mirror of https://github.com/tLDP/LDP
1278 lines
46 KiB
Plaintext
1278 lines
46 KiB
Plaintext
<!doctype linuxdoc system>
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<article>
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<title>
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Linux Quake How-To
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<author>
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Author: Steven A
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<newline>
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Version: 2.02
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<newline>
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Last updated: February 24, 2006
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<abstract>
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This document is a modern guide to GLQuake, with some information about
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QuakeWorld , Quake II, III and IV.
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</abstract>
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<toc>
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<sect> Introduction
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<sect1> Preamble <p>
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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 almost 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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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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<sect1> About <p>
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This document is not an exhaustive how-to about setting up any one Quake
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program, but a modern guide to GLQuake, a collection of the most useful tips,
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and a pointer to the best resources still available on the web.
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It concentrates on the many engine rewrites and incredible add-ons which make
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Quake the phenomena it is.
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<!-- horizontalline -->
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<sect> General Info
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<sect1> Getting Started <p>
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Installing Quake requires a few basic steps.
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<descrip>
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<tag/Get the Game Data Files/
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Getting the game data files is normally done by installing the game using
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Microsoft Windows, or an emulator such as Wine or Dosbox, and then
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copying the <bf>id1</bf> directory of the installed game to your Linux Quake
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directory (making sure all files are in <ref id="lowercase_" name="lowercase">).
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Alternatively, if you have the DOS Quake CD, you can use the
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<url url="http://freshmeat.net/projects/lhaforunix/" name="lha utility">
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to extract the data files. For early CDs, you must first
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<code> cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1</code>
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Once you have the resource.1 file, then type
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<code>
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cd /usr/local/games/quake
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lha e {some directory}/resource.1
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</code>
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Later versions of the game, including WinQuake, come with the data files in an
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uncompressed form and the <bf>id1</bf> directory can be directly copied from
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the CD.
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<tag/Install a Quake Executable/
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The program you execute to run Quake is known as the
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<ref id="engine_" name="game engine">. There are several to choose from, but
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the simplest choice is either J<>rgen's <ref id="glquake_" name="GLQuake">, or
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the author's <url url="http://prdownloads.sourceforge.net/uhexen2/tyr-glquake?download" name="patched TyrQuake">.
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After downloading or compiling a game engine, place
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this binary in your Quake directory alongside the <bf>id1</bf> directory.
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<tag/Summary/
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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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+- id1 -+- config.cfg
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+- game.dat
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+- pak0.pak
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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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to start the game.
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<tag/Help/
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This sounds simple, but if you are new to Linux and you are not familiar
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with the command line, try one of these links for more information:
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<itemize>
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<item> <ref id="troubleshooting_" name="Trouble-shooting"> section
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<item> The <ref id="old_" 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://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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</itemize>
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</descrip>
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<sect1> Command Line Options <p>
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Command Line Options are extra parameters that are typed on the Linux command
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line following the program's name. Quake has a large number of them, some of
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which vary from engine to engine. The most useful/common ones are:
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<descrip>
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<tag/-window/Run the game in windowed mode
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<tag/-fullscreen/Run the game in fullscreen mode
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<tag/-game NAME/Load the mod NAME.
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<tag/-mem N/Reserve N megabytes of memory for the internal heap. This
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generally defaults to 8 or 16 meg, but must be increased when playing
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larger mods.
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<tag/-width WIDTH/window/fullscreen width
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<tag/-height HEIGHT/window/fullscreen height
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<tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22100, 11025)
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<tag/-sndbits N/Set sound bits to N = 8 or 16
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<tag/-nosound/Disable sound. Necessary when sound is
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absent/unconfigured to stop the game from crashing.
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<tag/-nomtex/Disable GL multitextures.
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<tag/-listen N/Allow a maximum of N players/bots to join multiplayer games.
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<tag/-cddev DEVICE/Use DEVICE for playing the cd music
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<tag/-nocdaudio/Disable cd audio
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</descrip>
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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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<sect1> Game Console Commands <p>
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<em>For more info see <url url="http://www.planetquake.com/console/commands/quake.html"></em>
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The console is an in-game command line at which you can issue commands,
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change variables and cheat. It is toggled by pressing the tilde "˜" key when
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in a game. The main commands include -
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<descrip>
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<tag/god/Invulnerability
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<tag/noclip/Walk through walls
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<tag/notarget/Enemies won't attack player
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<tag/timedemo DEMO/Play DEMO (eg. "demo1") at top speed and show frame rate
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<tag/impulse N/Issue "impulse N"
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These are in-game commands which can be given special uses. The most
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common cheat is <bf>impulse 9</bf> which gives all weapons.
