mirror of https://github.com/tLDP/LDP
662 lines
26 KiB
Plaintext
662 lines
26 KiB
Plaintext
<!doctype linuxdoc system>
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<article>
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<title>Linux Quake How-to
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<author>Author: Steven A
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<newline>
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Last updated: September 2, 2005
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<abstract>
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This document is a modern guide to GLQuake, a collection of the most useful
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tips and a pointer to the best resources still available on the web.
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</abstract>
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<toc>
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<!-- ################################################# -->
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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 free operating system we all love, 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 of 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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concentrating on the many engine re-writes and incredible add-ons which make
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quake such a great game.
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<!-- ################################################# -->
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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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Getting the game data files is normally done by installing the game using
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Microsoft Windows, or a Windows emulator such as Wine, and then copying the
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<bf>id1</bf> directory of the installed game to your Linux Quake directory
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(making sure all files are in <ref id="lowercase_" name="lowercase">).
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You can then install a <ref id="engine_" name="game engine"> and execute
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this program to play Quake.
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For example, if you installed Jörgen's <ref id="glquake_" name="glquake">,
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typing from an xterm window
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<bf>glquake.glx -fullscreen -width 800 -height 600</bf>
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will start the game at 800x600 resolution in fullscreen mode.
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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 Linux command line try one of these links for more information:
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<itemize>
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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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</itemize>
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<sect1> Command Line Options <p>
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Quake has a large number of command line options, some of which vary
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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/-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/-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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<tag/-nomouse/Disable pointer support
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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 <bf>glquake.glx +skill 2 +map e1m1</bf>.
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<sect1> Trouble Shooting <p>
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<em>Other trouble shooting resources can be found at:
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<url url="http://mfcn.ilo.de/glxquake" name="Jörgen's GLQuake Site">,
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the <ref id="old_" name="old version"> of this how-to, and
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<url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">
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</em>
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<descrip>
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<tag/Program dies at startup/
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This is not good, but some simple options to try are:
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<itemize>
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<item>- use <bf>-nosound</bf> if sound is unconfigured.
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<newline><newline>
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<item>- use <bf>-noudp</bf> if network is unconfigured.
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<newline><newline>
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<item>- use <bf>-nocdaudio</bf> if cdrom is absent.
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<newline><newline>
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<item>- use <bf>-height</bf>, <bf>-width</bf> and
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<bf>-fullscreen</bf> command line options to select a screen
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mode you know is properly configured.
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<newline>
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e.g. <bf>glquake.glx -width 800 -height 600 -fullscreen -nosound</bf>
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<newline> <newline>
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</itemize>
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<label id="lowercase_"><bf>Files not lowercased</bf> or <bf>Data files missing</bf>.
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Linux Quake requires (most) filenames to be in lowercase. If you get an error
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similar to "<bf>Error: W_LoadWadFile: couldn't load gfx.wad</bf>" it means the game
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can't find the data files, possibly because they are not all lowercase.
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<itemize> <item>Make sure you have the subdirectory "id1" (not "ID1")
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containing the files "pak0.pak" and "pak1.pak". <newline><newline> <item>For a
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comprehensive lowercase utility, visit <url
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url="http://www.sourceforge.net/projects/filerenameutils">.
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</itemize>
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"<bf>Memory overwrite in Sys_Printf</bf>"
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<itemize> <item>
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This error means you need to edit file <bf>sys_linux.c</bf>,
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procedure <bf>Sys_Printf</bf>, at or near line 89, and change
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<bf>text[1024]</bf> to <bf>text[4096]</bf> and recompile.
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</itemize>
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<tag/Program dies loading level/
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<itemize>
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<item>Many mods require extra memory. Use the <bf>-mem 49152</bf> option
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to allocate 48M ram for the heapsize.
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<newline> <newline>
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<item>A few newer mods just won't work with standard GLQuake, and need
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an enhanced <ref id="engine_" name="game engine">, though they will generally indicate
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this in their documentation.
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<newline> <newline>
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<item> In some cases, this problem can be sound related. Try some of the tips in the
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sound section.
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</itemize>
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<tag/Sound problems/
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An error such as: "<bf>/dev/dsp: Device or resource busy</bf>" indicates some program is
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already using your sound card, and you will have to halt this program to get
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Quake sound effects.
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<itemize>
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<item>From the Linux command line, type <bf>killall artsd</bf>
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or <bf>killall esd</bf> to terminate two popular sound daemons.
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</itemize>
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"Quake engine games exit, and I see an error about <bf>mmap</bf>!"
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<itemize>
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<item> The <url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">
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recommends "Your sound card/driver doesn't support this needed feature.
