This commit is contained in:
gferg 2010-03-04 01:05:21 +00:00
parent 2d71064d84
commit b87b121fff
3 changed files with 149 additions and 93 deletions

View File

@ -282,7 +282,7 @@ to be used with a Microsoft Exchange Server. </Para>
Quake-HOWTO</ULink>,
<CiteTitle>Linux Quake HOWTO</CiteTitle>
</Para><Para>
<CiteTitle>Updated: Nov 2008</CiteTitle>.
<CiteTitle>Updated: Mar 2010</CiteTitle>.
How to install, run and troubleshoot Quake, QuakeWorld and Quake II
on an Intel Linux system. </Para>
</ListItem>

View File

@ -3642,7 +3642,7 @@ alternative to sendmail. </Para>
Quake-HOWTO</ULink>,
<CiteTitle>Linux Quake HOWTO</CiteTitle>
</Para><Para>
<CiteTitle>Updated: Nov 2008</CiteTitle>.
<CiteTitle>Updated: Mar 2010</CiteTitle>.
How to install, run and troubleshoot Quake, QuakeWorld and Quake II
on an Intel Linux system. </Para>
</ListItem>

View File

@ -1,9 +1,9 @@
<!doctype linuxdoc system>
<article>
<title>Linux Quake HOWTO
<title>Linux Quake HOWTO
<author>Stevenaaus
<date>v2.08, 2008-11-19
<date>v2.09, 2010-03-01
<abstract>
This document is a modern guide to id Software's Quake game,
@ -16,12 +16,12 @@ with some information about Quake's sequels and Linux gaming in general.
<sect1> Preamble <p>
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. The game still has a community
making new maps ten years after it's release by id Software. And
thanks to John Carmack releasing the software under the GPL, we are able to
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 OpenGL.
Thanks to John Carmack releasing the software under the GPL we are able to
enjoy it on non-proprietary platforms.
And, despite it's age, great new maps are still regularly released.
<sect1> About <p>
@ -86,7 +86,7 @@ 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 <url
url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
name="TyrQuake">, or the more enhanced <ref id="fitzquake_" name="FitzQuake">.
name="TyrQuake">, or the more enhanced <ref id="quakespasm_" name="QuakeSpasm">.
After downloading or compiling a game engine, place this
binary in your Quake directory alongside the <bf>id1</bf> directory.
@ -96,18 +96,16 @@ Finally, you should have a directory structure similar to this, with all files
being in <ref id="lowercase_" name="lowercase">:
<verb>
/usr/local/games/quake +- tyr-glquake (or another game engine)
/usr/local/games/quake +- quakespasm (or another game engine)
|
+- id1 -+- config.cfg
|
+- game.dat
|
+- pak0.pak
+- progs.dat
|
+- id1 -+- pak0.pak
|
+- pak1.pak
</verb>
Now, from an xterm window, type (for example)
<code> ./tyr-glquake -fullscreen -width 800 -height 600</code>
<code> ./quakespasm -fullscreen -width 800 -height 600</code>
to start the game.
@ -157,7 +155,7 @@ which vary from engine to engine. The most useful/common ones are:
You can also append Quake commands to the Linux command line by prefixing
them with a plus sign. For example, to automatically start a new game
at hard skill, use
<code> tyr-glquake +skill 2 +map e1m1</code>
<code> quakespasm +skill 2 +map e1m1</code>
<label id="console_">
<sect1> Game Console Commands <p>
@ -176,8 +174,15 @@ in a game. The main commands include -
<tag/timedemo DEMO/Play DEMO (eg. "demo1") at top speed and show frame rate
<tag/impulse N/Issue "impulse N"
These are in-game commands which can be given special uses. The most
common cheat is <bf>impulse 9</bf> which gives all weapons.
These are in-game commands which can be given special uses. A few usefull ones are:
<itemize>
<item><bf>impulse 9</bf> Give all weapons
<item><bf>impulse 12</bf> Select previous weapon
(eg <bf>bind MWHEELUP "impulse 12"</bf>)
<item><bf>impulse 10</bf> Select next weapon
<item><bf>impulse 255</bf> Give Quad damage
</itemize>
<tag/bind key "COMMAND"/Bind a key to perform a command
<tag/map MAP/Load MAP
<tag/changelevel MAP/Load MAP without resetting player settings
@ -241,22 +246,39 @@ A patched TyrQuake binary is available
<url url="http://disenchant.net/engine.html">
<label id="fitzquake_">
<label id="quakespasm_">
<sect1> FitzQuake <p>
<sect1> QuakeSpasm <p>
This engine has long been the defacto standard for the Quake mapping community,
and has recently been ported to Linux and Macs utilizing SDL.