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<tag/bind key "COMMAND"/Bind a key to perform a command
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<tag/map MAP/Load MAP
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<tag/changelevel MAP/Load MAP without resetting player settings
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<tag/quit/Exit to system
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<tag/skill VALUE/value = 0 (easy) - 3 (impossible)
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Degree of difficulty. Level must be restarted to take effect
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<tag/r_wateralpha VALUE/value = 0.0 - 1.0
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Opacity of water
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<tag/_snd_mixahead VALUE/value = 0.1 - 1.0
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Raising this value is a good way to speed up the game at the expense of
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some sound lag. I use 0.3
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<tag/r_shadows FLAG/flag = 0 | 1
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Display model shadows
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<tag/vid_wait FLAG/flag = 0 | 1
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Sync video output with screen refresh
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<tag/chase_active FLAG/flag = 0 | 1
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Show player from third person perspective
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</descrip>
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<!-- horizontalline -->
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<sect> Game Engines <label id="engine_"> <p>
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<sect1> GLQuake <label id="glquake_"> <p>
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The first place for Linux noobs to go is J<>rgen's no frills site. Here you'll
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find some relevant documentation and trouble shooting tips, and a basic
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version of OpenGL Quake for Linux. Fairly pain free by Linux standards, it
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supports most Quake mods, but gamma (brightness) support is broken.
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<url url="http://mfcn.ilo.de/glxquake">
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<label id="darkplaces_">
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<sect1> Darkplaces <p>
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Darkplaces is an amazing Quake engine with a great range of visual
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enhancements and options for colour, effects and sound. It uses the same Doom3
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lighting features as Tenebrae and thus requires a more powerful computer than
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GLQuake and QuakeForge.
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It also supports many otherwise incompatible mods including <ref id="nehahra_"
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name="Nehahra"> and <ref id="nexuiz_" name="Nexuiz">, and has improved support
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for the official mission packs.
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Havoc's <url url="http://icculus.org/twilight/darkplaces/files/"
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name="file archive"> can be a little confusing. The large "gameengine2005"
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tarballs include precompiled binaries and the game's source code in a second
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tarball. To compile your own program uncompress the second tarball
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, type <bf>make</bf> to see a list of possible targets (programs), and select
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one. For example - to build the OpenGL engine with ALSA sound type <bf>make
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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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<url url="http://www.icculus.org/twilight/darkplaces">
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<label id="qudos_">
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<sect1> QuDos Quake Ports <p>
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"Here you'll find QuDos' `linuxified` src+bin tarballs for popular quake ports,
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including that of bjp for Nehahra."
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This is great news for gamers. For the first time these engines - including
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DemonQuake, JoeQuake, NehQuake, Qrack and Tremor - have been ported to Linux.
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<url url="http://qudos.quakedev.com/linux/quake1/NehQuake-bjp-bin-src.linux.tar.bz2"
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name="NehQuake"> runs <ref id="nehahra_" name="Nehahra"> much faster than
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Darkplaces, and <url url="http://qudos.quakedev.com/linux/quake1/JoeQuake-v0.15b1146-bin-src.linux.tar.bz2" name="JoeQuake"> has impressive eye candy.
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The tarballs include source code, binaries and in most cases the data
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files necessary for the engine. To install these data files, find the simply
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named folders (such as "joequake" or "qrack") inside the tarballs and move them
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to your quake directory. If they are not present you will have to download them
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from the game's homepage.
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For some of the engines, an additional sound library (which is included)
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has to be installed. To do this:
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<code>
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su
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cd /usr/lib
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mv {some directory}/libfmod-3.74.1.so .
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ln -s libfmod-3.74.1.so libfmod.so
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ldconfig
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</code>
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or visit the <url url="http://www.fmod.org" name="FMOD homepage"> and install the
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libraries manually.
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<url url="http://qudos.quakedev.com/linux/quake1">
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<label id="quakeforge_">
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<sect1> QuakeForge <p>
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QF is the most comprehensive Linux Quake project. It has a visually enhanced engine,
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numerous single player and <ref id="quakeworld_" name="QuakeWorld"> clients and
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Quake C tools. Amongst it's features are:
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an overhauled menuing sytem, a new "heads up display", and in-game help.
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Possibly because of it's size, QuakeForge hasn't been updated in years
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and it's documentation was never quite finished.
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The usual "configure && make && make install" will build the whole project, but
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to make a single player binary only, try:
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<code>
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configure --with-static-plugins --without-tools --without-servers --with-clients=glx
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zcat <ruamoko/cl_menu/menu.dat.gz >{somedir}/quake/id1/menu.dat
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</code>
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For information about building QuakeForge on the BSD Unices, see the <ref
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id="freebsd_" name="FreeBSD"> section.
