mirror of https://github.com/tLDP/LDP
1857 lines
66 KiB
Plaintext
1857 lines
66 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: 2.07
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<newline>
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Last updated: 3 May, 2008
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<abstract>
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This document is a modern guide to id Software's Quake game,
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with some information about Quake's sequels and Linux gaming in general.
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</abstract>
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<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. The game still has a community
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making new maps ten years after it's release by id Software. And
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thanks to John Carmack releasing the software under the GPL, we are able to
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enjoy it on non-proprietary platforms.
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<newline> <newline>
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Does this mean our game is important ? No... It's just fun ;-)
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<sect1> About <p>
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This document is a guide to installing Quake and it's many related games and
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modifications. It includes compilation notes, tips and pointers to the best
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web resources, as well as some information about Quake II, III and IV.
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You'll also find many issues relevant to
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Linux gaming in general.
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<sect1> Notation <p>
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In some places, a shorthand is used to represent changes to a program's source code.
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This is of the form:
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<verb>
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- code to be removed
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+ code to be inserted in its place
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</verb>
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and is similar to the output of the GNU "diff" program when generating unified patches.
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Where the term "$PWD" is used, the user should
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already have executed the command <bf>cd {Linux Quake directory}</bf>, and have this as their
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current directory.
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<!-- horizontalline -->
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<sect> General Info <p>
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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 (or
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<url url="ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip" name="game demo">) 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, 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 <ref id="engine_"
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name="game engine">. There are several to choose from, but the simplest choice
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is either <url
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url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
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name="TyrQuake">, or the more basic <ref id="glquake_" name="GLQuake">.
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After downloading or compiling a game engine, place this
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binary in your Quake directory alongside the <bf>id1</bf> directory.
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<tag/Summary/
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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 +- tyr-glquake (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> ./tyr-glquake -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="other_" name="old version"> of this how-to
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<item> <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=42" name="Linuxgamers Quake How-To">
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<item> <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake wiki">
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<item> <url url="http://www.happypenguin.org" name="The Linux Game Tome">
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</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/-basedir DIRECTORY/Use this directory by default
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<tag/-sndspeed MHz/Set sound sampling rate (eg. 44100, 22050, 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> tyr-glquake +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 in maps with transparent water support (See <ref id="watervis_" name="Watervis">)
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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 on my slower computers
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<tag/gl_texturemode VALUE/value = gl_nearest | gl_nearest_mipmap_nearest | gl_linear_mipmap_nearest | gl_linear_mipmap_linear
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Worst to best texture quality.
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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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<label id="tyrquake_">
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<sect1> TyrQuake <p>
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TyrQuake is a fairly complete project including OpenGL, Software Quake and
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QuakeWorld clients, and <url url="http://disenchant.net/utils.html" name="other
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tools"> including the popular TyrLite. Tyrann's focus is on a fully featured
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but minimalist engine for Windows and Linux.
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The latest version is 0.59, which now supports the Power PC platform, FreeBSD and
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per-user configuration files. Other newish features include sophisticated
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command line completion, and a cool console effect (gl_constretch).
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Typing <bf>make</bf> will build all the clients. To compile only
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the single player client, after unpacking the source code type:
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<bf> make prepare tyr-glquake </bf>.
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Tyrann has a nice clean build system, but if you wish to see compilation feedback, add <bf>V=1</bf> to the command line.
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A patched TyrQuake binary is available
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<url url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download" name="here">.
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<url url="http://disenchant.net/engine.html">
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<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. Recent changes include improvements to the
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menuing system, and speed increases, though there also appears to be some
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mod compatability issues creeping in.
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Havoc's <url url="http://icculus.org/twilight/darkplaces/files/" name="file
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archive"> can be a little confusing. The large "darkplacesengine"
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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 , type
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<bf>make</bf> to see a list of possible targets (programs), and select one.
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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 LordHavoc for this great project.
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<url url="http://www.icculus.org/twilight/darkplaces">
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<sect1> FitzQuake <p>
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This engine has long been the defacto standard for the Quake mapping community,
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and has recently been ported to Linux (and Macs). As well as graphical features
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such as skyboxes, fog, and coloured light, it includes a rewritten lighting
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model and enhanced console commands.
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<url url="http://www.kristianduske.com/fitzquake">
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<label id="qudos_">
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<sect1> QuDos Quake Ports <p>
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QuDos has done much work with Quake engines for BSD and Linux. In the past he
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has ported Nehahra , JoeQuake and others, but currently has only a
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couple available at his website.
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His excellent <ref id="nehahra_" name="NehQuake"> port is still available at
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<url url="http://linuxquake.org/index8.html" name="LinuxQuake.Org">
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, but those after the source code may try contacting him.
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<url url="http://qudos.quakedev.com/linux/quake1">
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<sect1> MFCN's GLQuake <label id="glquake_"> <p>
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A great 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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<sect1> Tenebrae <p>
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A Quake engine using lighting techniques similar to those in Doom III. Tenebrae
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requires a very fast computer and may not be compatible with all
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hardware (the documentation is a little unclear, and ATI cards may not work).
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This game only ran at 10 to 50 fps on my Celeron 2400 / FX5600.
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Interestingly, Tenebrae has an "easter egg". To see this, in the quit game
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dialog press "d". Also check out the "bumptest" and "zoo" maps.
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The Tenebrae <url url="http://www.liflg.org/?what=dl&catid=6&gameid=12&filename=tenebrae.quake_1.04-english-2.run" name="installer">
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will install the shareware Quake levels, and all fancy Tenebrae models
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and textures, but is a 100 meg download. (Make sure to run the game in 32 bpp
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mode - see below). Tenebrae binaries may be available
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<url url="http://www.cynapses.org/tmp/tenebrae/" name="here">.
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Compilation of the source code may not be straight forward. Firstly:
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<verb>
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cd linux ; ln -s Makefile.i386linux Makefile ; make
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</verb>
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If compilation fails with "../glquake.h:1137: conflicting
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types for ....", lines 1137 and 1138 need
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removing. You may also have to change the gethostname declaration in net_udp.c thus:
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<verb>
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- extern int gethostname (char *, int);
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+ extern int gethostname (char *, size_t);
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</verb>
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After compilation, copy the binary "debugi386.glibc/bin/tenebrae.run" and the
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Tenebrae data files to your Quake folder. Finally, the game only runs in 32 bpp
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colours (X11 colour depth 24), so restart X in this mode if you have to, and
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execute the game with:
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<bf>tenebrae.run -basedir $PWD</bf>.