<url url="http://www.celephais.net/fitzquake" name="FitzQuake"> has long been
the defacto standard for the Quake mapping community, and this new project is
based on the <url url="http://www.kristianduske.com/fitzquake" name="SDL Port">
of Fitz.
As well as graphical features such as skyboxes, fog, and coloured light, it
includes a rewritten lighting model and enhanced console commands. Fitz is
also possibly the only Quake I engine that will not over-utilize your cpu. This
enables modern cpus, such as the Athlon 64, to run more coolly at a reduced
speed.
<sect2>Features<p>
Visit the <url url="http://www.celephais.net/fitzquake" name="FitzQuake homepage"> for documentation and windows binaries.
As well as great FitzQuake features such as skyboxes, fog, coloured light, and support for huge maps,
QuakeSpasm includes:
<itemize>
<item>64 bit CPU support
<item>Should work with most SDL platforms
<item>Restructured sound driver
<item>Custom console background
<item>SDL CD audio
<item>Tweaked command line completion, and a map name autocomplete
<item>Alt+Enter toggles fullscreen
</itemize>
<url url="http://www.kristianduske.com/fitzquake">
<sect2>Tips<p>
<itemize>
<item> <bf>scr_sbaralpha .99</bf> - Give a nicer status bar
<item> <bf>maps</bf> - List available maps
<item> <bf>game GAMENAME</bf> - On-the-fly change of game
<item> <bf>./quakespasm -fitz</bf> - Run game in FitzQuake mode
</itemize>
<url url="http://quakespasm.sourceforge.net">
<label id="darkplaces_">
@ -286,6 +308,19 @@ Thanks to LordHavoc for this great project.
<url url="http://www.icculus.org/twilight/darkplaces">
<sect1> Quore <p>
From the Quore website:
<quote><em>Quore is an atmospheric Quake engine running on GNU/Linux systems
with enhanced graphics, increased limits, configurable HUD and ambiences, and
different modes for changing the gameplay. It is based on JoeQuake with
additional effects from Qrack, ezQuake and engine's limits tweaking from
Fitzquake</em></quote>
This game is great, and probably the most graphically modified Linux engine.
But it also has many niggling bugs.
<url url="http://quore.free.fr/index.html">
<label id="qudos_">
<sect1> QuDos Quake Ports <p>
@ -310,18 +345,26 @@ it supports most Quake mods, but gamma (brightness) support is broken.
<sect1> Tenebrae <p>
A Quake engine using lighting techniques similar to those in Doom III. Tenebrae
requires a 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.
Tenebrae is a gorgeous Quake engine with lighting similar to that in Doom III.
It's is an old project requiring a good GPU, and may not be compatible with
all... the documentation is a fairly sparse.
There are several points of interest here...
<itemize>
<item> Tenebrae has an "easter egg". In the quit game dialog press "d".
<item> It includes the interesting "bumptest" and "zoo" maps.
<item> A custom Tenebrae-1.0 engine is included with the atmospheric
<url name="Industri" url="http://industri.sourceforge.net"> mod.
<item> Tenebrae doesn't run user mods.
</itemize>
The Tenebrae <url url="http://www.liflg.org/?what=dl&amp;catid=6&amp;gameid=12&amp;filename=tenebrae.quake_1.04-english-2.run" name="installer">
will install the shareware Quake levels, and all fancy Tenebrae models
and textures, but is a 100 meg download. (Make sure to run the game in 32 bpp
mode - see below). Tenebrae binaries may be available
<url url="http://www.cynapses.org/tmp/tenebrae/" name="here">.
mode - see below). Try
<url url="http://www.cynapses.org/tmp/tenebrae/" name="here">
for some binaries.
Compilation of the source code may not be straight forward. Firstly:
<verb>
@ -422,6 +465,13 @@ through the "Start Game" menu.
<url url="http://icculus.org/twilight">
<sect1> Audio Quake <p>
This engine is for visually disabled people, and uses sound to help with navigation.
It includes OpenGL and SDL clients.
<url url="http://www.agrip.org.uk/">
<label id="sdlquake_">
<sect1> SDL Quake <p>
@ -440,9 +490,9 @@ To play in fullscreen mode, use the <bf>-fullscreen</bf> option.
<sect1> wmQuake <p>
WindowMaker is a window manager for X11, and this tiny version of Quake
fits in an 64x64 pixel, dockable applet!
You can test it out even if you don't have WindowMaker, but the game will crash if it gets keyboard focus.
WindowMaker is a window manager for X11, and this tiny version of Quake fits in
an 64x64 pixel dockable applet. You can test it out even 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.