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Kudos to the QuakeForge team for a huge project which has provided much inspiration
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for other open source games.
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<url url="http://www.quakeforge.net">
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<newline>
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<url url="http://sourceforge.net/projects/quake/">
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<label id="tyrquake_">
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<sect1> TyrQuake <p>
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Is a fairly complete project including 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 miminalist engine for Windows and Linux.
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To compile TyrQuake-0.47, first edit the makefile and select a few options.
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(The single player client is "NQ"). Nvidia users may have to apply <url
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url="http://prdownloads.sourceforge.net/uhexen2/tyrquake-0.47-nvidia.patch?download"
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name="this patch"> to fix a few bugs. Versions after 0.47 should build
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without this.
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A patched TyrQuake single player binary is available
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<url url="http://prdownloads.sourceforge.net/uhexen2/tyr-glquake?download" name="here">.
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<url url="http://disenchant.net/engine.html">
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<sect1> Software Quake <p>
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<em>For a more in-depth treatment of Software Quake, see the <ref id="old_" name="previous version"> of this how-to</em>.
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The <url url="http://www.quakeforge.net/files/q1source.zip" name="original
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WinQuake source"> also came with two pixelated versions of the game:
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<itemize>
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<item> X Quake (quake.x11)
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<item> Svga Quake (squake)
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</itemize>
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but compiling them is no longer straight forward. It involves copying
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<bf>Makefile.linux</bf> to <bf>Makefile</bf>, editing this file to remove the extra
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targets , replacing <bf>/usr/X11/lib</bf> with <bf>/usr/X11R6/lib</bf> and typing
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<bf>make build_release</bf>.
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There are easier options though. <ref id="tyrquake_" name="TyrQuake">
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and <ref id="quakeforge_" name="QuakeForge"> have software clients, and there is
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also an old <url url="http://www.libsdl.org/projects/quake/" name="SDL Quake">
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written by SDL's author, Sam Lantinga, which should work on all modern platforms.
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<sect1> Other <p>
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<label id="nprquake_">
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<sect2> NPRQuake <p>
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Another Quake engine which has been ported to Linux but afaik hasn't been
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touched in a few years is <url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/" name="NPRQuake">.
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Notably, it has the ability to load different renderers on the fly (!) which
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is pretty cool. The <url url="http://www.geocities.com/coolguywithgun" name="linux port"> includes support for the cartoon renderer
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<url url="http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm" name="ainpr">,
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and works really well for me.
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The <url url="http://www.tempestgames.com/ryan/" name="SDL version">
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has rewritten mouse and video code and may work on otherwise troublesome
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systems. But the sound APIs have not been ported to SDL, so it
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is not a truly portable engine.
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<sect2> Tenebrae <p>
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A Quake engine using advanced lighting techniques similar
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to those in Doom III. Requires a very fast computer to run and may not be compatible with all hardware.
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<url url="http://tenebrae.sourceforge.net/">
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<sect2> Twilight Project <p>
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The <url url="http://icculus.org/twilight" name="Twilight Project">
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"is a set of rather minimalist NQ and QW engines that focus on insane rendering
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speed, it is however a bit unstable at the moment."
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<!-- horizontalline -->
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<sect> Mods
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<sect1> Mods <p>
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There are hundreds of user created levels - known variously as "mods", "total
|
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conversions" or simply "maps", all over the internet. When it comes to
|
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finding them though, many URLs are no longer valid, and it is easier to just
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google for a file name (perhaps adding "quake" as an extra search term) than
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to try and find the project's homepage - which is probably just dust in the
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ether now.
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To run new maps, place the bsp file into the "quake/id1/maps"
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subdirectory, and start Quake with the <bf>+map MAPNAME</bf> option.
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Installing mods is simply a matter of creating a subdirectory DIR and
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extracting the contents of the mod zipfile/tarball into this directory.
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It is then loaded by using the <bf>-game DIR</bf> command line option and,
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sometimes, <bf>+map MAPNAME</bf> where MAPNAME is the mod's start map.
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For both maps and mods, all files should be in <ref id="lowercase_" name="lowercase"> format.
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QuakeTerminus has a good
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<url url="http://www.quaketerminus.com/addon.htm" name="list"> of mods,
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and
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Tenfour numerous <url url="http://tenfourmaps.telefragged.com/php/revidx.php?gameid=q1&sortby=date&reversesort=1&page=1" name="map reviews">.
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||
A few of the author's favourites are:
|
||
|
||
<descrip>
|
||
|
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<tag/Soul of Evil/
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Soul of Evil is a gorgeous medieval themed mod with two single player
|
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episodes, a melee style arena mode and nice documentation. Many thanks to
|
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Tronwyn, Fat Controller and their co-authors.
