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Newer page: version 3 Last edited on Tuesday, November 2, 2004 2:55:14 am by AristotlePagaltzis
Older page: version 2 Last edited on Friday, June 7, 2002 1:07:22 am by perry Revert
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-  
-  
-  
-Linux Quake HOWTO  
-  
-  
-  
-----  
-  
-!!!Linux Quake HOWTO  
-  
-!!Bob Zimbinski (bobz@mr.net), Brett A. Thomas (quark@baz.com), and Mike Hallock (mikeh@medina.net)v1..1.18, 18 December 1998  
-  
-  
-----  
-'' This document explains how to install, run and troubleshoot Quake, !QuakeWorld and Quake II on an Intel Linux system.''  
-----  
-  
-  
-  
-  
-!!1. Introduction  
-  
-  
-*1.1 Feedback,Comments, Corrections  
-  
-*1.2 Other Formats of This Document  
-  
-*1.3 Acknowledgments  
-  
-*1.4 Other Sources of Information  
-  
-  
-  
-  
-  
-!!2. Quake/Quakeworld  
-  
-  
-*2.1 Minimum Requirements  
-  
-*2.2 Installing Quake  
-  
-*2.3 Adding the Linux Binaries  
-  
-*2.4 Setting Permissions  
-  
-*2.5 X11 Quake  
-  
-*2.6 SVGAlib Quake  
-  
-*2.7 GLQuake  
-  
-*2.8 Linux-Specific Command Line Options  
-  
-*2.9 !QuakeWorld  
-  
-*2.10 Servers  
-  
-*2.11 Mods & Addons  
-  
-  
-  
-  
-  
-!!3. Quake II  
-  
-  
-*3.1 Prerequisites  
-  
-*3.2 Installing Quake II  
-  
-*3.3 Adding the Linux Binaries  
-  
-*3.4 Setting Permissions  
-  
-*3.5 The X Renderer  
-  
-*3.6 The SVGAlib Renderer  
-  
-*3.7 The OpenGL Renderer  
-  
-*3.8 The GLX Renderer  
-  
-*3.9 Linux-Specific Command Line Options  
-  
-*3.10 Quake II Servers ++  
-  
-*3.11 Mods & Addons  
-  
-  
-  
-  
-  
-!!4. Related Software  
-  
-  
-*4.1 QStat  
-  
-*4.2 XQF  
-  
-*4.3 !QuickSpy  
-  
-*4.4 QPlug for Linux  
-  
-*4.5 qkHacklib  
-  
-*4.6 GiMd2Viewer  
-  
-*4.7 QIPX  
-  
-*4.8 Ice  
-  
-*4.9 Q2getty  
-  
-*4.10 rcon  
-  
-*4.11 qlog  
-  
-*4.12 Cheapo  
-  
-*4.13 qgraph  
-  
-*4.14 Vispatch ++  
-  
-*4.15 GStat ++  
-  
-*4.16 !QuakeLaunch ++  
-  
-*4.17 QPLog ++  
-  
-  
-  
-  
-  
-!!5. Troubleshooting/FAQs  
-  
-  
-*5.1 General  
-  
-*5.2 Quake/!QuakeWorld  
-  
-*5.3 Quake II  
-  
-  
-  
-  
-  
-!!6. Tips & Tricks  
-  
-  
-*6.1 Running X and GL games without setuid  
-  
-*6.2 Running SVGA and GL games from X  
-  
-*6.3 3Dfx "tweak" settings work in Linux too  
-  
-*6.4 The Poor Man's Server Browser  
-  
-*6.5 Using lib3dfxgl.so for Quake I  
-  
-*6.6 Getting rid of that annoying "POSSIBLE SCAN CODE ERROR 57" message in GLQuake. ++  
-  
-  
-  
-  
-  
-!!7. Administrivia  
-  
-  
-*7.1 New Versions of This Document  
-  
-*7.2 Distribution Policy  
-  
-*7.3 Revision History  
-  
-----  
-  
-!!1. Introduction  
-  
-  
-Quake, !QuakeWorld and Quake II are tremendously popular 3D action games  
-developed by  
-id Software.  