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Alternatively you can start a new X session with the command:
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<verb>
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startx $PWD/tenebrae.run -basedir $PWD -- :1 -depth 24
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</verb>
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<url url="http://tenebrae.sourceforge.net/">
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<label id="quakeforge_">
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<sect1> QuakeForge <p>
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QF is a comprehensive Linux Quake project. It has elegant graphical enhancements,
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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 system, 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,
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but it does not appear to support a minimal single player build option.
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QuakeForge's default directory is "/usr/local/share/games/quakeforge",
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so ensure to link to your "id1" directory from here. (For example
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<bf>ln -s /usr/local/games/quake/id1 /usr/local/share/games/quakeforge/id1</bf>).
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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="nprquake_">
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<sect1> NPRQuake <p>
|
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|
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Another Quake engine which has been ported to Linux but, as far as I know,
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hasn't been touched in a few years is NPRQuake. Notably, it has the ability
|
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to load different renderers on the fly (!) which is pretty cool. The <url
|
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url="http://www.geocities.com/coolguywithgun" name="linux port"> includes
|
||
support for the cartoon renderer <url
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url="http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm"
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name="ainpr">, 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 fully portable engine.
|
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<url url="http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/">
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<sect1> Twilight Project <p>
|
||
|
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The Twilight Project "is a set of rather minimalist NQ and QW engines that
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focus on insane rendering speed, it is however a bit unstable at the moment."
|
||
|
||
This game is ˜quick˜, with a plain looking, but useful menu system, so users
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||
with a slow computer should definitely give this a go. It also has some unique graphical
|
||
effects and an unusual user interface.
|
||
|
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To compile version 0.2.2 of this project, you'll need the python scripting
|
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language installed, and perhaps to make this change to src/nq/pr_edict.c , line 1108:
|
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<verb>
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||
- if (progs->ofs_strings + pr_stringssize >= com_filesize)
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||
+ if (progs->ofs_strings + pr_stringssize >= (uint)com_filesize)
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</verb>
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Executing <bf>scons.py</bf> will now (hopefully) build the binaries, and after copying the single
|
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player client (twilight-nq) to your quake directory,
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||
type <bf>twilight-nq -basedir $PWD</bf> to start the game.
|
||
|
||
If you're having trouble with compilation, version 0.2.01 uses the traditional
|
||
"configure && make && make install" method, so you may want to try it.
|
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|
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Game saves are an issue with this engine. There are no game save or load
|
||
menus, and this can only be done using the "F6" and "F9" keys to quicksave
|
||
and load. Additionally, this feature often won't work if you started with
|
||
the "map MAPNAME" command, so make sure you begin games in a normal fashion,
|
||
through the "Start Game" menu.
|
||
|
||
<url url="http://icculus.org/twilight">
|
||
|
||
<label id="sdlquake_">
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<sect1> SDL Quake <p>
|
||
|
||
This basic version of Quake is not of major interest to Linux users. It's main
|
||
feature is the use of the SDL programming API for sound, video and mouse
|
||
handling, and should run on all SDL supported operating systems without major changes.
|
||
|
||
SDL Quake does have a bug relating to music: running the game with an audio
|
||
CD in the cdrom will limit the game's speed. To avoid this simply remove
|
||
the CD from the drive, or use the <bf>-nocdaudio</bf> option.
|
||
|
||
The game runs at a fixed resolution - the width and height can't be changed.
|
||
To play in fullscreen mode, use the <bf>-fullscreen</bf> option.
|
||
|
||
<url url="http://www.libsdl.org/projects/quake">
|
||
|
||
<sect1> wmQuake <p>
|
||
|
||
WindowMaker is a window manager for X11, and this tiny version of Quake
|
||
fits in an 64x64 pixel dockable applet!
|
||
You can test it out even if you don't have WindowMaker, but the game will crash if it gets keyboard focus.
|
||
<newline><newline>
|
||
For the curious, this game can be benchmarked with <bf>timedemo demo1</bf> after removing the "usleep" commands from
|
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sys_linux.c.
|
||
|
||
<url url="http://freshmeat.net/projects/wmquake/">
|
||
|
||
<sect1> Software Quake <p>
|
||
|
||
<em>For a more in-depth treatment of Software Quake, see the <ref id="other_" name="previous version"> of this how-to</em>.
|
||
|
||
The <url url="http://www.quakeforge.net/files/q1source.zip" name="original
|
||
WinQuake source"> also came with two pixelated versions of the game:
|
||
|
||
<itemize>
|
||
<item> X Quake (quake.x11)
|
||
<item> Svga Quake (squake)
|
||
</itemize>
|
||
|
||
but compiling them is no longer straight forward. It involves copying
|
||
<bf>Makefile.linux</bf> to <bf>Makefile</bf>, editing this file to remove the extra
|
||
targets , replacing <bf>/usr/X11/lib</bf> with <bf>/usr/X11R6/lib</bf> and typing
|
||
<bf>make build_release</bf>.
|
||
|
||
There are easier options though. <ref id="tyrquake_" name="TyrQuake">
|
||
and <ref id="quakeforge_" name="QuakeForge"> have software clients, and there is
|
||
also an old <ref id="sdlquake_" name="SDL Quake">
|
||
written by SDL's author, Sam Lantinga, which should work on all modern platforms.
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Mods
|
||
|
||
<sect1> About <p>
|
||
|
||
Quake has hundreds of user created levels - known variously as "mods", "total
|
||
conversions" or simply "maps".
|
||
To run new maps, place the bsp file into the "quake/id1/maps"
|
||
subdirectory, and start Quake with the <bf>+map MAPNAME</bf> option.
|
||
|
||
Installing mods is simply a matter of creating a subdirectory DIR and
|
||
extracting the contents of the mod zipfile/tarball into this directory.
|
||
It is then loaded by using the <bf>-game DIR</bf> command line option and,
|
||
sometimes, <bf>+map MAPNAME</bf> where MAPNAME is the mod's start map.
|
||
|
||
For both maps and mods, all files should be in <ref id="lowercase_" name="lowercase"> format.
|
||
|
||
<sect1> Free Mods <p>
|
||
|
||
A recent effort has been made at Quaddicted.com
|
||
to archive this resource - Quaddicted
|
||
<url url="http://www.quaddicted.com/spmaps.html" name="maps">,
|
||
<url url="http://www.quaddicted.com/spmods.html" name="mods">.