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<url url="http://www.planetquake.com/tronyn/soul" name="Link">
|
||
|
||
<label id="nehahra_"><tag/Nehahra/
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||
Epic. Ambitious. Otherwordly.
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||
Nehahra is the definitive Quake mod, supported in Linux by LordHavoc's
|
||
<ref id="darkplaces_" name="Darkplaces">, and <ref id="qudos_" name="QuDos">'
|
||
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.
|
||
<url url="http://www.planetquake.com/nehahra" name="Link">
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||
|
||
<tag/Contract Revoked/
|
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A modern mod which made my jaw drop. It also has ambitious sequels: The Lost
|
||
Chapters and Quoth.
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||
<url url="http://kell.spawnpoint.org/convoked.html" name="Link">
|
||
|
||
<tag/The Masque of the Red Death/
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||
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/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/Neil Manke's mods/
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||
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,
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||
<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">
|
||
|
||
<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://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.
|
||
<url url="http://www.planetquake.com/QdQ/sds.html" name="Link">
|
||
|
||
<tag/Insomnia/
|
||
Cracking game-play and rivers of blood -
|
||
<url url="http://www.google.com.au/search?q=czg07.zip" name="czg07.zip">
|
||
|
||
<tag/Zerst<73>rer/
|
||
Dark and bloody, with Doom's paranoiac atmosphere - a classic.
|
||
Zerst<EFBFBD>rer also has some good death match levels -
|
||
<url url="http://www.google.com.au/search?q=zerstorer.zip" name="zerstorer.zip">
|
||
|
||
<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.zip">
|
||
|
||
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.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">
|
||
|
||
</descrip>
|
||
|
||
<sect1> Commercial Mods <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/Mission Pack 1/
|
||
Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive).
|
||
|
||
<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.
|
||
|
||
<tag/Malice/
|
||
Very original Quake total conversion, with the greatest
|
||
(make believe) machine gun I've ever unleashed. Worth paying for.
|
||
|
||
<tag/Abyss of Pandemonium/
|
||
Commercial mod now freely available:
|
||
<url url="http://www.planetquake.com/impel" name="Link">
|
||
|
||
<tag/Ravages of Apocalypse/
|
||
Xmen mod! Great models. Shame about the game-play. ...When good mods turn bad.
|
||
<newline>
|
||
This mod has now been released free of charge, and can be found
|
||
<url url="http://www.zerogravity.com.au/xmen/" name="here">.
|
||
|
||
<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.
|
||
|
||
</descrip>
|
||
|
||
<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.
|
||
|
||
<bf>GtkRadiant</bf>
|
||
is the only currently maintained 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..
|
||
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.
|
||
|
||
<ref id="quakeforge_" name="QuakeForge">
|
||
include 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.
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Multiplayer <p>
|
||
|
||
<label id="quakeworld_">
|
||
|
||
<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">.
|
||
|
||
<label id="fuhquake_">
|
||
|
||
<sect1> FuhQuake <p>
|
||
|
||
... "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.
|
||
|
||
<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.
|
||
|
||
<url url="http://www.nexuiz.com">
|
||
|
||
<label id="digitalpaint2_">
|
||
|
||
<sect1> Digital Paint 2 <p>
|
||
|
||
Paintball comes to Linux !
|
||
|
||
Digital Paint 2 is an "original" multiplayer game based on the
|
||
<ref id="quakeII_" name="Quake II">
|
||
engine. It's colourful and fun nature is a departure
|
||
from the usual dark tone of most Quake games. Being a totally remodeled
|
||
game, it doesn't require you to have the original Quake II ;->.
|
||
|
||
Single player games are possible by playing against computer bots.
|
||
|
||
<url url="http://www.planetquake.com/digitalpaint/">
|
||
|
||
<sect1> Battle Mech <p>
|
||
|
||
Battle Mech is a top down Mechwarrior style mod. Make sure to use the
|
||
<url url="http://static.condemned.com/files/bmech_stuff/battlemech-1.1.tar.gz"
|
||
name="1.1"> tarball.
|
||
|
||
<url url="http://static.condemned.com/index.shtml">
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Trouble-shooting <label id="troubleshooting_"> <p>
|
||
|
||
<em>Other trouble-shooting resources can be found at:
|
||
<url url="http://mfcn.ilo.de/glxquake" name="J<>rgen's GLQuake Site">,
|
||
the <ref id="old_" 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
|
||
<ref id="tyrquake_" name="TyrQuake">,
|
||
<ref id="fuhquake_" name="FuhQuake"> and
|
||
<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
|
||
</em>
|
||
|
||
<sect1> Bash won't start the program <p>
|
||
|
||
<bf>"bash: ./glquake.glx: Permission denied"</bf>
|
||
|
||
<itemize>
|
||
|
||
<item> The binary may not have the executable bit set.