-  
-  
-If you're not familiar with the Quake games, there are better places than  
-this HOWTO to learn about the basics. See section  
-Other Sources of Information below for a list of some of  
-these better places.  
-  
-  
-This document assumes you have Linux for the Intel platform up and  
-running, and in some cases the X Window System as well. X is not  
-required to run these games, but it's a nice way to test a basic  
-installation. If you are not running X, you may safely skip over any  
-references to it.  
-  
-  
-Sections of this document that were updated in the last revision  
-have a ** after the section heading. Sections updated in the revision  
-prior to the last are marked with a ++.  
-  
-  
-  
-  
-  
-  
-  
-!!1.1 Feedback,Comments, Corrections  
-  
-  
-  
-This document certainly does __not__ contain everything there is to  
-know about Linux Quake. With your help, though, we can bring it closer  
-to that ideal. We want this HOWTO to be as complete and accurate as  
-possible, so if you notice mistakes or omissions, please bring them to  
-our attention.  
-  
-  
-Questions, comments, or corrections should be sent to Bob Zimbinski  
-(  
-bobz@mr.net) or Mike Hallock  
-(  
-mikeh@medina.net).  
-Constructive criticism is welcome. Flames are not.  
-  
-  
-  
-  
-!! 1.2 Other Formats of This Document  
-  
-  
-  
-  
-This document is available in a variety of different formats. Far more  
-than is necessary, actually. You can find them at  
-http://www.linuxquake.com/howto/other-formats.  
-  
-  
-*  
-ASCII text  
-*  
-  
-*  
-ASCII text with backspace-overstrikes  
-, suitable for viewing with __man(1)__  
-*  
-  
-*  
-HTML  
-all zipped up and ready to be dropped into your web site  
-*  
-  
-*  
-Postscript  
-*  
-  
-*  
-PRC  
-for viewing on your Palm Pilot with Aportis Doc  
-*  
-  
-*  
-SGML  
-*  
-  
-*  
-LaTeX  
-*  
-  
-*  
-All of the above are also available in a single convenient package  
-*  
-  
-  
-  
-  
-  
-!!1.3 Acknowledgments  
-  
-  
-  
-The original version of this document was written by Brett A.Thomas  
-(quark@baz.com) and Mike  
-Hallock  
-(mikeh@medina.net).  
-Bob Zimbinski  
-(bobz@mr.net)  
-rewrote and expanded the original document prior to its initial public release.  
-  
-  
-Special thanks to the following people for bringing us Quake for Linux:  
-  
-  
-*John Carmack and the rest of  
-id Software for these great games.  
-*  
-  
-*Dave 'Zoid' Kirsch  
-(zoid@idsoftware.com) for the Linux ports.  
-*  
-  
-*Dave Taylor  
-(ddt@crack.com) for starting this whole wacky Linux port business.  
-*  
-  
-*Daryll Strauss  
-(daryll@harlot.rb.ca.us) for the Linux glide ports.  
-*  
-  
-*Brian Paul  
-(brianp@elastic.avid.com) for the Mesa graphics library.  
-*  
-  
-*David Bucciarelli (  
-tech.hmw@plus.it) for the Mesa/glide driver.  
-*  
-  
-  
-  
-Thanks to the following people for contributions to this Howto:  
-  
-  
-*Mike Brunson (  
-brunson@l3.net) for the vid_restart tip.  
-*  
-  
-*Joey Hess (  
-joey@kite.ml.org) for info on running svga & gl games  
-from X  
-*  
-  
-*Joe S. (  
-jszabo@eden.rutgers.edu) for a steaming pile of suggestions  
-*  
-  
-*Brad Lambert (  
-bradl@dial.pipex.com) for the -noudp reminder.  
