From 918e5b01d7936ff18db7e121af80a652e3ebbe94 Mon Sep 17 00:00:00 2001 From: gferg <> Date: Fri, 28 Jul 2006 13:56:19 +0000 Subject: [PATCH] updated --- LDP/howto/linuxdoc/FBB.sgml | 71 ++- LDP/howto/linuxdoc/LILO.sgml | 60 ++- LDP/howto/linuxdoc/Linux+WinNT.sgml | 56 ++- LDP/howto/linuxdoc/Quake-HOWTO.sgml | 722 ++++++++++++++++++++-------- 4 files changed, 665 insertions(+), 244 deletions(-) diff --git a/LDP/howto/linuxdoc/FBB.sgml b/LDP/howto/linuxdoc/FBB.sgml index 43694e90..5cf7dc9c 100644 --- a/LDP/howto/linuxdoc/FBB.sgml +++ b/LDP/howto/linuxdoc/FBB.sgml @@ -6,7 +6,7 @@ FBB Packet-radio BBS mini-HOWTO <author>Miroslav "Misko" Skoric, YT7MPB, <tt/skoric at eunet dot yu/ -<date>v1.36, 2005-10-09 +<date>v1.37, 2006-07-28 <abstract> <nidx>linux windows nt amateur packet radio</nidx> This mini-HOWTO covers the installation and use of @@ -4151,21 +4151,18 @@ may help. So I look forward to hear from you soon! <sect>Bibliography <p> -2005-10-09 +2006-07-28 <em>Notice: I often participate to (inter)national ICT conferences in Serbia & Montenegro, as well as abroad, -presenting papers and having tutorials. For example, -here you may see <url url="http://www.jisa.org.yu/Kongres/2005/slike/radni%20deo/radni%20deo%20800x600/Miroslav_Skoric_OkrRadvez.jpg" -name="me"> speaking to the audience. The picture was taken during -a round table session in <url url="http://www.jisa.org.yu/Kongres/2005/Okruglisto_rad-kom_e.htm" -name="Herceg Novi">. What I have been doing is to spread - as much as -possible - the basic ideas and the useful mission of the amateur -radio hobby. You bet, whenever possible I want my readers to make -it with Linux. Besides that, I have been writing various articles -for a variety of scientific and other magazines. Here you have a -list of the articles I have written, and the papers submitted to the -conferences until now.</em> +presenting papers and running tutorials. What I have been doing +is to spread - as much as possible - the basic ideas and the +useful mission of the amateur radio hobby and its possible +usage in engineering education. You bet, whenever possible I want +my readers to make it with Linux. Besides that, I have been writing +various articles for a variety of scientific and other magazines. +Here you have a list of the articles I have written, and the papers +submitted to the conferences until now.</em> <p> In case you want to re-publish or forward my volunteer paper @@ -4290,7 +4287,7 @@ combined! IEEE Region 8 News, Vol. 8 No. 1, Mar 2005 - "The Conference Low-Down", IEEE Potentials, Apr/May 2005 - + - "The Amateur Radio Networking And Computing", proceedings, "PSU-UNS ICEE 2005", Novi Sad, Serbia, 2005 @@ -4300,8 +4297,8 @@ combined! - "Radio-veze", round table session, "Kongres JISA", Herceg Novi, Montenegro, 2005. - - "The New Amateur Radio University Network - AMUNET", - proceedings, "9th WSEAS CSCC Multiconference", + - "The New Amateur Radio University Network - AMUNET", + proceedings, "9th WSEAS CSCC Multiconference", Vouliagmeni, Athens, Greece, 2005. - "The perspectives of the Amateur University Network - @@ -4309,7 +4306,21 @@ combined! pp 834, Sep. 2005. - "Conferences in Serbia and Montenegro", IEEE Region 8 News, - Vol. 8 No. 3, Sep 2005 + Vol. 8 No. 3, Sep 2005. + + - "The Conference Low-Down", IEEE Potentials, Dec 2005 + + - "University Networking Through the Amateur Radio Communications", + plenary lecture, "3rd WSEAS/IASME Int. Conf. on Engineering + Education", Vouliagmeni, Athens, Greece, 2006. + + - "The New Amateur Radio University Network - AMUNET (Part 2)", + proceedings, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. + + - "University Networking Through the Amateur Radio Communications", + tutorial, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. </verb></tscreen> <p> @@ -4327,7 +4338,7 @@ I invite their administrators to contact me in order to cooperate. <p> <sect1>Copyright <p> -Copyright (c) 2005 by Miroslav "Misko" Skoric, YT7MPB. +Copyright (c) 2006 by Miroslav "Misko" Skoric, YT7MPB. <P> Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation @@ -4568,3 +4579,27 @@ little annoying. </article> + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/LDP/howto/linuxdoc/LILO.sgml b/LDP/howto/linuxdoc/LILO.sgml index d86ef28a..850b2534 100644 --- a/LDP/howto/linuxdoc/LILO.sgml +++ b/LDP/howto/linuxdoc/LILO.sgml @@ -5,7 +5,7 @@ <title>LILO mini-HOWTO <author>Miroslav "Misko" Skoric, <tt/skoric at eunet dot yu/ -<date>v3.26, 2005-10-09 +<date>v3.27, 2006-07-28 <abstract> <nidx>linux loader windows nt 2000 boot laptop hp</nidx> LILO is the most used <bf/Li/nux <bf/Lo/ader for the x86 flavor of @@ -1229,25 +1229,22 @@ name="Linux+WindowsNT"> mini-HOWTO. <sect>Bibliography <p> -2005-10-09 +2006-07-28 <em>Notice: I often participate to (inter)national ICT conferences in Serbia & Montenegro, as well as abroad, -presenting papers and having tutorials. For example, -here you may see <url url="http://www.jisa.org.yu/Kongres/2005/slike/radni%20deo/radni%20deo%20800x600/Miroslav_Skoric_OkrRadvez.jpg" -name="me"> speaking to the audience. The picture was taken during -a round table session in <url url="http://www.jisa.org.yu/Kongres/2005/Okruglisto_rad-kom_e.htm" -name="Herceg Novi">. What I have been doing is to spread - as much as -possible - the basic ideas and the useful mission of the amateur -radio hobby. You bet, whenever possible I want my readers to make -it with Linux. Besides that, I have been writing various articles -for a variety of scientific and other magazines. Here you have a -list of the articles I have written, and the papers submitted to the -conferences until now.</em> +presenting papers and running tutorials. What I have been doing +is to spread - as much as possible - the basic ideas and the +useful mission of the amateur radio hobby and its possible +usage in engineering education. You bet, whenever possible I want +my readers to make it with Linux. Besides that, I have been writing +various articles for a variety of scientific and other magazines. +Here you have a list of the articles I have written, and the papers +submitted to the conferences until now.