|
||
|
||
A few of the author's favourites are:
|
||
|
||
<descrip>
|
||
|
||
<tag/Travail/ This recently released mod is a must have. It includes 15 single
|
||
player levels, stunning bosses, and a couple of twisting spider infested
|
||
caverns. Distrans has also contributed a professional quality
|
||
<url url="http://www.quaddicted.com/filebase/travail_soundtrack.zip"
|
||
name="soundtrack">,
|
||
composed of moody and interesting electronic vibes.
|
||
<url url="http://www.quakeone.com/travail" name="Link">
|
||
|
||
<tag/Soul of Evil/
|
||
Gorgeous medieval themed mod with two single player
|
||
episodes, a melee style arena mode and nice documentation. Many thanks to
|
||
Tronwyn, Fat Controller and their co-authors.
|
||
<url url="http://www.planetquake.com/tronyn/soul" name="Link">
|
||
|
||
<label id="nehahra_"><tag/Nehahra/
|
||
Epic. Ambitious. Otherwordly.
|
||
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.
|
||
|
||
Nehahra also features improved enemy AI - the grunts strafe behind cover, and
|
||
scrags in open space can be very hard to pin down. New gamers may wish to
|
||
disable this feature by typing <bf>nomonsters 1</bf> at the game console.
|
||
|
||
<url url="http://www.planetquake.com/nehahra" name="Link">
|
||
|
||
<tag/Contract Revoked/
|
||
A modern mod which made my jaw drop. It also has ambitious sequels: The Lost
|
||
Chapters and Quoth.
|
||
<url url="http://kell.spawnpoint.org/convoked.html" name="Link">
|
||
|
||
<tag/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.quaddicted.com/zer.html" name="zerstorer">
|
||
|
||
<tag/Neil Manke's mods/
|
||
Neil wrote the definitive Half-Life mod "They Hunger".
|
||
The quality and fun is in these maps too -
|
||
alba01, alba02, sofsp1, sofsp2, starshp2,
|
||
<url url="http://www.planethalflife.com/manke/" name="Link">
|
||
|
||
<tag/Operation: Urth Majik/
|
||
Oum is one of the few Quake 1 mods with a sci-fi feel. It has five well made
|
||
levels, with cut-scenes and many new weapons -
|
||
<url url="http://disenchant.net/files/maps/oum.zip" name="oum">,
|
||
<url url="http://www.planetquake.com/fatty/oum/" name="Link">
|
||
|
||
<tag/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.quaddicted.com/czg07.html" name="czg07">
|
||
|
||
<tag/Fantasy Quake/ FQ is a traditional medieval themed conversion. The game
|
||
has some beautiful levels, but also plenty of raw edges as it was never quite
|
||
finished. (The project ended prematurely when the web hosting hit a snag).
|
||
Not all the player classes work perfectly. Use the "g" key twice to purchase
|
||
items, the "<",">","/" keys for inventory, and the "w","e","r" keys for the
|
||
grappling hook - <url url="http://www.quaddicted.com/fantasy.html" name="fantasy">
|
||
|
||
Here you can get the long lost Fantasy Quake
|
||
<url url="http://prdownloads.sourceforge.net/uhexen2/fq-manual.tgz?download"
|
||
name="manual">.
|
||
|
||
</descrip>
|
||
|
||
<sect1> Commercial Mods <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/Mission Pack 1/
|
||
Scourge of Armagon by Ritual Entertainment (formerly known as Hipnotic Interactive).
|
||
<newline>
|
||
After playing Armagon, you should also check out the
|
||
<url url="http://www.google.com.au/search?q=dd.zip" name="Death's Dominion"> Level Pack.
|
||
|
||
<tag/Mission Pack 2/
|
||
Dissolution of Eternity by Rogue Entertainment.
|
||
<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 Linux support is not good.
|
||
|
||
<itemize>
|
||
|
||
<item> <url url="http://www.celephais.net/board/forum.php" name="Func_Msgboard"> is the home of modern Quake mapping.
|
||
|
||
<item> <url url="//inside3d.com" name="Inside3D.com"> has lots of good stuff.
|
||
|
||
</itemize>
|
||
|
||
Also
|
||
|
||
<itemize>
|
||
|
||
<item> <url url="http://www.qeradiant.com/" name="GtkRadiant">
|
||
is the only currently maintained and Linux friendly world editor I know of.
|
||
|
||
<item> <url url="http://dynamic.gamespy.com/%7Equark/" name="The Quake Army Knife">
|
||
(QuArK) is a multi-purpose Quake editing tool which..
|
||
may or may not have Linux support %-(.
|
||
|
||
<item> Tyrann's <url url="http://disenchant.net/utils.html" name="utilities">
|
||
are popular, especially his lighting program.
|
||
|
||
<item> Bengt Jardrup's <url url="http://user.tninet.se/~xir870k" name="homepage">
|
||
has lots of mod friendly stuff.
|
||
|
||
<item> <ref id="quakeforge_" name="QuakeForge">
|
||
include some Quake C tools with their tarball.
|
||
|
||
<item> The <url url="http://wiki.quakesrc.org/index.php/HomePage" name="Quake Wiki">
|
||
has some relevant links for the windows platforms.
|
||
|
||
</itemize>
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Multiplayer <p>
|
||
|
||
<label id="quakeworld_">
|
||
|
||
<sect1> QuakeWorld <p>
|
||
|
||
An enhanced Quake engine for on-line and network multiplayer action. It is
|
||
incorporated into
|
||
<ref id="ezquake_" name="EzQuake">,
|
||
<ref id="proquake_" name="ProQuake">,
|
||
<ref id="quakeforge_" name="QuakeForge"> and
|
||
<ref id="tyrquake_" name="TyrQuake">.
|
||
|
||
For servers, try:
|
||
<newline>
|
||
<url url="http://www.quakeone.com">
|
||
<newline>
|
||
<url url="http://www.quake1.net/servers.cgi">
|
||
|
||
<label id="ezquake_">
|
||
<sect1> EzQuake <p>
|
||
|
||
This project now works for me ;-> ... And it's looking very nice.
|
||
|
||
As well and as GL, X11 and SVGA clients, it has serious graphical and
|
||
game-play enhancements and some nice documentation. It is definately a project
|
||
to keep up with.