@ -491,37 +541,40 @@ For both maps and mods, all files should be in <ref id="lowercase_" name="lowerc
<sect1> Single Player Mods <p>
There has recently been an effort to archive many Quake maps: Quaddicted
<url url="http://www.quaddicted.com/spmaps.html" name="maps">,
<url url="http://www.quaddicted.com/spmods.html" name="mods">.
There has recently been an effort to archive many Quake maps at Quaddicted.
<url url="http://www.quaddicted.com/spmaps.html" name="Maps">,
<url url="http://www.quaddicted.com/spmods.html" name="Mods">.
Some of the more notable mods:
Some of the more notable mods are:
<descrip>
<tag/Travail/ This recently released mod is a must have. It includes 15 single
<tag/Travail/ This recent 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">,
name="soundtrack">
composed of moody and interesting electronic vibes.
<url url="http://www.quakeone.com/travail" name="Link">
<tag/Quoth/
Quoth began life as a sequel to the draw-dropping mod,
<url url="http://kell.spawnpoint.org/convoked.html" name="Contract Revoked">, but has
recently gained much support from mappers, as is becoming the defacto extension of Quake I.
It's new features include numerous crazy enemies with strong AI, destructable environments,
and other items including ladders and flashlights.
<url url="http://www.planetquake.com/necros/quoth/" name="Link">
<tag/W a r p s p a s m/A huge atmospheric Quoth mod by Ijed. The latest and greatest.
<url url="http://gimme.badsectoracula.com/warpspasm-readme.html" name="Link">
<label id="soe_"><tag/Soul of Evil/
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">
<tag/Quoth/
Quoth began life as a sequel to the (draw-dropping) mod,
<url url="http://kell.spawnpoint.org/convoked.html" name="Contract Revoked">, but has
recently gained much support from mappers, as is becoming the defacto extension of Quake I.
It's new features include numerous crazy enemies (with better AI), destructable environments,
and other items including ladders and flashlights.
<url url="http://www.planetquake.com/necros/quoth/" name="Link">
<label id="nehahra_"><tag/Nehahra/
Epic. Ambitious. Otherwordly.
Nehahra is the definitive Quake mod, supported in Linux by LordHavoc's
@ -558,19 +611,6 @@ SdS is a speed run through Mission Pack 1, Scourge of Armagon. Hilarious and
amazing.
<url url="http://www.planetquake.com/QdQ/sds.html" name="Link">
<tag/Insomnia/
Cracking game-play and rivers of blood -
<url url="http://www.quaddicted.com/czg07.html" name="Link">
<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://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download" name="Manual">,
<url url="http://www.quaddicted.com/fantasy.html" name="Link">
</descrip>
<sect1> Commercial Mods <p>
@ -586,11 +626,11 @@ After playing Armagon, you should also check out the
<tag/Mission Pack 2/
Dissolution of Eternity by Rogue Entertainment.
<newline><newline>
- Both official mission packs are generally acknowledged as better than the original game.
<em>Both official mission packs are generally acknowledged as better than the original game</em>.
<tag/Malice/
Very original Quake total conversion, with the greatest
(make believe) machine gun I've ever unleashed. Worth paying for.
(virtual) machine gun I've ever unleashed. Worth paying for.
<tag/Abyss of Pandemonium/
Commercial mod now freely available:
@ -604,7 +644,7 @@ This mod has now been released free of charge, and can be found
<tag/Shrak/
One of the first commercial mods. It has well modelled and totally
new monsters, but the game-play doesn't cut it anymore.
new monsters, but the game-play doesn't cut it.
</descrip>
@ -667,17 +707,15 @@ 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="http://quakeone.com/proquake/" name="ProQuake 4">
<url url="ftp://ftp.runequake.com/quake/engines/proquake">
<url url="ftp://ftp.runequake.com/quake/engines/proquake" name="Older ftp repository">
<sect1> ZQuake <p>
ZQuake is a QuakeWorld client with good multiplayer support.
<url url="http://zquake.frag.ru">
<sect1> Other Game Types <p>
@ -787,6 +825,9 @@ 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.
<url url="http://www.yamagi.org/quake2" name="Yamagi Quake II">, also based on Icculus, is an active Q2
project focusing on single player game and cooperative game modes.
<url url="http://hkitchen.net/qfusion/" name="Qfusion"> appears an interesting project... that's slipped under my radar till now. An advanced multipurpose engine based on Quake II.
Older projects include Michael Olson's <url
@ -933,6 +974,8 @@ Linux Questions <url url="http://www.linuxquestions.org/" name="Quake IV bug for
<url url="ftp://ftp.idsoftware.com/idstuff/quake4/demo/quake4-linux-1.0-demo.x86.run"
name="Quake IV demo">
<url url="http://www.iddevnet.com/quake4/GettingStarted" name="Linux 1.4.2 SDK installer">
</descrip>
<!-- horizontalline -->
@ -1067,8 +1110,7 @@ the <ref id="other_" name="old version"> of this how-to.