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However, if you use KDE/arts you may be able to bypass this with the -m switch
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to the artsdsp wrapper". Try <bf>artsdsp -m glquake.glx</bf>.
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<newline><newline>
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<item> If you are using a Linux kernel 2.4 (or earlier) you may also be using
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the kernel sound modules rather than ALSA sound. Swapping your sound modules
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can be hard work, with good online documentation scarce, but start with a visit
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to the <url url="http://www.alsa-project.org" name="Alsa Homepage"> and download
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the alsa drivers source code.
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</itemize>
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Sound stutters or is not very good.
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<itemize>
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<item>Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s).
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<newline><newline>
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<item>You may also try using the ALSA sound modules as mentioned above.
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</itemize>
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<tag/Mouse look/"This game won't let me look around properly. %$!$@"
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<itemize>
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<item>Bring down the console with the "˜" key and enter <bf>+mlook</bf>.
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</itemize>
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<tag/Mouse doesn't work properly/ Try the following -
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<itemize>
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<item>Start the game in fullscreen mode by using the <bf>-fullscreen</bf> option.
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<newline><newline>
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<item>From the console, type <bf>_windowed_mouse 1</bf>
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<newline><newline>
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<item>If you're using fluxbox, try another window manager. Fluxbox has issues
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with some games in fullscreen mode.
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<newline><newline>
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<item>If still without success, try the
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<ref id="nprquake_" name="NPRQuake">
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sdl client <bf>glquake.sdl</bf> which uses the SDL api.
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Typing <bf>export SDL_VIDEO_X11_DGAMOUSE=0</bf> before starting
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the game will disable hardware dga mouse.
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<newline><newline>
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<item><ref id="fuhquake_" name="FuhQuake"> and
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<ref id="darkplaces_" name="Darkplaces"> also have re-written mouse code.
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</itemize>
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<tag/Crazy polygons/ Some mission-packs/mods for Quake can cause existing
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player/monster models to be drawn with lines all over the place. To fix this,
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delete the directory "quake/id1/glquake". When you next run the game, it will
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remake this directory and everything should be fine.
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<tag/Lines on screen/
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A common problem with 3dfx cards is a shower of flickering lines on the screen.
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<itemize>
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<item>From the console, type <bf>gl_ztrick 0</bf>.
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</itemize>
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</descrip>
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<sect1> Hardware Acceleration <p>
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Setting up hardware GL acceleration under Linux used to be a big deal, but
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modern distros should now handle this automatically. Of course there are
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exceptions..
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Nvidia's drivers for all of their modern video cards are not open source.
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Because of this many distributions do not include them. If your Nvidia card
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is running slowly this is probably the cause, and you should visit
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<url url="http://www.nvidia.com"> to download the Linux installer. In my experience
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these drivers are great, but not all versions work 100% with all cards. If
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you have a misbehaving Nvidia video card, try a different driver.
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While new versions of XFree and <url url="http://www.x.org" name="Xorg"> have great
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support for Voodoo 3, 4 and 5, early 3dfx hardware such as Voodoo1, Voodoo2
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and Rush are no longer hardware accelerated. To get OpenGL working for these
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cards, you'll need to download, install and/or compile the software libraries
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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
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3dfx cards.
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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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<sect1> Miscellaneous <p>
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<itemize>
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<item>Because of the way the original game renders the sky, any map with
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numerous outdoor enemies suffers a big performance hit.
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<newline><newline>
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<item>You can jump further when strafing than when going forward or back 8-)
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<newline><newline>
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<item>The <bf>timedemo demo1</bf> command is a great way to benchmark your system.
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<newline><newline>
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<item>Rocket-jumping is the technique of using a rocket or grenade
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explosion to jump further than normal. For a demonstration see the
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Scourge done Slick speed run.
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<newline><newline>
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<item>John Carmack -
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<newline>
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"At this time (march '97), the only standard opengl hardware that can play
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glquake reasonably is an intergraph realizm, which is a VERY expensive card"
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<newline><newline>
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<item>From the original Quake How-To -
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<newline>
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"Hardware-accelerated OpenGL Quake is Quake the way God intended it to
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be. There is no substitute, and once you've experienced it there's no
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going back."
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</itemize>
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<!-- ################################################# -->
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<horizontalline>
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<sect>Game Engines <label id="engine_">
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<p>
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The program you execute to run Quake is known as the game engine,
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and once you have the data files installed you will have to install
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one. Notable Quake game engines are:
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<sect1> GLQuake <label id="glquake_"><p>
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The first place for Linux noobs to go is Jörgen's no frills site. It is a basic
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version of OpenGL Quake for Linux, and has some relevant up to date
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documentation. Fairly pain free by Linux standards, it looks and works great,
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and supports virtually all Quake mods.