|
||
|
||
Sound may be an issue. It defaults to ALSA but to start with OSS try:
|
||
"<bf>ezquake-gl.glx +set s_device /dev/dsp</bf>". To compile the GL client,
|
||
type "<bf>make glx</bf>". You may have to change the Makefile thus:
|
||
<verb>
|
||
- LDFLAGS = -lm -lpthread
|
||
+ LDFLAGS = -lm -lpthread -L/usr/X11R6/lib
|
||
</verb>
|
||
|
||
<url url="http://ezquake.sourceforge.net">
|
||
|
||
<url url="http://ezquake.sourceforge.net/forum/">
|
||
|
||
<sect1> ProQuake <p>
|
||
|
||
From the ProQuake website: "...What you will find is a rock solid set of
|
||
enhancements to unmodified netquake. Things that quake should have had from
|
||
the get go.. like precise aim. Small, simple changes that improve the
|
||
quality of netplay enormously. ProQuake is fully compatible with standard
|
||
NetQuake. .... ProQuake is also fully compatible with the advanced features
|
||
of Clanring CRMod++ version 6.0."
|
||
|
||
To make ProQuake's GL client, before typing <bf>make</bf>, edit "Makefile" to select the GL client:
|
||
<verb>
|
||
- TARGETS=$(BUILDDIR)/bin/squake
|
||
+ TARGETS=$(BUILDDIR)/bin/glquake.glx
|
||
- GLLDFLAGS=-L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm
|
||
+ GLLDFLAGS=-L/usr/X11R6/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm
|
||
</verb>
|
||
Like the original GLQuake, brightness support is broken, and
|
||
owners of new Nvidia cards may have to apply the <ref id="Sys_Printf_" name="Sys_Printf"> bug fix.
|
||
|
||
<url url="ftp://ftp.runequake.com/quake/engines/proquake">
|
||
|
||
<sect1> FTE QuakeWorld <p>
|
||
|
||
A new, ambitious project,
|
||
<url url="http://www.fteqw.com" name="FTE Quakeworld"> aims to offer support for
|
||
multiplayer Quake as well as similar projects such as Hexen II.
|
||
|
||
<label id="fuhquake_">
|
||
|
||
<sect1> FuhQuake <p>
|
||
|
||
<url url="http://www.fuhquake.net" name="FuhQuake"> seems to recently have
|
||
become an unsupported project. Thanks to Fuh for his previous support, and his
|
||
project lives on at
|
||
<ref id="ezquake_" name="EzQuake">.
|
||
|
||
<sect1> XQF and QStat <p>
|
||
|
||
<url url="http://www.linuxgames.com/xqf/index.shtml" name="XQF">
|
||
is a feature rich game server browser and launcher for Quake and many other
|
||
games. It is dependent on the separate program,
|
||
<url url="http://www.qstat.org/" name="QStat">
|
||
, which displays information about Internet game servers. You'll also need the
|
||
Gnome Gtk and Gdk toolkits.
|
||
|
||
<label id="nexuiz_">
|
||
|
||
<sect1> Nexuiz <p>
|
||
|
||
Nexuiz is a stand-alone game using the Darkplaces engine. The recently released version
|
||
2 is a 200 meg download (!) and includes Linux and Windows binaries, source
|
||
code, and a new campaign mode.
|
||
|
||
This engine makes use of many advanced lighting features, so users with less powerful video cards
|
||
should try disabling these to run the game at a decent speed.
|
||
|
||
<url url="http://www.nexuiz.com">
|
||
|
||
<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/">
|
||
|
||
<label id="argonium_">
|
||
|
||
<sect1> Argonium <p>
|
||
|
||
This slick looking deathmatch mod is another freely distributable Quake II game.
|
||
|
||
<url url="http://www.planetquake.com/td/argonium/">
|
||
|
||
<label id="proquake_">
|
||
|
||
<sect1> Tremulous <p>
|
||
|
||
This Quake III mod is a team deathmatch between aliens and
|
||
humans. Features include attractive sci-fi themed levels, species
|
||
hierarchies, and the (aliens') ability to scale walls.
|
||
|
||
<url url="http://tremulous.net">
|
||
|
||
<sect1> Battle Mech <p>
|
||
|
||
Battle Mech is a top down Mechwarrior style mod. Make sure to use the
|
||
<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>
|
||
|
||
A new site with community forums is
|
||
<url url="http://www.linuxquake.org" name="LinuxQuake.Org">.
|
||
Other trouble-shooting resources can be found at:
|
||
<url url="http://mfcn.ilo.de/glxquake" name="J<>rgen's GLQuake Site">,
|
||
the <ref id="other_" name="old version"> of this how-to, and
|
||
<url url="http://www.icculus.org/lgfaq" name="Linux Gamers FAQ">.
|
||
|
||
Often, using an alternative game engine such as
|
||
<ref id="tyrquake_" name="TyrQuake">,
|
||
<ref id="ezquake_" name="EzQuake"> and
|
||
<ref id="darkplaces_" name="Darkplaces"> will fix mouse and sound related problems.
|
||
|
||
<sect1> Bash won't start the program <p>
|
||
|
||
<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>Missing libraries: "error while loading shared libraries: libGL.so.1: cannot open shared object file"</bf>
|
||
|
||
A message similar to this means the program cannot run because it can't find a system file it needs.
|
||
Perhaps:
|
||
<itemize>
|
||
<item> File is not installed - Just check with your package manager and install the correct package.
|
||
<newline><newline>
|
||
<item> Links aren't properly set-up. If you have (say) /usr/lib/libGL.so.1.2, but get the above message, you should be able to remedy this with <bf>ln -s /usr/lib/libGL.so.1.2 /usr/lib/libGL.so.1</bf>
|
||
</itemize>
|
||
|
||
Dynamic libraries (or DLLs as they are known to Windows users) can be quite
|
||
complex. For more information try the <bf>ldd</bf> and <bf>ldconfig</bf> man
|
||
pages.
|
||
|
||
<label id="Sys_Printf_">
|
||
"<bf>Memory overwrite in Sys_Printf</bf>"
|
||
|
||
<itemize>
|
||
|
||
<item> This error means you need to edit file <bf>sys_linux.c</bf>,
|
||
procedure <bf>Sys_Printf</bf>, and change <bf>text[1024]</bf> to
|
||
<bf>text[4096]</bf> and recompile.
|
||
<newline><newline>
|
||
Many versions of Quake have what appear to be two versions of this
|
||
procedure, but one is always commented out. Obviously you'll need to change
|
||
the value in the correct procedure.
|
||
|
||
</itemize>
|
||
|
||
<bf>Problems with GCC 4</bf>
|
||
|
||
<itemize>If you're experiencing core dumps and are using version 4.x of the GNU
|
||
compiler, see <ref id="compissues_" name="Compilation Issues"> below.
|
||
</itemize>
|
||
|
||
<sect1> Program dies loading level <p>
|
||
|
||
<itemize>
|
||
|
||
<item> Many mods require extra memory. Use the <bf>-mem 64</bf> option
|
||
to allocate 64 meg of memory for the heap.