</em>
Often, using an alternative game engine such as
<ref id="tyrquake_" name="TyrQuake">,
<ref id="fitzquake_" name="FitzQuake"> or
<ref id="quakespasm_" name="QuakeSpasm"> or
<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
<sect1> Bash Won't Start the Program <p>
@ -1326,9 +1368,9 @@ to use <bf>export CC=gcc32</bf> or edit the Makefile and replace occurrences of
<sect2> 64 Bit CPUs <p>
Most of these legacy programs will probably not work as 64 bit binaries.
<ref id="quakespasm_" name="QuakeSpasm"> is an exception.
It is still possible to compile 32 bit binaries on a 64 bit operating system
however. To do so, edit Makefiles and add "<bf>-m32</bf>" to the load and
It is still possible, however, to compile 32 bit binaries on a 64 bit operating system. To do so, edit Makefiles and add "<bf>-m32</bf>" to the load and
compile flags (LDFLAGS, CFLAGS). This tells GCC to build and link a 32 bit
program (if the 32 bit SDL and OpenGL libraries are also installed). You may
also have to disable the use of x86 assembly.
@ -1372,7 +1414,7 @@ This tip will not work with poorly supported hardware. For Voodoo 1/2 users, vis
<newline><newline>
<item> If still without success, try the
<ref id="fitzquake_" name="FitzQuake"> or <ref id="darkplaces_" name="Darkplaces">
<ref id="quakespasm_" name="QuakeSpasm"> or <ref id="darkplaces_" name="Darkplaces">
SDL clients.
Typing <bf>export SDL_VIDEO_X11_DGAMOUSE=0</bf> before starting
the game will disable hardware dga mouse.
@ -1542,7 +1584,7 @@ proprietary drivers. They are accessed using the bash command <bf>export
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>
<em>Full details of these tweaks are in the Nvidia README, normally installed at "/usr/share/doc/NVIDIA_GLX-1.0/README.txt"</em>
<descrip>
<tag/Full Screen Antialiasing/
@ -1592,7 +1634,7 @@ name="Here"> is a README for old 3Dfx cards.
The author has limited experience with this OS and has tested projects on
FreeBSD 5.3 with Nvidia's proprietary drivers. <ref id="darkplaces_"
name="Darkplaces">, <ref id="tyrquake_" name="TyrQuake"> and <ref id="hexenII_"
name="Darkplaces">, <ref id="quakespasm_" name="QuakeSpasm">, <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
@ -1666,6 +1708,10 @@ complicated. It requires a couple of unusual libraries, and gave this author
compilation errors, so perhaps looking for a RPM package is a better choice.
The author can recommend Yakuake as a very handy X terminal.
<sect1> Launching maps and demos <p>
<url url="http://www.quaddicted.com/?p=374">
<sect1> Interest <p>
<itemize>
@ -1836,9 +1882,10 @@ is often shortened to <bf>.tgz</bf>.
<tag/id Store/<url url="http://www.idsoftware.com/store/index.php?view=quake">
<tag/Icculus/<url url="http://www.icculus.org">
<tag/Icculus Gamers FAQ/<url url="http://www.icculus.org/lgfaq">
<tag/Various Engine Links/<url url="http://icculus.org/~ravage/quake/">
<tag/The Linux Game Tome/<url url="http://www.happypenguin.org">
<tag/Func_Msgboard - Q1 message board from hell ... No, really/<url url="http://www.celephais.net/board/forum.php">
<tag/Quaddicted/<url url="http://www.quaddicted.com/spmaps.html">
<tag/Quaddicted/<url url="http://www.quaddicted.com/">
<tag/Planetquake/<url url="http://www.planetquake.com/quake1">
<tag/PlanetQuake3.net/<url url="http://www.planetquake3.net/index.php">
<tag/Darkplaces Game Engine/<url url="http://www.icculus.org/twilight/darkplaces">
@ -1885,14 +1932,23 @@ This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently unmaintained
<sect1> Todo <p>
<itemize>
<item>Impulses
<item>Flesh out multiplayer section
<item>Flesh out multiplayer/ctf/bots sections
</itemize>
<sect1> Changelog <p>
<descrip>
<tag/2.09 (March 1 2010)/
Added a note about Industri with Tenebrae.
+ QuakeSpasm, AudioQuake, Quore
Fixed the directory hierarchy diagram.
Many minor engine updates
<tag/2.08 (Nov 2008)/
Added detailed mapping section, with much input from GB.