-*  
-  
-*agx (  
-gguenthe@iris.rz.uni-konstanz.de) for Quake installation info and pointing out QIPX.  
-*  
-  
-*Derrik Pates (  
-dmp8309@silver.sdsmt.edu) for making me think about security.  
-*  
-  
-*Michael Dwyer (  
-michael_dwyer@mwiworks.com) for the "OS considerations" ideas.  
-*  
-  
-*Derek Simkowiak (  
-dereks@kd-dev.com) for the Quake I CD installation procedure.  
-*  
-  
-*sunstorm (  
-sunstorm@glasscity.net) Quake Mission Pack 2 information.  
-*  
-  
-*Neil Marshall (  
-marshall@pssnet.com) for screen info.  
-*  
-  
-*Serberus (  
-serberus@clarion.co.uk)  
-for Vispatch pointer.  
-*  
-  
-*Andrew Chase (  
-fixy@fixy.org) for the GLQuake  
-"POSSIBLE SCAN CODE ERROR" fix.  
-*  
-  
-  
-  
-  
-  
-!! 1.4 Other Sources of Information  
-  
-  
-  
-  
-  
-  
-  
-  
-!Linux-Specific Quake Information  
-  
-  
-  
-  
-  
-*LQ:Linux Quake & Utilites  
-http://www.linuxquake.com/.  
-*  
-  
-*Linux Quake Page  
-http://captured.com/threewave/linux/  
-*  
-  
-*!QuakeWorld.net  
-http://www.quakeworld.net  
-*  
-  
-  
-  
-  
-  
-! General Quake Information  
-  
-  
-  
-  
-  
-*id Software  
-http://www.idsoftware.com  
-*  
-  
-*!PlanetQuake  
-http://www.planetquake.com  
-*  
-  
-*!QuakeWorld Central  
-http://qwcentral.stomped.com  
-*  
-  
-*3Dfx's GL Quake FAQ (somewhat out of date)  
-http://www.3dfx.com/game_dev/quake_faq.html  
-*  
-  
-*Farenheit 176 Console Command Listing  
-http://www.planetquake.com/f176  
-*  
-  
-*rec.games.computer.quake.* newsgroups  
-*  
-  
-  
-  
-  
-  
-!Linux Gaming Information ++  
-  
-  
-  
-  
-  
-*The Linux Game Tome  
-http://www.happypenguin.org/  
-*  
-  
-*!LinuxGames.com  
-http://www.linuxgames.com/  
-*  
-  
-*!LinuxGames.org  
-http://www.linuxgames.org/  
-*  
-  
-  
-  
-  
-----  
-  
-!!2. Quake/Quakeworld  
-  
-  
-To install Quake on your Linux system, you'll need some flavor of the  
-official Quake distribution from id. This will be either the retail  
-DOS/Windows CD-ROM that you bought at your favorite software store, or the  
-shareware version you downloaded from the net (see  
-below for details on acquiring the shareware  
-version). Alternatively, if you've already got Quake installed on a  
-DOS/Windows machine, you can use the relevant files from that installation.  
-  
-  
-  
-  
-!!2.1 Minimum Requirements  
-  
-  
-  
-You will need, as a bare minimum, the following:  
-  
-  
-  
-  
-  
-*A Pentium 90 or better (133 recommended) computer  
-*  
-  
-*16 MB RAM (24 recommended)  
-*  
-  
-*The Quake CD-ROM __or__ the shareware version (quake106.zip)  
-*  
-  
-*Linux kernel version 2..24 or later  
-*  
-  
-*libc 5.2.18 or later  
-*  
-  
-*One of the following:  
-  
-  
-**X11R5 or later (for xquake)  
-**  
-  
-**SVGAlib 1.2.0 or later (for squake and glquake)  
-**  
-  
-  
-*  
-  
-*30-80 megabytes free disk space (depends on how you install)  
-*  
-  
-*Access to the root account of the machine you're installing on  
-*  
-  
-  
-  
-  
-  
-  
-Optional:  
-  
-  
-*A supported soundcard  
-*  
-  
-*A 3Dfx !VooDoo Graphics or VooDoo2 3D graphics accelerator card.  