|
||
|
||
<newline> <newline>
|
||
|
||
<item> In some cases, this problem can be sound related. Try some of the tips
|
||
in the sound section.
|
||
|
||
<newline> <newline>
|
||
|
||
<item> A few newer mods just won't work with standard GLQuake, and need an
|
||
enhanced <ref id="engine_" name="game engine">. <ref id="darkplaces_"
|
||
name="Darkplaces"> has the best large map support under Linux, but some
|
||
are even too big for it, and are unsupported under Linux.
|
||
|
||
</itemize>
|
||
|
||
<sect1> Sound Problems <p>
|
||
|
||
<em>For more information 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> See the sound note in <ref id="compissues_" name="Compilation Issues">.
|
||
|
||
<newline><newline>
|
||
|
||
<item> Try using the <bf>-sndspeed</bf> or <bf>-sndbits</bf> option(s), or
|
||
swapping sound drivers.
|
||
|
||
</itemize>
|
||
|
||
SDL provides a simple way of changing the sound driver using the
|
||
SDL_AUDIODRIVER environment variable. Run the game using a command line like:
|
||
<newline>
|
||
<bf> SDL_AUDIODRIVER=xxx darkplaces-sdl</bf>
|
||
<newline>
|
||
Valid values on linux are: dsp (uses OSS), alsa (uses
|
||
ALSA), esd (uses the ESD daemon), and maybe arts (uses
|
||
the aRTs daemon)
|
||
|
||
<label id="compissues_">
|
||
|
||
<sect1> Compilation Issues <p>
|
||
|
||
The dynamic nature of GNU/Linux means compiling old software is often hard
|
||
work, and even small hurdles are impossible for people not experienced in C
|
||
programming. Below are a few relevant issues.
|
||
|
||
<sect2> GCC-4.x <p>
|
||
|
||
<descrip>
|
||
|
||
The GNU C compiler has recently had a major revision, and
|
||
most modern distributions now include GCC-4.1. (To find out which
|
||
version you are using, type <bf>gcc --version</bf>).
|
||
The author generally uses GCC-3.2.2 , and people using GCC-4.x may find
|
||
extra problems when compiling programs:
|
||
|
||
<tag/Warnings/
|
||
GCC-4.x issues many more compilation warnings than 3.x. These are small errors that can
|
||
generally be ignored, but when the compiler is given the "-Werror" flag,
|
||
warnings will bring everything to a halt. To fix this you can safely remove the "-Werror"
|
||
from the program's Makefile.
|
||
|
||
<tag/Slurred Sound/
|
||
Yet another sound issue. This common problem is fixed by altering snd_mix.c thus:
|
||
<verb>
|
||
- snd_scaletable[i][j] = ((signed char)j) * i * 8;
|
||
+ snd_scaletable[i][j] = ((j < 128) ? j : j - 0xff) * i * 8;
|
||
</verb>
|
||
|
||
<tag/Optimizations/
|
||
GCC-4.0 in particular had a problem with "-O" flags breaking some variable
|
||
type-casting. If you are able to compile the program , but it segfaults,
|
||
try disabling these optimizations by removing the "-O" options from
|
||
any makefiles.
|
||
|
||
</descrip>
|
||
|
||
If you are having troubles compiling with GCC-4 which weren't there previously, it's
|
||
possible to install GCC-3.x alongside 4.x. Most people will want to look for
|
||
precompiled packages from their Linux distribution.
|
||
|
||
Once GCC-3.x is installed, the program must then be told to compile with this
|
||
version rather than the default 4.x. Projects that come with configuration
|
||
scripts will often have options for defining which compiler to use (type
|
||
<bf>./configure --help</bf> and look for hints), and other times you be able
|
||
to use <bf>export CC=gcc32</bf> or edit the Makefile and replace occurrences of
|
||
"gcc" with "gcc32" (or "gcc-3.2.2", etc) manually.
|
||
|
||
<sect2> 64 Bit CPUs <p>
|
||
|
||
Most of these legacy programs will probably not compile to 64 bit binaries.
|
||
|
||
It is still possible to compile 32 bit binaries on a 64 bit operating system.
|
||
To do so, edit Makefiles and add "<bf>-m32</bf>" to the load and compile flags
|
||
(LDFLAGS, CFLAGS). This tells GCC to build and link a 32 bit program (if the 32
|
||
bit SDL and OpenGL libraries are also installed). You may also have to disable
|
||
the use of x86 assembly.
|
||
|
||
If you are having trouble running 32 bit apps, try using the linux32
|
||
command. For example: <bf>linux32 tyr-glquake</bf>.
|
||
|
||
<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 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 unauthorized or accidental file changes.
|
||
The simplest way to overcome this in a single user environment is to become
|
||
super user and change ownership of the quake directory with (as root):
|
||
<bf>chown -R USERNAME /usr/local/games/quake</bf>. However it is
|
||
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">,
|
||
<ref id="tyrquake_" name="TyrQuake >= 0.56"> or
|
||
<ref id="quakeforge_" name="QuakeForge"> game engines, which correctly
|
||
place per-user data in their home directory.
|
||
|
||
</itemize>
|
||
|
||
Quake uses a confusing method of saving and restoring game options,
|
||
especially when playing add-ons, and game options sometimes have to be
|
||
reinitialized 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.
|
||
|
||
<tag/Glibc Problems/
|
||
|
||
Some Linux software come as a Loki Installer shell archive with a ".run" suffix. The following tip
|
||
is from the Icculus Gamers Faq:
|
||
<verb>
|
||
Q: I'm using {random loki_setup based installer}, and it's telling me the "installation doesn't support glibc-2.1" or something
|
||
|
||
A: Just type the following before running setup.sh [or the installer]: export SETUP_LIBC=glibc-2.1.
|
||
</verb>
|
||
|
||
|
||
</descrip>
|
||
|
||
<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 notable. It is based on
|
||
<url url="http://www.icculus.org/quake2/" name="Icculus Quake II">,
|
||
and includes some beautiful graphical enhancements - including cell shading -
|
||
and support for FreeBSD and XMMS plugins. Another project still in development
|
||
is <url url="http://jdolan.dyndns.org/jaydolan/home.html" name="Quetoo"> which
|
||
has speed and security enhancements, but also a very stripped back interface
|
||
and a few bugs.
|
||
|
||
Older projects include Michael Olson's <url
|
||
url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.src.rpm"
|
||
name="source"> and <url
|
||
url="http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.i386.rpm"
|
||
name="binary"> rpms (which appear to be based on an old Icculus release) and
|
||
the <url url="http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz"
|
||
name="QuakeForge Quake II"> project with support for multiple operating
|
||
systems. On a slightly different note - the <url
|
||
url="http://www.bytonic.de/html/jake2.html" name="Jake2"> project is a version
|
||
of Quake II written in Java.