|
||
Type <bf>chmod +x glquake.glx</bf> to fix this.
|
||
<newline><newline>
|
||
<item> If the program is located on a windows partition, it is possible it has
|
||
been mounted with the <bf>noexec</bf> option.
|
||
<newline>Type (as root): <bf>mount -o remount,exec /mnt/windows</bf>
|
||
|
||
</itemize>
|
||
|
||
<bf>"bash: glquake.glx: command not found"</bf>
|
||
|
||
<itemize>
|
||
<item> Bash may not be including the current directory in it's path. Type:
|
||
"<bf>export PATH=$PATH:.</bf>"
|
||
</itemize>
|
||
|
||
<sect1> Program dies at startup <p>
|
||
|
||
This is not good, but some simple options to try are:
|
||
|
||
<itemize>
|
||
|
||
<item> - use <bf>-nosound</bf> to test if sound is the problem.
|
||
<newline>
|
||
Sound problems are covered in detail below.
|
||
|
||
<newline><newline>
|
||
|
||
<item> - use <bf>-noudp</bf> if network is unconfigured.
|
||
|
||
<newline><newline>
|
||
|
||
<item> - use <bf>-nocdaudio</bf> if cdrom is absent.
|
||
|
||
<newline><newline>
|
||
|
||
<item> - use <bf>-height</bf>, <bf>-width</bf> and
|
||
<bf>-fullscreen</bf> command line options to select a screen
|
||
mode you know is properly configured.
|
||
<newline>
|
||
e.g. <bf>glquake.glx -width 800 -height 600 -fullscreen -nosound</bf>
|
||
<newline> <newline>
|
||
|
||
</itemize>
|
||
|
||
<label id="lowercase_"><bf>Files not lowercased</bf> or <bf>Data files missing</bf>.
|
||
|
||
Linux Quake requires (most) filenames to be in lowercase. If you get an error
|
||
similar to "<bf>Error: W_LoadWadFile: couldn't load gfx.wad</bf>" it means the game
|
||
can't find the data files, possibly because they are not all lowercase.
|
||
|
||
<itemize>
|
||
|
||
<item> Make sure you have the subdirectory "id1" (not "ID1")
|
||
containing the files "pak0.pak" and "pak1.pak".
|
||
<newline><newline>
|
||
<item> For a comprehensive lowercase utility, download this
|
||
<url url="http://prdownloads.sourceforge.net/uhexen2/lowercase?download" name="utility"> or visit
|
||
<url url="http://filerenameutils.sourceforge.net">.
|
||
|
||
</itemize>
|
||
|
||
"<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.
|
||
|
||
</itemize>
|
||
|
||
<sect1>Program dies loading level <p>
|
||
|
||
<itemize>
|
||
|
||
<item> Many mods require extra memory. Use the <bf>-mem 48</bf> option
|
||
to allocate 48 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.
|
||
|
||
<newline> <newline>
|
||
|
||
<item> In some cases, this problem can be sound related. Try some of the tips in the
|
||
sound section.
|
||
|
||
</itemize>
|
||
|
||
<sect1> Sound Problems <p>
|
||
|
||
<em>For more information about Linux sound see the <ref id="sound_" name="drivers"> section.
|
||
</em>
|
||
|
||
An error such as: "<bf>/dev/dsp: Device or resource busy</bf>" indicates some program is
|
||
already using your sound card, and you will have to halt this program to get
|
||
Quake sound effects.
|
||
|
||
<itemize>
|
||
|
||
<item> From the Linux command line, type <bf>killall artsd</bf>
|
||
or <bf>killall esd</bf> to terminate either of these popular sound daemons.
|
||
|
||
<newline> <newline>
|
||
|
||
<item> Alternatively, to run Quake through the KDE sound daemon, type
|
||
<bf>artsdsp glquake.glx ...</bf>
|
||
|
||
</itemize>
|
||
|
||
"Quake engine games exit, and I see an error about <bf>mmap</bf>!"
|
||
|
||
<itemize>
|
||
|
||
<item> The <url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">
|
||
recommends "Your sound card/driver doesn't support this needed feature.
|
||
However, if you use KDE/arts you may be able to bypass this with the -m switch
|
||
to the artsdsp wrapper".
