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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: Feb 2007</CiteTitle>.
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<CiteTitle>Updated: May 2008</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>
|
||||
</ListItem>
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||||
|
|
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@ -3609,7 +3609,7 @@ 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: Feb 2007</CiteTitle>.
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<CiteTitle>Updated: May 2008</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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|
|
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@ -11,16 +11,16 @@ Author: Steven A
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<newline>
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Version: 2.05
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Version: 2.07
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<newline>
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Last updated: 9 February, 2007
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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
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QuakeWorld , Quake II, III and IV.
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This document is a modern guide to id Software's Quake game,
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with some information about Quake's sequels and Linux gaming in general.
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</abstract>
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@ -32,18 +32,20 @@ QuakeWorld , Quake II, III and IV.
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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. Quake has a loyal community
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still making games ten years after it's release by ID Software, and
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thanks to John Carmack releasing the software under the GPL, people are able to
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shooter" to use the 3D graphics library OpenGL. The game still has a community
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making new maps ten years after it's release by id Software. And
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thanks to John Carmack releasing the software under the GPL, we are able to
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enjoy it on non-proprietary platforms.
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<newline> <newline>
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Does all this mean our game is important ? No... It's just fun ;-)
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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
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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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You'll also find many issues relevant to
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Linux gaming in general.
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<sect1> Notation <p>
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|
@ -96,12 +98,12 @@ the CD.
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<tag/Install a Quake Executable/
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|
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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">.
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There are several to choose from, but the simplest choice is either the author's
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<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="patched TyrQuake">,
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or Jörgen's <ref id="glquake_" name="GLQuake">. After downloading or compiling
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a game engine, place this binary in your Quake directory alongside the
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<bf>id1</bf> directory.
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name="game engine">. There are several to choose from, but the simplest choice
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is either <url
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url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
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name="TyrQuake">, or the more basic <ref id="glquake_" name="GLQuake">.
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After downloading or compiling a game engine, place this
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binary in your Quake directory alongside the <bf>id1</bf> directory.
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<tag/Summary/
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@ -109,7 +111,7 @@ Finally, you should have a directory structure similar to this, with all files
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being in <ref id="lowercase_" name="lowercase">:
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<verb>
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/usr/local/games/quake +- glquake.glx (or another game engine)
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/usr/local/games/quake +- tyr-glquake (or another game engine)
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|
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+- id1 -+- config.cfg
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|
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@ -120,7 +122,7 @@ being in <ref id="lowercase_" name="lowercase">:
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+- pak1.pak
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</verb>
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Now, from an xterm window, type (for example)
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<code> ./glquake.glx -fullscreen -width 800 -height 600</code>
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<code> ./tyr-glquake -fullscreen -width 800 -height 600</code>
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to start the game.
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|
@ -133,7 +135,7 @@ with the command line, try one of these links for more information:
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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 howto">
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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">
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<item> <url url="http://www.happypenguin.org" name="The Linux Game Tome">
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|
@ -170,7 +172,7 @@ which vary from engine to engine. The most useful/common ones are:
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You can also append Quake commands to the Linux command line by prefixing
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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> glquake.glx +skill 2 +map e1m1</code>
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<code> tyr-glquake +skill 2 +map e1m1</code>
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<sect1> Game Console Commands <p>
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|
@ -233,29 +235,23 @@ Show player from third person perspective
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<sect1> TyrQuake <p>
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TyrQuake is a fairly complete project including OpenGL, Software Quake and QuakeWorld
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clients, and <url url="http://disenchant.net/utils.html" name="other tools">
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||||
including the popular TyrLite. Tyrann's focus is on a fully featured
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||||
but minimalist engine for Windows and Linux.
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A new feature is command line completion. Pressing the <bf>tab</bf> key
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||||
at the console will automatically complete the current command or mapname - similar to the Linux shell, Bash.
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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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Currently at version 0.54, TyrQuake now compiles out of the box on all systems I've tested :-)
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<newline>
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||||
Typing <bf>make</bf> will build all the clients, but to compile only
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the single player client, after unpacking the source code, type:
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<verb>
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make prepare
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make tyr-glquake
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</verb>
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Alternatively, for a more verbose make process, use:
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<verb>
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make tyr-glquake V=1
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</verb>
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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
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command line completion, and a cool console effect (gl_constretch).
|
||||
|
||||
Typing <bf>make</bf> will build all the clients. To compile only
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||||
the single player client, after unpacking the source code type:
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<bf> make prepare tyr-glquake </bf>.
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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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||||
|
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A patched TyrQuake binary is available
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||||
<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="here">.
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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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||||
|
@ -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
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||||
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
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||||
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
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||||
DP_SOUND_API=OSS</bf>.
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||||
|
||||
Much thanks to Lord Havoc for this great project.
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||||
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> 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&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> < 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&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> < 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">
|
||||
|
||||
|
|
Loading…
Reference in New Issue