|
||
|
||
The multiplayer mods <ref id="digitalpaint2_" name="Digital Paint 2">
|
||
and <ref id="argonium_" name="Argonium">
|
||
are also based on Quake II.
|
||
|
||
<sect2> Notes <p>
|
||
A common command line option is: <newline><bf> +set vid_ref glx +set gl_driver /usr/lib/libGL.so.1 </bf><newline>
|
||
which tells the game to start in OpenGL mode.
|
||
|
||
See the <ref id="other_" name="old version"> of this how-to for other Quake II troubleshooting tips.
|
||
|
||
<sect1> Quake III Arena <p>
|
||
|
||
The third Quake installment was a landmark multiplayer game, with
|
||
beautiful graphics and well balanced combat. It was also one of the first games
|
||
to receive a full Linux commercial release.
|
||
|
||
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
|
||
getting ordinary reviews, is a great game.
|
||
|
||
<descrip>
|
||
|
||
<tag/Open Source Projects/
|
||
|
||
The Icculus Quake III Project
|
||
which has recently moved to
|
||
<url url="http://ioquake3.org" name="IOQuake">.
|
||
They are adding extra features, including support for Star Trek Voyager: Elite Force Holomatch (multiplayer).
|
||
|
||
Sourceforge <url url="http://q3cellshading.sourceforge.net" name="Quake III - Cell Shading">
|
||
|
||
<tag/Mods
|
||
|
||
There are many quality Q3 mods around:
|
||
|
||
<url url="http://www.worldofpadman.com/" name="World of Padman"> is a high quality stand-alone
|
||
conversion. It's set in a miniature suburban world with a bizarre cartoon
|
||
theme, and is currently multiplayer only but with full bot support.
|
||
|
||
In <url url="http://red.planetarena.org" name="Alien Arena"> you're matched against pin headed martians with unbelievable OpenGL environments.
|
||
|
||
<url url="http://www.planetquake.com/tdc/" name="The Dark Conjunction">
|
||
is an atmospheric Q3 single player conversion.
|
||
|
||
|
||
Try the alien themed <url url="http://tremulous.net" name="Tremulous">
|
||
for an original multiplayer mod.
|
||
|
||
<tag/Links/
|
||
|
||
The Zerowing <url url="http://zerowing.idsoftware.com/linux/q3a/INSTALL" name="installation">
|
||
and <url url="http://zerowing.idsoftware.com/linux/q3a/" name="known issues">
|
||
guides hosted by id Software.
|
||
|
||
Linuxgamer's <url url="http://www.linux-gamers.net/modules/wfsection/article.php?articleid=30" name="Quake III How-To">.
|
||
|
||
Linux Questions' Quake III forums for
|
||
<url url="http://www.linuxquestions.org/questions/history/260975" name="Sound">
|
||
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 <url url="http://ravensoft.com"
|
||
name="Raven Software">. It is based on the Doom-III engine and has high
|
||
hardware specs: A 2GHz P4 (or AMD equivalent) and 512meg ram are the official minimum
|
||
requirements. It's a beautiful game which should really be played with the
|
||
graphical settings set to "medium" or "high". For this reason the author
|
||
recommends against using entry level cards such as the FX5200.
|
||
|
||
The game runs well under Linux, but still has a couple of issues:
|
||
|
||
<itemize>
|
||
|
||
<item> Quake IV only runs in 32 bpp colours (X11 colour depth 24), so restart X in
|
||
this mode if you have to. Attempting to run in 16 bpp colours will give you an
|
||
error message like:
|
||
|
||
<bf> Couldn't find matching GLX visual ..... Sys_Error: Unable to initialize OpenGL.</bf>
|
||
|
||
Alternatively you can start a new X session with the command:
|
||
<verb>
|
||
startx `which quake4` -- :1 -depth 24
|
||
</verb>
|
||
|
||
<item> The Alsa sound libraries are used by default. To start with OSS sound , type:
|
||
<verb>
|
||
quake4 +set s_driver oss
|
||
</verb>
|
||
|
||
<item> The Quake IV DVD Edition comes with several promotional movies.
|
||
Although the movies appear to be Windows executables, they are in fact Bink
|
||
videos, and can be viewed with the
|
||
<url url="http://www.radgametools.com/down/Bink/BinkLinuxPlayer.zip" name="Linux Bink Player">.
|
||
<newline><newline>
|
||
|
||
<item> Apart from demanding a quality video
|
||
card and CPU, the author found 512meg ram to be slightly insufficient and
|
||
performance wasn't great.
|
||
|
||
The game ran better after placing the kernel's swap file on a different
|
||
hard-drive from the game. To do this, once you have the second disk installed and partitioned,
|
||
type (for example)
|
||
|
||
<verb>swapoff -a
|
||
mkswap /dev/hdb2
|
||
swapon /dev/hdb2
|
||
</verb>
|
||
|
||
if hdb2 is the new swap partition.
|
||
|
||
</itemize>
|
||
|
||
<descrip>
|
||
|
||
<tag/Q3 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> Links <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/id Software/<url url="http://www.idsoftware.com">
|
||
<tag/Icculus/<url url="http://www.icculus.org">
|
||
<tag/Icculus Gamers FAQ/<url url="http://www.icculus.org/lgfaq">
|
||
<tag/The Linux Game Tome/<url url="http://www.happypenguin.org">
|
||
<tag/LinuxQuake.Org/<url url="http://www.linuxquake.org">
|
||
<tag/Planetquake/<url url="http://www.planetquake.com/quake1">
|
||
<tag/Func_Msgboard - Q1 message board from hell ... No, really/<url url="http://www.celephais.net/board/forum.php">
|
||
<tag/PlanetQuake3.net/<url url="http://www.planetquake3.net/index.php">
|
||
<tag/Darkplaces Game Engine/<url url="http://www.icculus.org/twilight/darkplaces">
|
||
<tag/Quake One/<url url="http://www.quakeone.com">
|
||
<tag/Linux Gamers/<url url="http://www.linux-gamers.net">
|
||
<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 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/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">
|
||
|
||
</descrip>
|
||
|
||
<!-- horizontalline -->
|
||
|
||
<sect> Other
|
||
|
||
<sect1> Nvidia <p>
|
||
|
||
Nvidia's drivers for all of their modern video cards are not open source.