</em> <p> In case you want to re-publish or forward my volunteer paper -works to some journals or other public media around, you are +works to some journals or other public media around, you are free to contact me. Some of my papers are written in Serbian Cyrillic, some of them are in English and some of them even combined! @@ -1387,7 +1384,21 @@ combined! pp 834, Sep. 2005. - "Conferences in Serbia and Montenegro", IEEE Region 8 News, - Vol. 8 No. 3, Sep 2005 + Vol. 8 No. 3, Sep 2005. + + - "The Conference Low-Down", IEEE Potentials, Dec 2005 + + - "University Networking Through the Amateur Radio Communications", + plenary lecture, "3rd WSEAS/IASME Int. Conf. on Engineering + Education", Vouliagmeni, Athens, Greece, 2006. + + - "The New Amateur Radio University Network - AMUNET (Part 2)", + proceedings, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. + + - "University Networking Through the Amateur Radio Communications", + tutorial, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. </verb></tscreen> <p> @@ -1405,7 +1416,7 @@ I invite their administrators to contact me in order to cooperate. <p> <sect1>Copyright <p> -Copyright (c) 2005 by Miroslav "Misko" Skoric, YT7MPB. +Copyright (c) 2006 by Miroslav "Misko" Skoric, YT7MPB. <p> Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or @@ -1645,3 +1656,20 @@ little annoying. </article> + + + + + + + + + + + + + + + + + diff --git a/LDP/howto/linuxdoc/Linux+WinNT.sgml b/LDP/howto/linuxdoc/Linux+WinNT.sgml index 5667ee38..48c41ac2 100644 --- a/LDP/howto/linuxdoc/Linux+WinNT.sgml +++ b/LDP/howto/linuxdoc/Linux+WinNT.sgml @@ -5,7 +5,7 @@ <title>Linux+WindowsNT mini-HOWTO <author>Miroslav "Misko" Skoric, <tt/skoric at eunet dot yu/ -<date>v2.25, 2005-10-09 +<date>v2.26, 2006-07-28 <abstract> <nidx>linux loader windows nt 2000 boot laptop hp</nidx> This mini-HOWTO covers some ways on how to install both Linux @@ -1677,25 +1677,22 @@ name="FBB">HOWTO. <sect>Bibliography <p> -2005-10-09 +2006-07-28 <em>Notice: I often participate to (inter)national ICT conferences in Serbia & Montenegro, as well as abroad, -presenting papers and having tutorials. For example, -here you may see <url url="http://www.jisa.org.yu/Kongres/2005/slike/radni%20deo/radni%20deo%20800x600/Miroslav_Skoric_OkrRadvez.jpg" -name="me"> speaking to the audience. The picture was taken during -a round table session in <url url="http://www.jisa.org.yu/Kongres/2005/Okruglisto_rad-kom_e.htm" -name="Herceg Novi">. What I have been doing is to spread - as much as -possible - the basic ideas and the useful mission of the amateur -radio hobby. You bet, whenever possible I want my readers to make -it with Linux. Besides that, I have been writing various articles -for a variety of scientific and other magazines. Here you have a -list of the articles I have written, and the papers submitted to the -conferences until now.</em> +presenting papers and running tutorials. What I have been doing +is to spread - as much as possible - the basic ideas and the +useful mission of the amateur radio hobby and its possible +usage in engineering education. You bet, whenever possible I want +my readers to make it with Linux. Besides that, I have been writing +various articles for a variety of scientific and other magazines. +Here you have a list of the articles I have written, and the papers +submitted to the conferences until now.</em> <p> In case you want to re-publish or forward my volunteer paper -works to some journals or other public media around, you are +works to some journals or other public media around, you are free to contact me. Some of my papers are written in Serbian Cyrillic, some of them are in English and some of them even combined! @@ -1835,7 +1832,21 @@ combined! pp 834, Sep. 2005. - "Conferences in Serbia and Montenegro", IEEE Region 8 News, - Vol. 8 No. 3, Sep 2005 + Vol. 8 No. 3, Sep 2005. + + - "The Conference Low-Down", IEEE Potentials, Dec 2005 + + - "University Networking Through the Amateur Radio Communications", + plenary lecture, "3rd WSEAS/IASME Int. Conf. on Engineering + Education", Vouliagmeni, Athens, Greece, 2006. + + - "The New Amateur Radio University Network - AMUNET (Part 2)", + proceedings, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. + + - "University Networking Through the Amateur Radio Communications", + tutorial, "10th WSEAS CSCC Multiconference", + Vouliagmeni, Athens, Greece, 2006. </verb></tscreen> <p> @@ -1853,7 +1864,7 @@ I invite their administrators to contact me in order to cooperate. <p> <sect1>Copyright <p> -Copyright (c) 2005 by Miroslav "Misko" Skoric, YT7MPB. +Copyright (c) 2006 by Miroslav "Misko" Skoric, YT7MPB. <p> Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any @@ -2080,3 +2091,16 @@ little annoying. </article> + + + + + + + + + + + + + diff --git a/LDP/howto/linuxdoc/Quake-HOWTO.sgml b/LDP/howto/linuxdoc/Quake-HOWTO.sgml index c7619e5f..cd8ca5e7 100644 --- a/LDP/howto/linuxdoc/Quake-HOWTO.sgml +++ b/LDP/howto/linuxdoc/Quake-HOWTO.sgml @@ -11,15 +11,15 @@ Author: Steven A <newline> -Version: 2.02 +Version: 2.03 <newline> -Last updated: February 24, 2006 +Last updated: 26 July, 2006 <abstract> -This document is a modern guide to GLQuake, with some information about +This document is a modern guide to id Software's Quake game, with some information about QuakeWorld , Quake II, III and IV. </abstract> @@ -33,7 +33,7 @@ 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 almost ten years after it's release by ID Software, and +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 enjoy it on non-proprietary platforms. <newline> <newline> @@ -41,15 +41,30 @@ Does all this mean our game is important ? No... It's just fun ;-) <sect1> About <p> -This document is not an exhaustive how-to about setting up any one Quake -program, but a modern guide to GLQuake, a collection of the most useful tips, -and a pointer to the best resources still available on the web. +This document is not an exhaustive how-to about setting up any particular +program, but an overall guide to Quake, including compilation notes, tips, and +pointers to the best web resources. It concentrates on the many engine rewrites and incredible add-ons which make Quake the phenomena it is. +<sect1> Notation <p> + +In some places, a shorthand is used to represent changes to a program's source code. +This is of the form: +<verb> +- code to be removed ++ code to be inserted in its place +</verb> +and is similar to the output of the GNU "diff" program when generating unified patches. + +Where the term "$PWD" is used, the user should +already have executed the command <bf>cd {Linux Quake directory}</bf>, and have this as their +current directory. + + <!-- horizontalline --> -<sect> General Info +<sect> General Info <p> <sect1> Getting Started <p> @@ -59,12 +74,13 @@ Installing Quake requires a few basic steps. <tag/Get the Game Data Files/ -Getting the game data files is normally done by installing the game using +Getting the game data files is normally done by installing the game (or +<url url="ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip" name="game demo">) using Microsoft Windows, or an emulator such as Wine or Dosbox, and then copying the <bf>id1</bf> directory of the installed game to your Linux Quake -directory (making sure all files are in <ref id="lowercase_" name="lowercase">). +directory - making sure all files are in <ref id="lowercase_" name="lowercase">. -Alternatively, if you have the DOS Quake CD, you can use the +Alternatively, you can use the <url url="http://freshmeat.net/projects/lhaforunix/" name="lha utility"> to extract the data files. For early CDs, you must first <code> cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1</code> @@ -81,12 +97,13 @@ 