|
||
<newline><newline>
|
||
Make sure the <bf>artsd</bf> program is running
|
||
by typing <bf>ps -A | grep artsd</bf> and checking that this command returns
|
||
at least one non-empty line. Then type <bf>artsdsp -m glquake.glx</bf>.
|
||
|
||
<newline><newline>
|
||
|
||
<item> Try alternative sound drivers as outlined in the
|
||
<ref id="sound_" name="Sound Drivers"> section.
|
||
|
||
</itemize>
|
||
|
||
Sound stutters or is not very good.
|
||
|
||
<itemize>
|
||
|
||
<item> Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s), or
|
||
swapping sound drivers.
|
||
|
||
</itemize>
|
||
|
||
<sect1> Other Issues <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/Game is too dark/If changing the brightness setting in the options menu
|
||
doesn't work, you can use the <bf>xgamma</bf> program to brighten the whole display.
|
||
|
||
<itemize>
|
||
|
||
<item> Type <bf>xgamma -gamma VALUE</bf> before running the game, where VALUE is a number larger than 1.
|
||
When you've finished, use <bf>xgamma -gamma 1</bf> to restore the brightness.
|
||
</itemize>
|
||
This tip will not work with poorly supported hardware. For Voodoo 1/2 users, visit
|
||
<url url="http://sourceforge.net/docman/display_doc.php?docid=28982&group_id=124987" name="here"> for more information.
|
||
|
||
|
||
<tag/Mouse look/"This game won't let me look around properly. %$!$@"
|
||
|
||
<itemize>
|
||
|
||
<item> Bring down the game console with the "˜" key and enter <bf>+mlook</bf>.
|
||
|
||
</itemize>
|
||
|
||
<tag/Mouse doesn't work properly/ Try the following -
|
||
|
||
<itemize>
|
||
|
||
<item> Start the game in fullscreen mode by using the <bf>-fullscreen</bf> option.
|
||
|
||
<newline><newline>
|
||
|
||
<item> From the game console, type <bf>_windowed_mouse 1</bf>
|
||
|
||
<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.
|
||
Typing <bf>export SDL_VIDEO_X11_DGAMOUSE=0</bf> before starting
|
||
the game will disable hardware dga mouse.
|
||
|
||
<newline><newline>
|
||
|
||
</itemize>
|
||
|
||
<tag/Game saves fail / Options not remembered/If you are running Quake
|
||
as a normal user and experiencing these problems it's probably due to
|
||
having insufficient privileges to write to the game directories. Solutions
|
||
include:
|
||
|
||
<itemize>
|
||
|
||
<item> Run the game as super user: Type <bf>su</bf> and enter root's
|
||
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.
|
||
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
|
||
recommended users read the <bf>chmod</bf> and <bf>chown</bf> man
|
||
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="quakeforge_" name="QuakeForge"> game engines, which correctly
|
||
place per-user data in their home directory.
|
||
|
||
</itemize>
|
||
|
||
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.
|
||
In such cases, the author can offer no simple advice %-/.
|
||
|
||
<tag/Crazy polygons/
|
||
Some mission-packs/mods for Quake can cause existing player/monster models to
|
||
be drawn with lines all over the place. To fix this, delete the directory
|
||
"quake/id1/glquake". When you next run the game, it will remake this 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.
|
||
|
||
<itemize>
|
||
|
||
<item> From the game console, type <bf>gl_ztrick 0</bf>.
|
||
|
||
</itemize>
|
||
|
||
<tag/Other graphical anomalies/
|
||
|
||
Some Quake engines use an OpenGL speed-up known as multitexturing.
|
||
This normally works fine, but if you are experiencing glitches
|
||
you can disable this feature with the <bf>-nomtex</bf> option.
|
||
|
||
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.
|
||
|
||
</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. 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/
|
||
|
||
<url url="http://www.x.org">
|
||
|
||
<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=22" name="Linux Gamers ATI How-To">
|
||
|
||
<url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=31" name="Linux Gamers Nvidia How-To">
|
||
|
||
</descrip>
|
||
|
||
<sect1> Sound Drivers <label id="sound_"> <p>
|
||
|
||
There are two major Linux sound systems -
|
||
Open Sound System and ALSA. If you are experiencing sound problems and
|
||
the trouble-shooting section hasn't helped, you
|
||
may consider changing the sound driver. This can be hard work, and is only
|
||
for experienced users.
|
||
|
||
To ascertain which driver you are currently using,
|
||
type <bf>lsmod</bf> to list currently loaded kernel modules. The ALSA sound
|
||
modules have verbose names starting with "snd_", while the OSS modules have
|
||
more terse names. For example, the ALSA Sound Blaster Live module is
|
||
"snd_emu10k1", while the OSS module is "emu10k1". Since Linux kernel 2.6, ALSA
|
||
has been the standard sound system, while 2.4 and earlier were more likely to
|
||
come with OSS sound.
|
||
|
||
Information about ALSA can be found at the
|
||
<url url="http://www.alsa-project.org" name="Alsa Homepage">
|
||
and Linux Journal's
|
||
<url url="http://www.linuxjournal.com/node/8234/print" name="Guide to ALSA">.
|
||
|
||
For those already with ALSA wishing to try the OSS modules, a
|
||
<url url="http://www.tldp.org/HOWTO/Kernel-HOWTO/" name="kernel recompile">
|
||
is probably necessary.