|
||
Because of this many distributions do not include them. If your Nvidia card is
|
||
running slowly this is probably the cause and you should visit <url
|
||
url="http://www.nvidia.com"> to download the Linux installer. In the author's
|
||
experience these drivers are great, but not all versions work 100% with all
|
||
cards and kernels. If you have a misbehaving Nvidia video card, try a different
|
||
driver.
|
||
|
||
<sect2> Tweaks <p>
|
||
|
||
These tweaks are for users with a GeForce video card (or better) and Nvidia's
|
||
proprietary drivers. They are accessed using the bash command <bf>export
|
||
{variable}={value}</bf> and then starting the Quake engine from the same
|
||
command line. Alternatively, recent drivers have a <bf>nvidia-settings</bf>
|
||
command which starts up a user-friendly control panel.
|
||
|
||
<em>Full details of these tweaks are in the Nvidia README, normally installed at "/usr/share/doc/NVIDIA_GLX-1.0/README"</em>
|
||
<descrip>
|
||
|
||
<tag/Full Screen Antialiasing/
|
||
<bf>export __GL_FSAA_MODE={value}</bf>
|
||
<verb>
|
||
video card effect value
|
||
=====================================================
|
||
all disable 0
|
||
-----------------------------------------------------
|
||
GeForce, GeForce2 1.5x1.5 Supersampling 3
|
||
2x2 Supersampling 4
|
||
-----------------------------------------------------
|
||
GeForce4 2x Bilinear 1
|
||
2x2 Supersampling 4
|
||
-----------------------------------------------------
|
||
GeForce3, GeForce4 Ti, 2x Bilinear 1
|
||
GeForce FX 4x Bilinear 4
|
||
-----------------------------------------------------
|
||
</verb>
|
||
|
||
<tag/Synchronize Picture Redraw/
|
||
<bf>export __GL_SYNC_TO_VBLANK=1</bf>
|
||
|
||
Synchronizes GL output with your monitor's vertical refresh,
|
||
giving a more stable image especially on slower video cards.
|
||
|
||
</descrip>
|
||
|
||
|
||
<sect1> 3Dfx <p>
|
||
|
||
While new versions of XFree and XOrg have great support for Voodoo 3, 4 and 5,
|
||
early 3Dfx hardware such as Voodoo1, Voodoo2 and Rush are no longer hardware
|
||
accelerated. To get OpenGL working for these cards, you'll need to download,
|
||
install and/or compile the software libraries called Glide and Mesa, though this is
|
||
not trivial. The author does have precompiled libGL for the Voodoo2,
|
||
and his <url
|
||
url="http://prdownloads.sourceforge.net/uhexen2/quake-lq-1.0.1.tgz?download"
|
||
name="patched TyrQuake"> includes proper 3Dfx brightness control. <url
|
||
url="http://sourceforge.net/docman/display_doc.php?docid=28982&group_id=124987"
|
||
name="Here"> is a README for old 3Dfx cards.
|
||
|
||
|
||
|
||
<label id="freebsd_">
|
||
<sect1> FreeBSD <p>
|
||
|
||
The author has limited experience with this OS and currently uses FreeBSD 5.3 with Nvidia's
|
||
proprietary drivers. <ref id="darkplaces_" name="Darkplaces">, <ref id="tyrquake_" name="TyrQuake"> and <ref
|
||
id="hexenII_" name="Hammer of Thyrion"> work well with this system.
|
||
|
||
<ref id="qudos_" name="QuDos"> has recently ported several
|
||
<url url="http://qudos.quakedev.com/linux/quake1" name="engines"> to Linux and
|
||
has recently started work on FreeBSD compatibility. His great <url
|
||
url="http://qudos.quakedev.com/linux/quake2" name="Quake II project"> is
|
||
also now BSD friendly.
|
||
|
||
For basic GLQuake support, you can find a hacked FreeBSD binary and source
|
||
tarball <url url="http://prdownloads.sourceforge.net/uhexen2/GLQuake-FreeBSD-sa-1.0.tgz?download" name="here">.
|
||
|
||
<ref id="quakeforge_" name="QuakeForge"> is a comprehensive Quake project,
|
||
but may have installation issues with newer FreeBSD releases. The memory
|
||
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> QNX <p>
|
||
|
||
QNX is a commercial real-time operating system, probably most notable
|
||
to hobbyists as being a successful microkernel OS.
|
||
<ref id="sdlquake_" name="SDL Quake">-1.0.9
|
||
compiles and runs on QNX-NC-6.2.1 after running <bf>configure --host=QNX</bf>
|
||
and then making these changes:
|
||
<verb>
|
||
Makefile:
|
||
-LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound
|
||
+LIBS = -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket
|
||
net.h:
|
||
-extern unsigned long htonl (unsigned long hostlong);
|
||
-extern unsigned long ntohl (unsigned long netlong);
|
||
sys_sdl.c:
|
||
-#include <sys/shm.h>
|
||
-int psize = getpagesize();
|
||
+int psize = _SC_PAGESIZE;
|
||
</verb>
|
||
|
||
<label id="watervis_">
|
||
<sect1> Transparent Water and VisPatch <p>
|
||
|
||
The game variable "r_wateralpha" allows for water transparency - but most maps
|
||
don't have the necessary "vis" information. There are two ways to get this.
|
||
After setting <bf>r_wateralpha</bf> < 1.0, issuing the
|
||
console command <bf>r_novis 1</bf> enables the game to calculate it's own vis
|
||
information at the penalty of cpu cycles. Alternatively, vispatch is a utility
|
||
that patches your Quake/QuakeWorld levels to support transparent water.
|
||
|
||
To do this you'll need the vispatch utility, as well as the
|
||
<url url="http://www.atomicgamer.com/directory.php?id=3138" name="vispatch data files">
|
||
for the game you are patching.
|
||
|
||
To patch the main data files in "id1" -
|
||
from your Quake directory - type <bf>vispatch -dir id1 -data id1.vis</bf>
|
||
|
||
<url url="http://vispatch.sourceforge.net/" name="Vispatch Homepage">
|
||
|
||
<sect1> Quake Inspired XTerms <p>
|
||
|
||
Quake's in-game console is a great feature and has been adopted by many
|
||
other games. Now you can also use the 'tilda' key to access X terminal windows.
|
||
Both <url url="http://yakuake.uv.ro/" name="Yakuake"> and <url
|
||
url="http://tilda.sourceforge.net/" name="Tilda"> are projects inspired by this
|
||
idea.
