name="Darkplaces">
SDL clients.
@ -1118,7 +1132,8 @@ and info pages to better understand Unix file permissions.
<newline><newline>
<item> In full multi-user environments it is recommended using the
<ref id="darkplaces_" name="Darkplaces"> or
<ref id="darkplaces_" name="Darkplaces">,
<ref id="tyrquake_" name="TyrQuake >= 0.56"> or
<ref id="quakeforge_" name="QuakeForge"> game engines, which correctly
place per-user data in their home directory.
@ -1136,7 +1151,7 @@ be drawn with lines all over the place. To fix this, delete the directory
and everything should be fine.
<tag/Lines on screen/
A common problem with 3dfx cards is a shower of flickering lines on the screen.
A common problem with 3Dfx cards is a shower of flickering lines on the screen.
<itemize>
@ -1167,27 +1182,6 @@ A: Just type the following before running setup.sh [or the installer]: export SE
</descrip>
<sect1> Video Drivers <p>
Setting up hardware GL acceleration under Linux used to be a big deal, but
modern distros should now handle this automatically. Of course there are
exceptions...
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.
While new versions of XFree and Xorg have great support for Voodoo 3, 4 and 5,
early 3dfx hardware such as Voodoo1, Voodoo2 and Rush are no longer hardware
accelerated. To get OpenGL working for these cards, you'll need to download,
install and/or compile the software libraries called Glide and Mesa.
<url url="http://sourceforge.net/docman/display_doc.php?docid=28982&amp;group_id=124987" name="Here">
is a detailed README on old 3dfx cards.
<descrip>
<tag/Links/
@ -1274,13 +1268,16 @@ The multiplayer mods <ref id="digitalpaint2_" name="Digital Paint 2">
and <ref id="argonium_" name="Argonium">
are also based on Quake II.
<em>See the <ref id="other_" name="old version"> of this how-to
for Quake II troubleshooting tips.</em>
<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.
<sect1> Quake III Arena <p>
The third Quake installment was a landmark multiplayer game, with
beautiful graphics and well balanced combat. It was one of the first games
beautiful graphics and well balanced combat. It was also one of the first games
to receive a full Linux commercial release.
Most mods should work. The Linux Gamers FAQ reports:
@ -1289,32 +1286,44 @@ Most mods should work. The Linux Gamers FAQ reports:
Quake III ... VM bytecode as advised by id software. ... modifications
compiled to Windows library files will not work.</verb>
The retail add-on Quake III Team Arena is supported and, despite never
getting rave reviews, is a great game.
The retail add-on Quake III Team Arena is supported and, despite
getting ordinary reviews, is a great game.
<descrip>
<tag/Open Source Projects/
Icculus <url url="http://www.icculus.org/quake3/" name="Quake III Project">
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).
Sourceforge <url url="http://q3cellshading.sourceforge.net" name="Quake III - Cell Shading">
<tag/Mods
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.
<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">
is an atmospheric Q3 single player conversion.
Or try the alien themed <url url="http://tremulous.net" name="Tremulous">
Try the alien themed <url url="http://tremulous.net" name="Tremulous">
for an original multiplayer mod.
<tag/Links/
The Zerowing <url url="http://zerowing.idsoftware.com/linux/q3a/INSTALL" name="installation">
and <url url="http://zerowing.idsoftware.com/linux/q3a/" name="known issues">
guides hosted by ID Software.
guides hosted by id Software.
Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III Howto">.
Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III How-To">.
Linux Questions' Quake III forums for
<url url="http://www.linuxquestions.org/questions/history/260975" name="Sound">
@ -1397,12 +1406,14 @@ name="Quake IV demo">
<descrip>
<tag/ID Software/<url url="http://www.idsoftware.com">
<tag/id Software/<url url="http://www.idsoftware.com">
<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">
<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">
<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">
@ -1415,7 +1426,6 @@ name="Quake IV demo">
<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">
<tag/Func_Msgboard - message board from hell ...no, I mean it/<url url="http://www.celephais.net/board/forum.php">
</descrip>
@ -1423,30 +1433,17 @@ name="Quake IV demo">
<sect> Other
<label id="watervis_">
<sect1> Transparent Water and Vispatch <p>
<sect1> Nvidia <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.
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.
To do this you'll need the
<url url="http://prdownloads.sourceforge.net/uhexen2/vispatch-v142.tgz?download" name="vispatch utility">,
as well as the
<url url="http://www.3ddownloads.com/telefragged/inside3d/qip/watervis" name="vispatch data files">
for the game you are patching.