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<url url="http://mfcn.ilo.de/glxquake">
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<label id="quakeforge_"><sect1> QuakeForge <p>
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Is one of the best supported Linux Quake projects with many preferring it to
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GLQuake. It has a visually enhanced engine , numerous clients including
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<ref id="quakeworld_" name="QuakeWorld">, and also Quake C tools. If you want
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help, and/or something not covered on Jörgen's GLQuake site, try here.
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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="darkplaces_"><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 also supports
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many otherwise incompatible total conversions including the awesome
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<ref id="nehahra_" name="Nehahra"> and improved support for the official
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mission packs. Thank-you Havoc.
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<url url="http://www.icculus.org/twilight/darkplaces">
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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> <item>X Quake (quake.x11) <item>Svga Quake (squake) </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="quakeforge_"
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name="QuakeForge"> have more than one software client, and there is also an
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old <url url="http://www.libsdl.org/projects/quake/" name="SDL Quake"> hacked
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together by SDL's author, Sam Lantinga.
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<sect1> Other <p>
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<label id="nprquake_"><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 code which may work on some systems where all else fails.
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<label id="fuhquake_"><sect2>FuhQuake<p>
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<url url="http://www.fuhquake.net" name="FuhQuake"> "contains numerous
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gameplay and eyecandy enhancements over the original QuakeWorld game".
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<newline>
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With the focus on multiplayer, it is still actively maintained by Fuh.
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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. <url url="http://tenebrae.sourceforge.net/" name="Link">
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<label id="quakeworld_"><sect2>QuakeWorld<p>
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An enhanced Quake engine for online and network multiplayer action. It is
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incorporated into <ref id="quakeforge_" name="QuakeForge">. See also <ref
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id="fuhquake_" name="FuhQuake">
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<!-- ################################################# -->
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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 then 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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The mod is started by using the <bf>-game DIR</bf> command line option.
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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 my favourites are:
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<descrip>
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<tag/Contract Revoked/
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A modern mod which made my jaw drop, and
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has an equally impressive sequel, The Lost Chapters.
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<url url="http://kell.spawnpoint.org/convoked.html">
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<tag/Zerstörer/Dark and bloody, with Doom's paranoiac atmosphere. A classic -
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<url url="http://www.google.com.au/search?q=zerstorer.zip" name="zerstorer.zip">
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<label id="nehahra_"><tag/Nehahra/Hugely impressive mod only supported in
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Linux by LordHavoc's <ref id="darkplaces_" name="Darkplaces">
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engine. <url url="http://www.planetquake.com/nehahra">
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<tag/Neil Manke's mods/Neil wrote the definitive Half-Life mod "They Hunger".
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The quality and fun is in these maps too -
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alba01.zip, alba02.zip, sofsp1.zip, sofsp2.zip, starshp2.zip
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<newline>
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<url url="http://www.planethalflife.com/manke/">
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<tag/Operation: Urth Majik/ Incredible production values and one of my favourites - <url url="http://disenchant.net/files/maps/oum.zip" name="oum.zip">
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<newline>
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<url url="http://www.planetquake.com/fatty/oum/" name="Fat Controller's Oum page">
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<tag/The Coagula Contest 2/<url url="http://www.planetquake.com/underworld/quakerev030814.html" name="Coagula"> is a six level compendium of maps
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originating from a contest.
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The novelty is that all maps are floating in the ether, and it's a great set.
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<tag/Fantasy Quake/The first level is tough. The game has some beautiful
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levels but plenty of raw edges -
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<url url="http://www.google.com.au/search?q=fantasy.zip" name="fantasy.zip">
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<tag/Blood Mage/... is another medieval themed mod with great
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monsters and music. It's a little dated now, and the numerous spells can be overwhelming
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- <url url="http://www.google.com.au/search?q=bmfull.zip" name="bmfull.zip">
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<tag/Scourge done Slick/SdS is a speed run through Mission Pack 1, Scourge of Armagon. Hilarious and amazing.
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<url url="http://www.planetquake.com/QdQ/sds.html">
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<tag/Insomnia/Cracking game-play and rivers of blood -
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<url url="http://www.google.com.au/search?q=czg07.zip" name="czg07.zip">
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<tag/Gib Factory/Fun with very innovative models,
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Ikka's plasma gun and the Doom cyberdemon -
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<url url="http://www.google.com.au/search?q=gibfact.zip" name="gibfact.zip">
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<tag/Vigil, Museum/Little mods with great game-play!