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 Jörgen's <ref id="glquake_" name="GLQuake">, or -the author's <url url="http://prdownloads.sourceforge.net/uhexen2/tyr-glquake?download" name="patched TyrQuake">. -After downloading or compiling a game engine, place -this binary in your Quake directory alongside the <bf>id1</bf> directory. +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. <tag/Summary/ @@ -117,7 +134,7 @@ with the command line, try one of these links for more information: <itemize> <item> <ref id="troubleshooting_" name="Trouble-shooting"> section -<item> The <ref id="old_" name="old version"> of this how-to +<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://wiki.quakesrc.org/index.php/HomePage" name="Quake wiki"> <item> <url url="http://www.happypenguin.org" name="The Linux Game Tome"> @@ -141,7 +158,8 @@ which vary from engine to engine. The most useful/common ones are: larger mods. <tag/-width WIDTH/window/fullscreen width <tag/-height HEIGHT/window/fullscreen height - <tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22100, 11025) + <tag/-basedir DIRECTORY/Use this directory by default + <tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22050, 11025) <tag/-sndbits N/Set sound bits to N = 8 or 16 <tag/-nosound/Disable sound. Necessary when sound is absent/unconfigured to stop the game from crashing. @@ -181,19 +199,28 @@ common cheat is <bf>impulse 9</bf> which gives all weapons. <tag/skill VALUE/value = 0 (easy) - 3 (impossible) Degree of difficulty. Level must be restarted to take effect + <tag/r_wateralpha VALUE/value = 0.0 - 1.0 -Opacity of water +Opacity of water in maps with transparent water support (See <ref id="watervis_" name="Watervis">) + <tag/_snd_mixahead VALUE/value = 0.1 - 1.0 Raising this value is a good way to speed up the game at the expense of -some sound lag. I use 0.3 +some sound lag. I use 0.3 on my slower computers + +<tag/gl_texturemode VALUE/value = gl_nearest | gl_nearest_mipmap_nearest | gl_linear_mipmap_nearest | gl_linear_mipmap_linear + +Worst to best texture quality. + <tag/r_shadows FLAG/flag = 0 | 1 Display model shadows + <tag/vid_wait FLAG/flag = 0 | 1 Sync video output with screen refresh + <tag/chase_active FLAG/flag = 0 | 1 Show player from third person perspective @@ -204,14 +231,35 @@ Show player from third person perspective <sect> Game Engines <label id="engine_"> <p> -<sect1> GLQuake <label id="glquake_"> <p> +<label id="tyrquake_"> -The first place for Linux noobs to go is Jörgen's no frills site. Here you'll -find some relevant documentation and trouble shooting tips, and a basic -version of OpenGL Quake for Linux. Fairly pain free by Linux standards, it -supports most Quake mods, but gamma (brightness) support is broken. +<sect1> TyrQuake <p> -<url url="http://mfcn.ilo.de/glxquake"> +TyrQuake is a fairly complete project including OpenGL, Software Quake and QuakeWorld +clients, and <url url="http://disenchant.net/utils.html" name="other tools"> + including the popular TyrLite. Tyrann's focus is on a fully featured +but minimalist engine for Windows and Linux. +A new feature is command line completion. Pressing the <bf>tab</bf> key +at the console will automatically complete the current command or mapname - similar to the Linux shell, Bash. + +Currently at version 0.54, TyrQuake now compiles out of the box on all systems I've tested :-) +<newline> +Typing <bf>make</bf> will build all the clients, but to compile only +the single player client, after unpacking the source code, type: +<verb> +make prepare +make tyr-glquake +</verb> +Alternatively, for a more verbose make process, use: +<verb> +make tyr-glquake V=1 +</verb> + + +A patched TyrQuake binary is available +<url url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-sa-0.54.tgz?download" name="here">. + +<url url="http://disenchant.net/engine.html"> <label id="darkplaces_"> @@ -226,12 +274,12 @@ 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. -Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" -name="file archive"> can be a little confusing. The large "gameengine2005" +Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" name="file +archive"> can be a little confusing. The large "darkplacesengine" tarballs include precompiled binaries and the game's source code in a second -tarball. To compile your own program uncompress the second tarball -, type <bf>make</bf> to see a list of possible targets (programs), and select -one. For example - to build the OpenGL engine with ALSA sound type <bf>make +tarball. To compile your own program uncompress the second tarball , type +<bf>make</bf> to see a list of possible targets (programs), and select one. +For example - to build the OpenGL engine with ALSA sound type <bf>make cl-release</bf>, or to build with OSS sound, <bf>make cl-release DP_SOUND_API=OSS</bf>. @@ -270,26 +318,72 @@ has to be installed. To do this: or visit the <url url="http://www.fmod.org" name="FMOD homepage"> and install the libraries manually. - <url url="http://qudos.quakedev.com/linux/quake1"> +<sect1> MFCN's GLQuake <label id="glquake_"> <p> + +A great place for Linux noobs to go is Jörgen's no frills site. Here you'll +find some relevant documentation and trouble shooting tips, and a basic +version of OpenGL Quake for Linux. Fairly pain free by Linux standards, it +supports most Quake mods, but gamma (brightness) support is broken. + +<url url="http://mfcn.ilo.de/glxquake"> + +<sect1> Tenebrae <p> + +A Quake engine using lighting techniques similar to those in Doom III. Tenebrae +requires a very fast computer and may not be compatible with all +hardware (the documentation is a little unclear, and ATI cards may not work). +This game only ran at 10 to 50 fps on my Celeron 2400 / FX5600. +Interestingly, Tenebrae has an "easter egg". To see this, in the quit game +dialog press "d". Also check out the "bumptest" and "zoo" maps. + +The Tenebrae <url url="http://www.liflg.org/?what=dl&catid=6&gameid=12&filename=tenebrae.quake_1.04-english-2.run" name="installer"> +will install the shareware Quake levels, and all fancy Tenebrae models +and textures, but is a 100 meg download. (Make sure to run the game in 32 bpp +mode - see below). Tenebrae binaries may be available +<url url="http://www.cynapses.org/tmp/tenebrae/" name="here">. + +Compilation of the source code may not be straight forward. Firstly: +<verb> +cd linux ; ln -s Makefile.i386linux Makefile ; make +</verb> +If compilation fails with "../glquake.h:1137: conflicting +types for ....", lines 1137 and 1138 need +removing. You may also have to change the gethostname declaration in net_udp.c thus: +<verb> +- extern int gethostname (char *, int); ++ extern int gethostname (char *, size_t); +</verb> + +After compilation, copy the binary "debugi386.glibc/bin/tenebrae.run" and the +Tenebrae data files to your Quake folder. Finally, the game only runs in 32 bpp +colours (X11 colour depth 24), so restart X in this