Vispatch was originally written by Andy Bay but has not had much support since
and is finicky to use. Old Linux binaries on the web won't work, and
the utility itself has a rigid structure. To patch the main data files in "id1" -
from your Quake directory - type <bf>vispatch -dir id1 -data id1.vis</bf>
<url url="http://www.inside3d.com/qip/vispatch/" name="Vispatch Homepage"> (outdated)
<sect1> Nvidia Tweaks <p>
<sect2> Tweaks <p>
These tweaks are for users with a GeForce video card (or better) and Nvidia's
proprietary drivers. They are accessed using the bash command <bf>export
@ -1483,11 +1480,27 @@ giving a more stable image especially on slower video cards.
</descrip>
<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.
<label id="freebsd_">
<sect1> FreeBSD <p>
The author has limited experience with this OS and currently uses FreeBSD 5.3 with Nvidia's
proprietary drivers. <ref id="darkplaces_" name="Darkplaces"> and <ref
proprietary drivers. <ref id="darkplaces_" name="Darkplaces">, <ref id="tyrquake_" name="TyrQuake"> and <ref
id="hexenII_" name="Hammer of Thyrion"> work well with this system.
<ref id="qudos_" name="QuDos"> has recently ported several
@ -1516,24 +1529,46 @@ to hobbyists as being a successful microkernel OS.
compiles and runs on QNX-NC-6.2.1 after running <bf>configure --host=QNX</bf>
and then making these changes:
<verb>
Makefile: -LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound
+LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket
net.h: -extern unsigned long htonl (unsigned long hostlong);
-extern unsigned long ntohl (unsigned long netlong);
sys_sdl.c: -#include <sys/shm.h>
-int psize = getpagesize();
+int psize = _SC_PAGESIZE;
Makefile:
-LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound
+LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket
net.h:
-extern unsigned long htonl (unsigned long hostlong);
-extern unsigned long ntohl (unsigned long netlong);
sys_sdl.c:
-#include <sys/shm.h>
-int psize = getpagesize();
+int psize = _SC_PAGESIZE;
</verb>
<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">
<sect1> Quake Inspired XTerms <p>
Quake's in-game console is a great feature and has been adopted by many
Quake's in-game console is a great feature and has been adopted by many
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.
Unfortunately neither are easy to install from source. Yakuake is a KDE
Unfortunately neither are easy to install from source. Yakuake is a KDE
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.
@ -1589,7 +1624,7 @@ The author can recommend Yakuake as a very handy X terminal.
<item> Func Message Board -
<newline> "... This Will Produce A Fully Functional Bouncing, Exploding Zombie."
<newline> Sounds like fun :)
<newline> Sounds like fun :-)
<newline><newline>
@ -1661,7 +1696,7 @@ the players exist in the same world.
<tag/FPS/First Person Shooter. A shooting game viewed from the "first person" perspective.
<tag/Mod/Modification to the original Quake game varying from a complete game
<tag/Mod/Modification to the original Quake game - varying from a complete game
overhaul (total conversion) to simple map/model reworks. Quake was designed to
allow for ease of platform portability with it's own computer language "Quake
C" giving mappers control over most every aspect of their Quake world.
@ -1708,7 +1743,7 @@ Thanks to:
<item>Linus Torvalds for hacking together his free operating system kernel.
<item><url url="http://www.idsoftware.com" name="ID Software">.
<item><url url="http://www.idsoftware.com" name="id Software">.
<item>O. Sezer for pointers to some of the many things I'm clueless about.
@ -1721,12 +1756,38 @@ This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently unmaintained
<sect1> Todo <p>
impulses, ezquake.
impulses
<sect1> Changelog <p>
<descrip>
<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.
<tag/2.05 (February 2007)/
Miscellaneous link updates.
@ -1764,7 +1825,7 @@ Some small changes to the featured mods.
<sect1> License <p>
This document is released under the GPL.
This document is released under version 2 of the GPL.
<label id="other_">
@ -1773,20 +1834,22 @@ This document is released under the GPL.
<!-- http://www.ibiblio.org/pub/Linux/docs/HOWTO/Quake-HOWTO -->
The Quake How-To is also available as a
<url url="http://tldp.org/HOWTO/text/Quake-HOWTO" name="text file"> and a
<url url="http://tldp.org/HOWTO/text/Quake-HOWTO" name="text file">, a
<url url="http://tldp.org/HOWTO/html_single/Quake-HOWTO" name="single html file">.
and in <url url="http://docs.comu.edu.tr/howto/quake-howto.html" name="Turkish">.
The latest version should be available
<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here">.
<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here"> or
<url url="http://linuxquake.org/download/Quake-HOWTO.html" name="here">.
Version v1.0.1.14 (30 August 1998) of the Quake How-To is located at the
<url url="http://webpages.mr.net/bobz/howto/" name="original author's site">.
<sect1> Author <p>
Steven A.
Steven A. lives and works in rural Australia.
<url url="http://sourceforge.net/users/stevenaaus" name="Sourceforge user page">
<url url="http://www.myspace.com/stevenaaus" name="Projects">
<url url="mailto:yahoo - dot - com - username - stevenaaus" name="Email">