-*  
-  
-*Mesa 2.6 or later (for glquake)  
-*  
-  
-  
-  
-  
-  
-!!2.2 Installing Quake  
-  
-  
-  
-  
-  
-  
-  
-  
-! Download the Necessary Files  
-  
-  
-All the necessary files for Linux Quake are available at id Software's  
-ftp site,  
-ftp.idsoftware.com. This site can be quite busy at times,so you  
-may want to use one of these mirror sites instead:  
-  
-  
-*  
-ftp.cdrom.com/pub/idgames/idstuff (California, USA)  
-*  
-  
-*  
-ftp.gamesnet.net/idsoftware (California, USA)  
-*  
-  
-*  
-ftp.linuxquake.com/lqstuff  
-(Ohio, USA)  
-*  
-  
-*  
-ftp.stomped.com/pub/mirror/idstuff (Minnesota, USA)  
-*  
-  
-*  
-mirrors.telepac.pt/pub/idgames (Lisbon, Portugal)  
-*  
-  
-*  
-download.netvision.net.il/pub/mirrors/idsoftware (Haifa, Israel)  
-*  
-  
-  
-  
-The Quake files mentioned in in this section are:  
-  
-  
-*Shareware Quake for Windows distribution  
-  
-ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip  
-*  
-  
-*X11 Quake binary  
-  
-ftp://ftp.idsoftware.com/idstuff/unsup/unix/quake.x11-1.-i386-unknown-linux2..tar.gz  
-*  
-  
-*SVGAlib Quake binary  
-  
-ftp://ftp.idsoftware.com/idstuff/unsup/squake-1.1-i386-unknown-linux2..tar.gz  
-*  
-  
-*OpenGL/Mesa Quake binary  
-  
-ftp://ftp.idsoftware.com/idstuff/unsup/unix/glquake-.97-i386-unknown-linux2..tar.gz  
-*  
-  
-*Linux !QuakeWorld clients (X11, SVGAlib and GL clients are all included in each package)  
-  
-  
-  
-**libc5 tar.gz package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-i386-unknown-linux2..tar.gz  
-**  
-  
-**glibc tar.gz package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-i386-unknown-linux2..tar.gz  
-**  
-  
-**libc5 rpm package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-1.i386.rpm  
-**  
-  
-**glibc rpm package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-1.i386.rpm  
-**  
-  
-  
-*  
-  
-*Linux !QuakeWorld server  
-  
-  
-**libc5 tar.gz package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-i386-unknown-linux2..tar.gz  
-**  
-  
-**glibc tar.gz package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-i386-unknown-linux2..tar.gz  
-**  
-  
-**libc5 rpm package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-1.i386.rpm  
-**  
-  
-**glibc rpm package  
-ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-1.i386.rpm  
-**  
-  
-  
-*  
-  
-*Capture the Flag client package  
-ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip  
-*  
-  
-  
-  
-Other software mentioned:  
-  
-  
-*lha archive utility  
-ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.  
-*  
-  
-*SVGAlib graphics library  
-http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3..tar.gz  
-*  
-  
-*SVGAlib libc5 binary  
-http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3..libc5.bin.tar.gz  
-*  
-  
-*Glide runtime libraries  
-http://glide.xxedgexx.com/3DfxRPMS.html  
-*  
-  
-  
-  
-  
-  
-  
-  
-  
-!Create the Installation Directory ++  
-  
-  
-The first thing you'll need to do is decide where you want to install  
-Quake. The "standard" location is /usr/local/games/quake.  
-This is where the .rpm packages put Quake. If you choose to  
-install somewhere else, please substitute the appropriate path wherever  
-/usr/local/games/quake is mentioned.  