mode if you have to, and +execute the game with: +<bf>tenebrae.run -basedir $PWD</bf>. +Alternatively you can start a new X session with the command: +<verb> +startx $PWD/tenebrae.run -basedir $PWD -- :1 -depth 24 +</verb> + +<url url="http://tenebrae.sourceforge.net/"> + <label id="quakeforge_"> <sect1> QuakeForge <p> -QF is the most comprehensive Linux Quake project. It has a visually enhanced engine, +QF is a comprehensive Linux Quake project. It has elegant graphical enhancements, numerous single player and <ref id="quakeworld_" name="QuakeWorld"> clients and Quake C tools. Amongst it's features are: -an overhauled menuing sytem, a new "heads up display", and in-game help. +an overhauled menuing system, a new "heads up display", and in-game help. Possibly because of it's size, QuakeForge hasn't been updated in years and it's documentation was never quite finished. -The usual "configure && make && make install" will build the whole project, but -to make a single player binary only, try: -<code> - configure --with-static-plugins --without-tools --without-servers --with-clients=glx - zcat <ruamoko/cl_menu/menu.dat.gz >{somedir}/quake/id1/menu.dat -</code> +The usual "configure && make && make install" will build the whole project, +but it does not appear to support a minimal single player build option. +QuakeForge's default directory is "/usr/local/share/games/quakeforge", +so ensure to link to your "id1" directory from here. (For example +<bf>ln -s /usr/local/games/quake/id1 /usr/local/share/games/quakeforge/id1</bf>). For information about building QuakeForge on the BSD Unices, see the <ref id="freebsd_" name="FreeBSD"> section. @@ -300,31 +394,89 @@ 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="tyrquake_"> +<label id="nprquake_"> -<sect1> TyrQuake <p> +<sect1> NPRQuake <p> -Is a fairly complete project including 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 miminalist engine for Windows and Linux. +Another Quake engine which has been ported to Linux but, as far as I know, +hasn't been touched in a few years is NPRQuake. Notably, it has the ability +to load different renderers on the fly (!) which is pretty cool. The <url +url="http://www.geocities.com/coolguywithgun" name="linux port"> includes +support for the cartoon renderer <url +url="http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm" +name="ainpr">, and works really well for me. -To compile TyrQuake-0.47, first edit the makefile and select a few options. -(The single player client is "NQ"). Nvidia users may have to apply <url -url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-0.47-nvidia.patch?download" -name="this patch"> to fix a few bugs. Versions after 0.47 should build -without this. +The <url url="http://www.tempestgames.com/ryan/" name="SDL version"> +has rewritten mouse and video code and may work on otherwise troublesome +systems. But the sound APIs have not been ported to SDL, so it +is not a fully portable engine. -A patched TyrQuake single player binary is available -<url url="http://prdownloads.sourceforge.net/uhexen2/tyr-glquake?download" name="here">. +<url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/"> +<sect1> Twilight Project <p> -<url url="http://disenchant.net/engine.html"> +The Twilight Project "is a set of rather minimalist NQ and QW engines that +focus on insane rendering speed, it is however a bit unstable at the moment." + +This game is ˜quick˜, with a plain looking, but useful menu system, so users +with a slow computer should definitely give this a go. It also has some unique graphical +effects and an unusual user interface. + +To compile version 0.2.2 of this project, you'll need the python scripting +language installed, and perhaps to make this change to src/nq/pr_edict.c , line 1108: +<verb> +- if (progs->ofs_strings + pr_stringssize >= com_filesize) ++ if (progs->ofs_strings + pr_stringssize >= (uint)com_filesize) +</verb> +Executing <bf>scons.py</bf> will now (hopefully) build the binaries, and after copying the single +player client (twilight-nq) to your quake directory, +type <bf>twilight-nq -basedir $PWD</bf> to start the game. + +If you're having trouble with compilation, version 0.2.01 uses the traditional +"configure && make && make install" method, so you may want to try it. + +Game saves are an issue with this engine. There are no game save or load +menus, and this can only be done using the "F6" and "F9" keys to quicksave +and load. Additionally, this feature often won't work if you started with +the "map MAPNAME" command, so make sure you begin games in a normal fashion, +through the "Start Game" menu. + +<url url="http://icculus.org/twilight"> + +<label id="sdlquake_"> +<sect1> SDL Quake <p> + +This basic version of Quake is not of major interest to Linux users. It's main +feature is that it uses the SDL programming API for sound, video and mouse +handling, and should run on all SDL supported operating systems without major changes. + +SDL Quake does have a bug relating to music: running the game with an audio +CD in the cdrom will limit the game's speed. To avoid this simply remove +the CD from the drive, or use the <bf>-nocdaudio</bf> option. + +The game runs at a fixed resolution - the width and height can't be changed. +To play in fullscreen mode, use the <bf>-fullscreen</bf> option. + +<url url="http://www.libsdl.org/projects/quake"> + +<sect1> wmQuake <p> + +WindowMaker is a window manager for X11, and this tiny version of Quake +fits in an 64x64 pixel dockable applet! +<newline> +You can test it out if you don't have WindowMaker, but the game will crash if it gets keyboard focus. +<newline><newline> +For the curious, this game can be benchmarked with <bf>timedemo demo1</bf> after removing the "usleep" commands from +sys_linux.c. + +<url url="http://freshmeat.net/projects/wmquake/"> <sect1> Software Quake <p> -<em>For a more in-depth treatment of Software Quake, see the <ref id="old_" name="previous version"> of this how-to</em>. +<em>For a more in-depth treatment of Software Quake, see the <ref id="other_" name="previous version"> of this how-to</em>. The <url url="http://www.quakeforge.net/files/q1source.zip" name="original WinQuake source"> also came with two pixelated versions of the game: @@ -341,40 +493,9 @@ targets , replacing <bf>/usr/X11/lib</bf> with <bf>/usr/X11R6/lib</bf> and typin There are easier options though. <ref id="tyrquake_" name="TyrQuake"> and <ref id="quakeforge_" name="QuakeForge"> have software clients, and there is -also an old <url url="http://www.libsdl.org/projects/quake/" name="SDL Quake"> +also an old <ref id="sdlquake_" name="SDL Quake"> written by SDL's author, Sam Lantinga, which should work on all modern platforms. -<sect1> Other <p> - -<label id="nprquake_"> - -<sect2> NPRQuake <p> - -Another Quake engine which has been ported to Linux but afaik hasn't been -touched in a few years is <url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/" name="NPRQuake">. -Notably, it