|
||
|
||
Unfortunately neither are easy to install from source. Yakuake is a KDE
|
||
application and needs the KDE development packages, and compiling Tilda is more
|
||
complicated. It requires a couple of unusual libraries, and gave this author
|
||
compilation errors, so perhaps looking for a RPM package is a better choice.
|
||
The author can recommend Yakuake as a very handy X terminal.
|
||
|
||
<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> Popular games derived from the Quake engine include -
|
||
Return to Castle Wolfenstein, Half-Life, Star Trek Voyager - Elite Force,
|
||
Soldier of Fortune, American McGee's Alice, and - distantly - Doom III.
|
||
|
||
</itemize>
|
||
|
||
<sect1> Quotes <p>
|
||
|
||
<itemize>
|
||
|
||
<item> John Carmack -
|
||
<newline>
|
||
"At this time (march '97), the only standard opengl hardware that can play
|
||
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> Quake Wikipedia -
|
||
<newline>"Quake and its three follow up games, Quake II,Quake III Arena
|
||
and Quake 4 (which many do not regard as true sequels), have sold over
|
||
4 million copies combined. In 2005, a version of Quake was produced
|
||
for mobile phones."
|
||
|
||
<newline><newline>
|
||
|
||
<item> 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> Happy Penguin Q3 Forum -
|
||
<newline>
|
||
|
||
As for [Q3] open source.....earliest date seems to be second half 2005. The
|
||
reason? They are still selling the code, over 5 years later to game devs.
|
||
Either they are stupid devs, or the Q3 code still offers something....I'm
|
||
inclined believe the latter.
|
||
|
||
<newline><newline>
|
||
|
||
<item> Slashdot Tenebrae Forum -
|
||
<verb>
|
||
... this ... now officially labels this guy as a badass graphics programmer. I can hear it now:
|
||
|
||
MR. BURNS: "I need a programmer! Get John Carmack on the line!"
|
||
SMITHERS: "He's unavailable sir."
|
||
MR. BURNS: "Then get me his non-union Belgian equivalent!"
|
||
</verb>
|
||
|
||
</itemize>
|
||
|
||
<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 widely used in Linux games.
|
||
|
||
<tag/Segfault/A broad term indicating a program is faulty and terminated
|
||
abruptly. Depending on the bash shell's <bf>ulimit -c</bf> setting, a dump of
|
||
the program's image (coredump) may be left behind for examination with
|
||
the GNU debugger (GDB).
|
||
|
||
<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 free operating system kernel.
|
||
|
||
<item><url url="http://www.idsoftware.com" name="id Software">.
|
||
|
||
<item>O. Sezer for pointers to some of the many things I'm clueless about.
|
||
|
||
<item>Quake modders great and small.
|
||
</itemize>
|
||
|
||
This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently unmaintained),
|
||
<url url="http://www.vim.org/" name="Vim"> and
|
||
<url url="http://www.gnu.org/software/bash/bash.html" name="Bash">.
|
||
|
||
<sect1> Todo <p>
|
||
|
||
impulses
|
||
|
||
<sect1> Changelog <p>
|
||
|
||
<descrip>
|
||
|
||
<tag/2.07 (May 2008)/
|
||
|
||
Added FitzQuake(!), Alien Arena, FTE QuakeWorld
|
||
|
||
Updated VisPatch links
|
||
|
||
Added note about SDL_AUDIODRIVER
|
||
|
||
Consolidated links in mods section to Quaddicted
|
||
|
||
Removed note about old versions of fluxbox.
|
||
|
||
<tag/2.06 (July 2007)/
|
||
|
||
Included Travail mod, removing a few others.
|
||
|
||
Added EzQuake, World of Padman, IOQuake.
|
||
|
||
Updated TyrQuake (and binary), Darkplaces, FuhQuake and QuDos.
|
||
|
||
Re-wrote document abstracts, and the NVidia and 3Dfx sections.
|
||
|
||
Added to trouble-shooting section a note about (missing) libraries.
|
||
|
||
Miscellaneous link updates.
|
||
|
||
<tag/2.05 (February 2007)/
|
||
|
||
Miscellaneous link updates.
|
||
|
||
A small section for 64 bit cpus.
|
||
|
||
Moved "Links" to it's own section.
|
||
|
||
<tag/2.04 (November 2006)/
|
||
|
||
Added some troubleshooting hints for Quake IV.
|
||
|
||
A new section for (gcc-4.1) compilation issues.
|
||
|
||
Links to the Quake III Cell Shading project.
|
||
|
||
<tag/2.03 (July 2006)/
|
||
|
||
Changed order of game engines, added extra compilation notes, and expanded the
|
||
Tenebrae, SDLQuake and wmQuake sections.
|
||
|
||
New multiplayer entries for ProQuake, XQF and Tremulous.
|
||
|
||
Reorganised several categories in the "Other" section, including new
|
||
Nvidia Tweaks, License, Changelog and Vispatch sections.
|
||
|
||
Updated the author's patched Tyr-Quake binary, with a few new hacks added to
|
||
TyrQuake-0.54.
|
||
|
||
Some small changes to the featured mods.
|
||
|
||
<tag/2.02 (February 2006)/
|
||
|
||
</descrip>
|
||
|
||
<sect1> License <p>
|
||
|
||
This document is released under version 2 of the GPL.
|
||
|
||
<label id="other_">
|
||
|
||
<sect1> Other Formats <p>
|
||
|
||
<!-- http://www.ibiblio.org/pub/Linux/docs/HOWTO/Quake-HOWTO -->
|
||
|
||
The Quake How-To is also available as a
|
||
<url url="http://tldp.org/HOWTO/text/Quake-HOWTO" name="text file">, a
|
||
<url url="http://tldp.org/HOWTO/html_single/Quake-HOWTO" name="single html file">.
|
||
and in <url url="http://docs.comu.edu.tr/howto/quake-howto.html" name="Turkish">.
|
||
|
||
The latest version should be available
|
||
<url url="http://tldp.org/HOWTO/Quake-HOWTO.html" name="here"> or
|
||
<url url="http://linuxquake.org/download/Quake-HOWTO.html" name="here">.
|
||
|
||
Version v1.0.1.14 (30 August 1998) of the Quake How-To is located at the
|
||
<url url="http://webpages.mr.net/bobz/howto/" name="original author's site">.
|
||
|
||
<sect1> Author <p>
|
||
|
||
Steven A. lives and works in rural Australia.
|
||
|
||
<url url="http://www.myspace.com/stevenaaus" name="Projects">
|
||
|
||
<url url="mailto:yahoo - dot - com - username - stevenaaus" name="Email">
|
||
|
||
</article>
|