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<url url="http://www.google.com.au/search?q=vigil.zip" name="vigil.zip">,
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<url url="http://www.google.com.au/search?q=museum.zip" name="museum.zip">
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<tag/Navy Seals/Great models and quite innovative -
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<url url="http://www.google.com.au/search?q=navy3.zip" name="navy3.zip">
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</descrip>
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<sect1> Commercial Mods <p>
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<descrip>
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<tag/Mission Pack 1/Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive).
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<tag/Mission Pack 2/Dissolution of Eternity by Rogue Entertainment.
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<newline><newline>
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- Both official mission packs are generally acknowledged as better than the original game.
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<tag/Malice/Very original Quake total conversion, with the greatest
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(make believe) machine gun I've ever unleashed.
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Worth paying for.
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<tag/Abyss of Pandemonium/Commercial mod now freely available:
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<url url="http://www.planetquake.com/impel">
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<tag/Ravages of Apocalypse/Xmen mod! Great Models. Shame about the game-play.
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...When good mods turn bad.
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<tag/Shrak/One of the first commercial mods with nice monsters,
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but the game-play doesn't cut it anymore.
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</descrip>
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<label id="hexenII_"><sect1> Hexen II - Hammer of Thyrion <p>
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Well, can Quake get any better ? We humbly think so - Hexen II.
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Raven software made this colourful adaption of the Quake engine, but the game
|
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was released with many rough edges. ...So beautiful, yet so cruel. And while
|
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it is not as widely distributed as Quake, the demo includes some of the games
|
|
best levels and is available from the Sourceforge web site. Ozkan Sezer has
|
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plundered the open source world and added his own touches to bring Dan
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Olson's original Hexen II port screaming into the antarctic sunshine!
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<url url="http://uhexen2.sourceforge.net">
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<sect1> Mapping tools <p>
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Another first for Quake was the implementation of it's own game language -
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Quake C. This lets mods work seamlessly on any operating system.
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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.
|
|
The only currently maintained world editor I know of is
|
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<url url="http://www.qeradiant.com/" name="GtkRadiant">.
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<ref id="quakeforge_" name="QuakeForge">
|
|
include Quake C tools with their tarball, and the
|
|
<url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki"> has some
|
|
relevant links for the windows platforms.
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|
|
<!-- ################################################# -->
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<horizontalline>
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<sect> Other
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<sect1> Text Version <p> This how-to is also available as a
|
|
<url url="Quake-HOWTO.txt" name="text file">.
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<sect1> Old Quake How-To <label id="old_"> <p>
|
|
... is located <url url="old/Quake-HOWTO.html" name="here">
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<sect1> Quake II <p> The sci-fi themed sequel that won many fans, but hasn't
|
|
endured like the original game.
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|
<ref id="quakeforge_" name="QuakeForge">'s
|
|
latest release is <url url="http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz" name="here">,
|
|
and other related projects are <url url="http://www.icculus.org/quake2/" name="Icculus Quake II">
|
|
and 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"> packages.
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|
|
<sect1> Quake III <p> ID software didn't stop at two. 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.
|
|
|
|
Linuxgamers host a <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III Howto">.
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|
|
|
<sect1> FreeBSD <p> The author has limited experience with this OS.
|
|
<ref id="glquake_" name="GLQuake">, <ref id="darkplaces_" name="Darkplaces">
|
|
and <ref id="hexenII_" name="Hammer of Thyrion"> are known to work well.
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|
|
<sect1> Links <p>
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|
|
|
<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/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 Wikipedia/<url url="http://wiki.quakesrc.org/index.php/HomePage">
|
|
<tag/Jörgen'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 graphics toolkit/<url url="http://www.libsdl.org/">
|
|
<tag/Lowercase utility/<url url="http://www.sourceforge.net/projects/filerenameutils">
|
|
<tag/Message Board from hell ...no, I mean it/<url url="http://www.celephais.net/board/forum.php">
|
|
</descrip>
|
|
|
|
<sect1> Glossary <p>
|
|
|
|
<descrip>
|
|
<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/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/Server/A program central to multiplayer games to which every player connects.
|
|
|
|
<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/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 just <bf>.tgz</bf>. </descrip>
|
|
|
|
<sect1>Todo <p>
|
|
|
|
ati hardware, demo, Quakeworld status, gl_picmip cvars, impulses, _windowed_mouse ?
|
|
|
|
<sect1> Author <p>
|
|
|
|
Steven A.
|
|
|
|
<url url="http://sourceforge.net/users/stevenaaus" name="Sourceforge user page.">
|
|
|
|
<url url="mailto:stevenaaus (at) yahoo (dot) com" name="Email">
|
|
|
|
</article>
|