has the ability to load different renderers on the fly (!) which -is pretty cool. The <url url="http://www.geocities.com/coolguywithgun" name="linux port"> includes support for the cartoon renderer -<url url="http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm" name="ainpr">, -and works really well for me. - -The <url url="http://www.tempestgames.com/ryan/" name="SDL version"> -has rewritten mouse and video code and may work on otherwise troublesome -systems. But the sound APIs have not been ported to SDL, so it -is not a truly portable engine. - -<sect2> Tenebrae <p> - -A Quake engine using advanced lighting techniques similar -to those in Doom III. Requires a very fast computer to run and may not be compatible with all hardware. - -<url url="http://tenebrae.sourceforge.net/"> - -<sect2> Twilight Project <p> - -The <url url="http://icculus.org/twilight" name="Twilight Project"> -"is a set of rather minimalist NQ and QW engines that focus on insane rendering -speed, it is however a bit unstable at the moment." - <!-- horizontalline --> <sect> Mods @@ -399,17 +520,17 @@ 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. -QuakeTerminus has a good -<url url="http://www.quaketerminus.com/addon.htm" name="list"> of mods, -and -Tenfour numerous <url url="http://tenfourmaps.telefragged.com/php/revidx.php?gameid=q1&sortby=date&reversesort=1&page=1" name="map reviews">. +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 few of the author's favourites are: <descrip> <tag/Soul of Evil/ -Soul of Evil is a gorgeous medieval themed mod with two single player +Gorgeous medieval themed mod with two single player episodes, a melee style arena mode and nice documentation. Many thanks to Tronwyn, Fat Controller and their co-authors. <url url="http://www.planetquake.com/tronyn/soul" name="Link"> @@ -421,6 +542,11 @@ Nehahra is the definitive Quake mod, supported in Linux by LordHavoc's port of the NehQuake engine. It has some great models and maps, uses fog effects well, and has an (optional) two hour movie/demo which ties-in well with the original Quake "story-line" but is also in desperate need of an edit. + +Nehahra also features improved enemy AI - the grunts strafe behind cover, and +scrags in open space can be very hard to pin down. New gamers may wish to +disable this feature by typing <bf>nomonsters 1</bf> at the game console. + <url url="http://www.planetquake.com/nehahra" name="Link"> <tag/Contract Revoked/ @@ -428,10 +554,16 @@ A modern mod which made my jaw drop. It also has ambitious sequels: The Lost Chapters and Quoth. <url url="http://kell.spawnpoint.org/convoked.html" name="Link"> -<tag/The Masque of the Red Death/ -A vast, recently released castle map, which also requires Darkplaces and -<em>fast</em> hardware. "Monster Count: 404 on Hard" - Tronwyn. -<url url="http://www.fileplanet.com/dl.aspx?/planetquake/tronyn/maps/masque.zip" name="Link"> +<tag/Zerstörer/ +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"> + +<tag/Neil Manke's mods/ +Neil wrote the definitive Half-Life mod "They Hunger". +The quality and fun is in these maps too - +alba01, alba02, sofsp1, sofsp2, starshp2, +<url url="http://www.planethalflife.com/manke/" name="Link"> <tag/The Hunted Chronicles/ Another game requiring the Darkplaces engine, the Hunted Chronicles is a @@ -440,21 +572,15 @@ 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/Neil Manke's mods/ -Neil wrote the definitive Half-Life mod "They Hunger". -The quality and fun is in these maps too - -alba01.zip, alba02.zip, sofsp1.zip, sofsp2.zip, starshp2.zip, -<url url="http://www.planethalflife.com/manke/" 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.zip"> +<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 - -<url url="http://disenchant.net/files/maps/oum.zip" name="oum.zip">, +<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/ @@ -469,12 +595,7 @@ amazing. <tag/Insomnia/ Cracking game-play and rivers of blood - -<url url="http://www.google.com.au/search?q=czg07.zip" name="czg07.zip"> - -<tag/Zerstörer/ -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.zip"> +<url url="http://www.google.com.au/search?q=czg07.zip" 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 @@ -482,7 +603,7 @@ 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.zip"> +name="fantasy"> Here you can get the long lost Fantasy Quake <url url="http://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download" @@ -490,9 +611,9 @@ 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.zip"> -<url url="http://www.google.com.au/search?q=vigil.zip" name="vigil.zip">, -<url url="http://www.google.com.au/search?q=museum.zip" name="museum.zip"> +<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> @@ -502,6 +623,9 @@ Little mods with great game-play! - <tag/Mission Pack 1/ Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive). +<newline> +After playing Armagon, you should also check out the +<url url="http://www.google.com.au/search?q=dd.zip" name="Death's Dominion"> Level Pack. <tag/Mission Pack 2/ Dissolution of Eternity by Rogue Entertainment. @@ -536,7 +660,7 @@ It is possible to install many of the editors which are used to make Quake maps, but creating full scale mods is real voodoo and beyond my knowledge. <bf>GtkRadiant</bf> -is the only currently maintained world editor I know of +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.. @@ -545,8 +669,12 @@ may or may not have Linux support %-(. ...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. +Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage"> +has lots of mod friendly stuff. + + <ref id="quakeforge_" name="QuakeForge"> -include Quake C tools with their tarball. +include some Quake C tools with their tarball. The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki"> has some relevant links for the windows platforms. @@ -560,27 +688,42 @@ has some relevant links for the windows platforms. <sect1> QuakeWorld <p> An enhanced Quake engine for on-line and network multiplayer action. It is -incorporated into <ref id="quakeforge_" name="QuakeForge"> , <ref id="fuhquake_" name="FuhQuake"> and <ref id="tyrquake_" name="TyrQuake">. - +incorporated into +<ref id="fuhquake_" name="FuhQuake">, +<ref id="proquake_" name="ProQuake">, +<ref id="quakeforge_" name="QuakeForge"> and +<ref id="tyrquake_" name="TyrQuake">. + <label id="fuhquake_"> <sect1> FuhQuake <p> -... "contains numerous game-play and eye candy enhancements over the original -QuakeWorld game". +<url url="http://www.fuhquake.net" name="FuhQuake"> contains numerous game-play and eye candy enhancements over the original +QuakeWorld game. <newline> -<url url="http://www.fuhquake.net" name="FuhQuake"> will still play the -original game but the focus is on multiplayer, and single player mods won't work. -<newline> -It is still actively maintained by Fuh. +It will still play the original Quake episodes, but the focus is on +multiplayer and single player mods won't work. FuhQuake is actively +maintained by Fuh and has a loyal following. + +<sect1> XQF and QStat <p> + +<url url="http://www.linuxgames.com/xqf/index.shtml" name="XQF"> +is a feature rich game server browser and launcher for Quake and many other +games. It is dependent on the separate program, +<url url="http://www.qstat.org/" name="QStat"> +, which displays information about Internet game servers. You'll also need the +Gnome Gtk and Gdk toolkits. <label id="nexuiz_"> <sect1> Nexuiz <p> -Nexuiz is a new standalone multiplayer game using the Darkplaces engine. -It uses advanced lighting features, so users with less powerful video cards -should try disabling these to get the game to run. +Nexuiz is a stand-alone game using the Darkplaces engine. The recently released version +2 is a 200 meg download (!) and includes Linux and Windows binaries, source +code, and a new campaign mode. + +This engine makes use of many advanced lighting features, so users with less powerful video cards +should try disabling these to run the game at a decent speed. <url url="http://www.nexuiz.com"> @@ -600,6 +743,37 @@ Single player games are possible by playing against computer bots. <url url="http://www.planetquake.com/digitalpaint/"> +<label id="proquake_"> + +<sect1> ProQuake <p> + +From the ProQuake website: "...What you will find is a rock solid set of +enhancements to unmodified netquake. Things that quake should have had from +the get go.. like precise aim. Small, simple changes that improve the +quality of netplay enormously. ProQuake is fully compatible with standard +NetQuake. .... ProQuake is also fully compatible with the advanced features +of Clanring CRMod++ version 6.0." + +To make ProQuake's GL client, before typing <bf>make</bf>, edit "Makefile" to select the GL client: +<verb> +- TARGETS=$(BUILDDIR)/bin/squake ++ TARGETS=$(BUILDDIR)/bin/glquake.glx +- GLLDFLAGS=-L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm ++ GLLDFLAGS=-L/usr/X11R6/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm +</verb> +Like the original GLQuake, brightness support is broken, and +owners of new Nvidia cards may have to apply the <ref id="Sys_Printf_" name="Sys_Printf"> bug fix. + +<url url="ftp://ftp.runequake.com/quake/engines/proquake"> + +<sect1> Tremulous <p> + +This Quake III mod is a team deathmatch between aliens and +humans. Features include attractive sci-fi themed levels, species +hierarchies, and the (aliens') ability to scale walls. + +<url url="http://tremulous.net"> + <sect1> Battle Mech <p> Battle Mech is a top down Mechwarrior style mod. Make sure to use the @@ -614,7 +788,7 @@ name="1.1"> tarball. <em>Other trouble-shooting resources can be found at: <url url="http://mfcn.ilo.de/glxquake" name="Jörgen's GLQuake Site">, -the <ref id="old_" name="old version"> of this how-to, and +the <ref id="other_" name="old version"> of this how-to, and <url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">. <newline> Often, using an alternative game engine such as @@ -691,16 +865,28 @@ containing the files "pak0.pak" and "pak1.pak". </itemize> +<label id="Sys_Printf_"> "<bf>Memory overwrite in Sys_Printf</bf>" <itemize> <item> This error means you need to edit file <bf>sys_linux.c</bf>, -procedure <bf>Sys_Printf</bf>, at or near line 89, and change -<bf>text[1024]</bf> to <bf>text[4096]</bf> and recompile. +procedure <bf>Sys_Printf</bf>, and change <bf>text[1024]</bf> to +<bf>text[4096]</bf> and recompile. +<newline><newline> +Many versions of Quake have what appear to be two versions of this +procedure, but one is always commented out. Obviously you'll need to change +the value in the correct procedure. </itemize> +<bf>Problems with GCC 4</bf> + +<itemize>If you're experiencing core dumps and are using version 4.x of the GNU +compiler (better known as "gcc") disabling the "-O" flag when compiling +programs, or using gcc-3.x may be the answer. This problem is widespread with +gcc-4 and C code with poorly written low level data structures. </itemize> + <sect1>Program dies loading level <p> <itemize> @@ -835,7 +1021,7 @@ password before typing <bf>glquake.glx ...</bf> to start the game. <newline><newline> <item> Change the game file permissions. Unix operating systems have -strong security preventing unauthorised or accidental file changes. +strong security preventing unauthorized or accidental file changes. The simplest way to overcome this in a single user environment is to become super user and change ownership of the quake directory with (as root): <bf>chown -R USERNAME /usr/local/games/quake</bf>. However it is @@ -853,7 +1039,7 @@ place per-user data in their home directory. Quake uses a confusing method of saving and restoring game options, especially when playing add-ons, and game options sometimes have to be -reinitialised even though file permissions are not an issue. +reinitialized even though file permissions are not an issue. In such cases, the author can offer no simple advice %-/. <tag/Crazy polygons/ @@ -881,6 +1067,17 @@ Older video cards may occasionally draw models in all white. See the PlanetQuake <url url="http://www.planetquake.com/console/commands/quake.html" name="command list"> for in-game GL variables to fine tune performance. +<tag/Glibc Problems/ + +Some Linux software come as a Loki Installer shell archive with a ".run" suffix. The following tip +is from the Icculus Gamers Faq: +<verb> +Q: I'm using {random loki_setup based installer}, and it's telling me the "installation doesn't support glibc-2.1" or something + +A: Just type the following before running setup.sh [or the installer]: export SETUP_LIBC=glibc-2.1. +</verb> + + </descrip> <sect1> Video Drivers <p> @@ -894,7 +1091,8 @@ 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. If you have a misbehaving Nvidia video card, try a different driver. +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 @@ -963,26 +1161,32 @@ url="http://sourceforge.net/projects/uhexen2" name="project page">. <sect1> Quake II <label id="quakeII_"> <p> Quake II is the sci-fi themed sequel to Quake. - Early Linux releases weren't very solid, especially the mouse handling, but there is now a few related projects to choose from. + <url url="http://qudos.quakedev.com/linux/quake2" name="QuDos' Quake II"> -is the most recent, being based on -<url url="http://www.icculus.org/quake2/" name="Icculus Quake II">, but having -an enhanced graphics engine. -Michael Olson has some Quake II -<url url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.src.rpm" name="source"> -and -<url url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.i386.rpm" -name="binary"> rpms which appear to be old Icculus releases. -Alternatively, there is the <url -url="http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz" -name="QuakeForge Quake II"> project which also provides support for -multiple operating systems. +is the most notable. It is based on +<url url="http://www.icculus.org/quake2/" name="Icculus Quake II">, +and includes some beautiful graphical enhancements - including cell shading - +and support for FreeBSD and XMMS plugins. Another project still in development +is <url url="http://jdolan.dyndns.org/jaydolan/home.html" name="Quetoo"> which +has speed and security enhancements, but also a very stripped back interface +and a few bugs. + +Older projects include Michael Olson's <url +url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.src.rpm" +name="source"> and <url +url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.i386.rpm" +name="binary"> rpms (which appear to be based on an old Icculus release) and +the <url url="http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz" +name="QuakeForge Quake II"> project with support for multiple operating +systems. On a slightly different note - the <url +url="http://www.bytonic.de/html/jake2.html" name="Jake2"> project is a version +of Quake II written in Java. The multiplayer paintball mod <ref id="digitalpaint2_" name="Digital Paint 2"> -is based on Quake II. +is also based on Quake II. -<em>See the <ref id="old_" name="old version"> of this how-to +<em>See the <ref id="other_" name="old version"> of this how-to for Quake II troubleshooting tips.</em> <sect1> Quake III Arena <p> @@ -1006,7 +1210,9 @@ The retail add-on Quake III Team Arena is supported and, despite never getting rave reviews, is a great game. For an atmospheric Q3 single player conversion visit -<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">. +<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">, and +check out the alien themed <url url="http://tremulous.net" name="Tremulous"> +for an original multiplayer mod. <descrip> @@ -1018,7 +1224,7 @@ guides hosted by ID Software. Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III Howto">. -Linux Question's Quake III forums for +Linux Questions' Quake III forums for <url url="http://www.linuxquestions.org/questions/history/260975" name="Sound"> and <url url="http://www.linuxquestions.org/questions/history/225821" name="Mouse"> @@ -1030,10 +1236,13 @@ All things Quake III at <url url="http://www.planetquake.com/quake3/q3aguide/" n <sect1> Quake IV <p> -Quake IV is an epic FPS from the awesome -<url url="http://ravensoft.com" name="Raven Software">. -It is based on the Doom-III engine and has high hardware specs. -A 2ghz cpu and 512meg ram are minimum requirements. +Quake IV is an epic FPS from the awesome <url url="http://ravensoft.com" +name="Raven Software">. It is based on the Doom-III engine and has high +hardware specs: A 2GHz cpu and 512meg ram are the official minimum +requirements. It's a beautiful game which should really be played with the +graphical settings set to "medium" or "high". For this reason the author +recommends against using entry level cards such as the FX5200. Celeron +owners (cough) should have at least a 2400MHz chip. <descrip> @@ -1052,15 +1261,65 @@ name="Quake IV demo"> <sect> Other -<sect1> Text Version <p> +<label id="watervis_"> +<sect1> Transparent Water and Vispatch <p> -This how-to is also available as a -<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.txt?download" name="text file">, and a -<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.html?download" name="single html file">. +The 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. -<sect1> Old Quake How-To <label id="old_"> <p> +To do this you'll need the +<url url="http://prdownloads.sourceforge.net/uhexen2/vispatch-v132.tgz?download" name="vispatch utility">, +as well as the +<url url="http://www.3ddownloads.com/telefragged/inside3d/qip/watervis" name="vispatch data files"> +for the game you are patching. -... is located <url url="http://webpages.mr.net/bobz/howto/" name="here"> +Vispatch was originally written by Andy Bay but has not had much support since +and is finicky to use. Old Linux binaries on the web won't work, and +the utility itself has a rigid structure. To patch the main data files in "id1" - +from your Quake directory - type <bf>vispatch -dir id1 -data id1.vis</bf> + +<url url="http://www.inside3d.com/qip/vispatch/" name="Vispatch Homepage"> (outdated) + +<sect1> Nvidia Tweaks <p> + +These tweaks are for users with a GeForce video card (or better) and Nvidia's +proprietary drivers. They are accessed using the bash command <bf>export +{variable}={value}</bf> and then starting the Quake engine from the same +command line. Alternatively, recent drivers have a <bf>nvidia-settings</bf> +command which starts up a user-friendly control panel. + +<em>Full details of these tweaks are in the Nvidia README, normally installed at "/usr/share/doc/NVIDIA_GLX-1.0/README"</em> +<descrip> + +<tag/Full Screen Antialiasing/ + <bf>export __GL_FSAA_MODE={value}</bf> +<verb> +video card effect value +===================================================== +all disable 0 +----------------------------------------------------- +GeForce, GeForce2 1.5x1.5 Supersampling 3 + 2x2 Supersampling 4 +----------------------------------------------------- +GeForce4 2x Bilinear 1 + 2x2 Supersampling 4 +----------------------------------------------------- +GeForce3, GeForce4 Ti, 2x Bilinear 1 +GeForce FX 4x Bilinear 4 +----------------------------------------------------- +</verb> + +<tag/Synchronize Picture Redraw/ + <bf>export __GL_SYNC_TO_VBLANK=1</bf> + +Synchronizes GL output with your monitor's vertical refresh, +giving a more stable image especially on slower video cards. + +</descrip> <label id="freebsd_"> <sect1> FreeBSD <p> @@ -1071,12 +1330,12 @@ id="hexenII_" name="Hammer of Thyrion"> work well with this system. <ref id="qudos_" name="QuDos"> has recently ported several <url url="http://qudos.quakedev.com/linux/quake1" name="engines"> to Linux and -has recently started work on FreeBSD compatability. His great <url +has recently started work on FreeBSD compatibility. His great <url url="http://qudos.quakedev.com/linux/quake2" name="Quake II project"> is also now BSD friendly. For basic GLQuake support, you can find a hacked FreeBSD binary and source -tarball <url url="https://sourceforge.net/project/showfiles.php?group_id=124987&package_id=137465&release_id=329290" name="here">. +tarball <url url="http://prdownloads.sourceforge.net/uhexen2/GLQuake-FreeBSD-sa-1.0.tgz?download" name="here">. <ref id="quakeforge_" name="QuakeForge"> is a comprehensive Quake project, but may have installation issues with newer FreeBSD releases. The memory @@ -1087,6 +1346,23 @@ opening of plugins. If the project builds, but you can't get the console or menus, you may have to enable static plugins using <bf>configure LDFLAGS=-lpthread --with-static-plugins</bf>. +<sect1> QNX <p> + +QNX is a commercial real-time operating system, probably most notable +to hobbyists as being a successful microkernel OS. +<ref id="sdlquake_" name="SDL Quake">-1.0.9 +compiles and runs on QNX-NC-6.2.1 after running <bf>configure --host=QNX</bf> +and then making these changes: +<verb> +Makefile: -LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound + +LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket +net.h: -extern unsigned long htonl (unsigned long hostlong); + -extern unsigned long ntohl (unsigned long netlong); +sys_sdl.c: -#include <sys/shm.h> + -int psize = getpagesize(); + +int psize = _SC_PAGESIZE; +</verb> + <sect1> Miscellaneous <p> <itemize> @@ -1110,6 +1386,16 @@ LDFLAGS=-lpthread --with-static-plugins</bf>. <newline><newline> + <item> Popular games derived from the Quake engine include - + Return to Castle Wolfenstein, Half-Life, Star Trek Voyager - Elite Force, + Soldier of Fortune, American McGee's Alice, and - distantly - Doom III. + +</itemize> + +<sect1> Quotes <p> + +<itemize> + <item> John Carmack - <newline> "At this time (march '97), the only standard opengl hardware that can play @@ -1126,38 +1412,44 @@ LDFLAGS=-lpthread --with-static-plugins</bf>. <newline><newline> <item> Func Message Board - - <newline> > .... This Will Produce A Fully Functional Bouncing, Exploding Zombie + <newline> "... This Will Produce A Fully Functional Bouncing, Exploding Zombie." <newline> Sounds like fun :) <newline><newline> - <item> Moby Games - <newline> (by Pathogen) <newline> - ..... Quake was the first FPS to introduce realistic lighting and - shadows. Of course, this came at a price. Quake has taken a lot of - flak because it's all dull brown and grey. This was necessary because - it was the only way to get the lighting to work properly. Since each - surface needs a wide variety of reserved colors for displaying - darkened/brightened portions of the surface, the game was limited to - just a few colors and all their respective shades. - <newline> (by Ashley Pomeroy) <newline> - Almost incidentally, Quake introduced the now-standard concept of a FPS - "console", and popularised "mouselook" as *the* absolute standard - control interface. Although the specifications required a Pentium, - Quake ran acceptably well on a 486 DX4/100 - -<newline><newline> - - <item> "Quake and its three follow up games, Quake II,Quake III Arena + <item> Quake Wikipedia - + <newline>"Quake and its three follow up games, Quake II,Quake III Arena and Quake 4 (which many do not regard as true sequels), have sold over 4 million copies combined. In 2005, a version of Quake was produced for mobile phones." <newline><newline> - <item> Popular games derived from the Quake engine include - - Return to Castle Wolfenstein, Half-Life, Star Trek Voyager - Elite Force, - Soldier of Fortune, American McGee's Alice, and - distantly - Doom III. + <item> Moby Games + <newline> (by Pathogen) <newline> + "... Quake was the first FPS to introduce realistic lighting and + shadows. Of course, this came at a price. Quake has taken a lot of + flak because it's all dull brown and grey. This was necessary because + it was the only way to get the lighting to work properly. Since each + surface needs a wide variety of reserved colors for displaying + darkened/brightened portions of the surface, the game was limited to + just a few colors and all their respective shades." + <newline> (by Ashley Pomeroy) <newline> + "Almost incidentally, Quake introduced the now-standard concept of a FPS + 'console', and popularised 'mouselook' as *the* absolute standard + control interface. Although the specifications required a Pentium, + Quake ran acceptably well on a 486 DX4/100" + +<newline><newline> + + <item> Slashdot Tenebrae Forum - +<verb> +... this ... now officially labels this guy as a badass graphics programmer. I can hear it now: + +MR. BURNS: "I need a programmer! Get John Carmack on the line!" +SMITHERS: "He's unavailable sir." +MR. BURNS: "Then get me his non-union Belgian equivalent!" +</verb> </itemize> @@ -1172,7 +1464,6 @@ LDFLAGS=-lpthread --with-static-plugins</bf>. <tag/Linux Gamers/<url url="http://www.linux-gamers.net"> <tag/Planetquake/<url url="http://www.planetquake.com/quake1"> <tag/Quake Terminus/<url url="http://www.quaketerminus.com"> -<tag/Quake Marine/<url url="http://www.quakemarine.com"> <tag/Retro Quake/<url url="http://www.planetquake.com/retroquake/quake/index.html"> <tag/Quake Basics/<url url="http://www.quaketerminus.com/quakebible/index.htm"> <tag/Quake Wikipedias/<url url="http://wiki.quakesrc.org/index.php/HomePage">, <url url="http://en.wikipedia.org/wiki/Quake"> @@ -1231,7 +1522,7 @@ Of course you could always type <bf>man patch</bf> and learn for yourself how to use this powerful unix command. ;-/ <tag/SDL/<url url="http://www.libsdl.org/" name="Simple DirectMedia Layer"> -cross platform hardware API widley used in Linux games. +cross platform hardware API widely used in Linux games. <tag/Server/A program central to multiplayer games to which every player connects. @@ -1249,22 +1540,65 @@ Thanks to: <itemize> <item>The <url url="http://www.tldp.org" name="Linux Documentation Project">. -<item>Linus Torvalds for hacking together his little operating system. +<item>Linus Torvalds for hacking together his free operating system kernel. <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. + <item>Quake modders great and small. </itemize> -This webpage was contructed using -<url url="http://www.debian.org/~sano/linuxdoc-tools/" name="Linuxdoc-Tools"> -0.9.20, -<url url="www.vim.org" name="Vim"> and -<url url="unknown" name="Bash">. +This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently unmaintained), +<url url="http://www.vim.org/" name="Vim"> and +<url url="http://www.gnu.org/software/bash/bash.html" name="Bash">. <sect1> Todo <p> -demo, quakeworld status , impulses, ezquake. +impulses, ezquake. + +<sect1> Changelog <p> + +<descrip> + +<tag/2.03 (July 2006)/ + +Changed order of game engines, added extra compilation notes, and expanded the +Tenebrae, SDLQuake and wmQuake sections. + +New multiplayer entries for ProQuake, XQF and Tremulous. + +Reorganised several categories in the "Other" section, including new +Nvidia Tweaks, License, Changelog and Vispatch sections. + +Updated the author's patched Tyr-Quake binary, with a few new hacks added to +TyrQuake-0.54. + +Some small changes to the featured mods. + +<tag/2.02 (February 2006)/ + +</descrip> + +<sect1> License <p> + +This document is released under the GPL. + +<label id="other_"> + +<sect1> Other Formats <p> + +<!-- http://www.ibiblio.org/pub/Linux/docs/HOWTO/Quake-HOWTO --> + +The Quake How-To is also available as a +<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.txt?download" name="text file"> and a +<url url="http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.html?download" name="single html file">. + +The latest version should be available +<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here">. + +Version v1.0.1.14 (30 August 1998) of the Quake How-To is located at the +<url url="http://webpages.mr.net/bobz/howto/" name="original author's site">. <sect1> Author <p>