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Quake Sequels <p>
|
||
|
||
<label id="hexenII_">
|
||
|
||
<sect1> Hexen II <p>
|
||
|
||
Hexen II is a colourful adaption of the Quake engine, and in terms of
|
||
source code and theme is much closer than Quake II to the original
|
||
game. Unfortunately, <url url="http://ravensoft.com" name="Raven Software">
|
||
released the game with many rough edges... So beautiful, yet so cruel.
|
||
|
||
<url url="http://uhexen2.sourceforge.net" name="Hammer of Thyrion">
|
||
is the main Linux Hexen II port , and has had much work
|
||
done towards squishing bugs and enhancing the OpenGL graphics.
|
||
While it is not as widely distributed as Quake, the HoT demo includes some
|
||
of the game's best levels and is available from the Sourceforge <url
|
||
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.
|
||
|
||
The multiplayer paintball mod <ref id="digitalpaint2_" name="Digital Paint 2">
|
||
is based on Quake II.
|
||
|
||
<em>See the <ref id="old_" name="old version"> of this how-to
|
||
for Quake II troubleshooting tips.</em>
|
||
|
||
<sect1> Quake III Arena <p>
|
||
|
||
The third Quake installment was a landmark multiplayer game, with some of the
|
||
most beautiful and well balanced fragging ever. It was one of the first games
|
||
to receive a full Linux commercial release.
|
||
|
||
Recently <url url="http://www.idsoftware.com" name="ID Software">
|
||
released the source code, and you'll find an
|
||
<url url="http://www.icculus.org/quake3/" name="Open Source Quake III"> project
|
||
at Icculus.org.
|
||
|
||
Most mods should work. The Linux Gamers FAQ reports:
|
||
<verb>
|
||
Yes, ... modifications work in Linux as long as they are compiled to the
|
||
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.
|
||
|
||
For an atmospheric Q3 single player conversion visit
|
||
<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">.
|
||
|
||
<descrip>
|
||
|
||
<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.
|
||
|
||
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
|
||
<url url="http://www.linuxquestions.org/questions/history/260975" name="Sound">
|
||
and
|
||
<url url="http://www.linuxquestions.org/questions/history/225821" name="Mouse">
|
||
problems.
|
||
|
||
All things Quake III at <url url="http://www.planetquake.com/quake3/q3aguide/" name="Planet Quake">
|
||
|
||
</descrip>
|
||
|
||
<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.
|
||
|
||
<descrip>
|
||
|
||
<tag/Links/
|
||
|
||
The <url url="http://zerowing.idsoftware.com/linux/quake4/" name="Official Linux Faq">
|
||
|
||
Linux Questions <url url="http://www.linuxquestions.org/" name="Quake IV bug forums">
|
||
|
||
<url url="ftp://ftp.idsoftware.com/idstuff/quake4/demo/quake4-linux-1.0-demo.x86.run"
|
||
name="Quake IV demo">
|
||
|
||
</descrip>
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Other
|
||
|
||
<sect1> Text Version <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">.
|
||
|
||
<sect1> Old Quake How-To <label id="old_"> <p>
|
||
|
||
... is located <url url="http://webpages.mr.net/bobz/howto/" name="here">
|
||
|
||
<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
|
||
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
|
||
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">.
|
||
|
||
<ref id="quakeforge_" name="QuakeForge"> is a comprehensive Quake project,
|
||
but may have installation issues with newer FreeBSD releases. The memory
|
||
allocator routine "alloca" is not correctly detected on FreeBSD 5.3. The fix
|
||
is, after running "configure", to add "#define C_ALLOCA 1" to
|
||
"include/config.h" and undefine other ALLOCA variables. Another issue is the
|
||
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> Miscellaneous <p>
|
||
|
||
<itemize>
|
||
|
||
<item> Because of the way the original game renders the sky, any map with
|
||
numerous outdoor enemies suffers a big performance hit.
|
||
|
||
<newline><newline>
|
||
|
||
<item> You can jump further when strafing than when going forward or back 8-)
|
||
|
||
<newline><newline>
|
||
|
||
<item> The <bf>timedemo demo1</bf> command is a great way to benchmark your system.
|
||
|
||
<newline><newline>
|
||
|
||
<item> Rocket-jumping is the technique of using a rocket or grenade
|
||
explosion to jump further than normal. For a demonstration see the
|
||
Scourge done Slick speed run.
|
||
|
||
<newline><newline>
|
||
|
||
<item> John Carmack -
|
||
<newline>
|
||
"At this time (march '97), the only standard opengl hardware that can play
|
||
glquake reasonably is an intergraph realizm, which is a VERY expensive card"
|
||
|
||
<newline><newline>
|
||
|
||
<item> From the original Quake How-To -
|
||
<newline>
|
||
"Hardware-accelerated OpenGL Quake is Quake the way God intended it to
|
||
be. There is no substitute, and once you've experienced it there's no
|
||
going back."
|
||
|
||
<newline><newline>
|
||
|
||
<item> Func Message Board -
|
||
<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
|
||
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.
|
||
|
||
</itemize>
|
||
|
||
<sect1> Links <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/ID Software/<url url="http://www.idsoftware.com">
|
||
<tag/The Linux Game Tome/<url url="http://www.happypenguin.org">
|
||
<tag/Icculus/<url url="http://www.icculus.org">
|
||
<tag/Icculus Gamers FAQ/<url url="http://www.icculus.org/lgfaq">
|
||
<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">
|
||
<tag/J<>rgen's GLQuake Site/<url url="http://mfcn.ilo.de/glxquake">
|
||
<tag/Quake Forge/<url url="http://www.quakeforge.net">
|
||
<tag/Darkplaces Game Engine/<url url="http://www.icculus.org/twilight/darkplaces">
|
||
<tag/Linux Hexen II project/<url url="http://uhexen2.sourceforge.net">
|
||
<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>
|
||
|
||
<sect1> Glossary <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/ALSA/ <url url="http://www.alsa-project.org" name="Advanced Linux Sound Architecture">.
|
||
|
||
<tag/API/Application Program Interface. The computer libraries
|
||
which are used when programming, and link the game to the hardware.
|
||
|
||
<tag/Bot/A computer generated player with artificial intelligence (cough), in
|
||
a multiplayer game. Used to play multiplayer when no-one's around or not
|
||
connected to a network.
|
||
|
||
<tag/Client/This word is used in two subtly different ways. In single player,
|
||
the Quake game is known as a client, with different clients using their own
|
||
graphics libraries (for example, the GL client "quake.glx" or the X11 client
|
||
"quake.x11"). The usage is similar in multiplayer games, but also means the
|
||
per-user program which connects to a single "server" program which lets all
|
||
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
|
||
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.
|
||
|
||
<tag/Noob/Newbie. Someone new to a computer related topic.
|
||
|
||
<tag/Patch/A software patch (or diff) is a single file used to alter
|
||
a source code tree before compilation. It is often used to fix bugs or
|
||
add new features that the original author didn't include.
|
||
|
||
Usage of the GNU patch utility is of the form <bf>patch [--dry-run] -pNUM
|
||
<FILE </bf> where NUM is the number (usually 0 or 1) of directories to
|
||
strip from the patch file. This number is not obvious except to unix gurus, but
|
||
using the "--dry-run" option will let you test run patch so you can find the
|
||
correct NUM. ...Using the wrong number will make patch output all sorts of
|
||
cryptic messages which can be terminated with a <bf>control-C</bf> character.
|
||
|
||
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.
|
||
|
||
<tag/Server/A program central to multiplayer games to which every player connects.
|
||
|
||
<tag/Tarball/An archive file such as <bf>somefile.tar</bf> created by the
|
||
"tar" program. It is often compressed using the programs
|
||
"gzip" or "bzip2", in which case it will normally end in the letters
|
||
<bf>.gz</bf> or <bf>.bz2</bf>. The extension <bf>.tar.gz</bf>
|
||
is often shortened to <bf>.tgz</bf>.
|
||
|
||
</descrip>
|
||
|
||
<sect1> Credits <p>
|
||
|
||
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><url url="http://www.idsoftware.com" name="ID Software">.
|
||
|
||
<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">.
|
||
|
||
<sect1> Todo <p>
|
||
|
||
demo, quakeworld status , impulses, ezquake.
|
||
|
||
<sect1> Author <p>
|
||
|
||
Steven A.
|
||
|
||
<url url="http://sourceforge.net/users/stevenaaus" name="Sourceforge user page">
|
||
|
||
<url url="mailto:yahoo - dot - com - username - stevenaaus" name="Email">
|
||
|
||
</article>
|