-  
-  
-__Note to Redhat users:__ If you plan on installing !QuakeWorld from the  
-rpm packages, you should probably install Quake in  
-/usr/local/games/quake, since the rpms install to this  
-directory by default.  
-  
-  
-So go ahead and create the directory you'll install Quake in, and cd  
-to it. The rest of these instructions will assume that this is your  
-current directory.  
-  
-  
-  
-  
-  
-mkdir /usr/local/games/quake  
-cd /usr/local/games/quake  
-  
-  
-  
-  
-  
-  
-!Installing From a Quake CD  
-  
-  
-If you're installing from a Quake CD-ROM, read on. Otherwise you have  
-permission to skip this section.  
-  
-  
-There are at least two versions of the Quake CD in circulation. I've got  
-one from the early days that has Quake version 1.01 on it. Iv'e seen  
-other CDs that contain version 1.06. You have 1.01 if you see files on  
-your CD called quake101.1 and quake101.2. If instead  
-you see a file called resource.1, you have a newer CD.  
-Mount your Quake CD now and determine which version you've  
-got. In the example below, replace /dev/cdrom and  
-/mnt/cdrom with the device file and mount point appropriate for  
-your sysem:  
-  
-  
-  
-  
-  
-mount -t iso9660 /dev/cdrom /mnt/cdrom  
-ls /mnt/cdrom  
-  
-  
-  
-  
-  
-  
-  
-*If you have a resource.1 file on your CD, you can skip  
-ahead to the next bullet. For a version 1.01 CD, you'll need to download  
-the Quake shareware package to update the .pak files after the  
-installation. The last bullet in this section explains this.  
-  
-  
-**Concatenate the two resource files from your CD to a single file  
-on your hard disk:  
-  
-  
-cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1  
-  
-  
-  
-**  
-  
-**Now continue on to the next paragraph, but when I refer to  
-/mnt/cdrom/resource.1, you should use  
-/usr/local/games/quake/resource.1 instead.  
-**  
-  
-  
-  
-  
-  
-  
-  
-  
-*  
-  
-*Now it's time to extract the Quake  
-files. The resource.1 file on your CD is really an lha archive  
-(lha is a file compression and archiving format like zip or tar). We'll  
-use the lha(1) command to extract it. If lha is not already  
-installed on your system, you can get it from  
-ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.  
-  
-  
-lha e /mnt/cdrom/resource.1  
-  
-  
-When lha is done, your Quake directory will contain a bunch of new files.  
-A directory called id1/ will also be created. The files in this  
-directory are the only ones that are important for Linux Quake, so you can  
-safely remove everything else. If you're totally new to Quake, or even if  
-you're not, you may want to hang on to the *.txt files. On  
-my system, I throw all the readmes that accumulate into a doc/  
-directory. So:  
-  
-  
-cd /usr/local/games/quake  
-mkdir doc  
-mv *.txt doc  
-rm -f *  
-  
-  
-  
-*  
-  
-*If you installed from a version 1.01 CD, now you need to overwrite  
-your id1/pak0.pak file with the one from the Quake shareware  
-version. Install the shareware version as described in  
-Shareware Version Install, only  
-install it in some temporary directory so you don't overwrite your real  
-Quake files. When you've extracted all the shareware files, copy  
-the id1/pak0.pak file from the temporary shareware directory  
-to your /usr/local/games/quake/id1 directory. After that, you  
-can erase the temporary shareware files.  
-  
-*  
-  
-  
-  
-That's it for installing from the CD. You can jump ahead to section  
-"  
-Installing the Linux Binaries" now.  
-  
-  
-  
-  
-! DOS/Windows to Linux Install  
-  
-  
-If you have Quake installed under Windows or DOS on a different machine, you  
-can transfer the files in quake\id1\ to your Linux system via  
-FTP or some other mechanism. Keep in mind that the filenames on your  
-Linux system must be in lower case for Quake to find them, so you may have  
-to rename them after the transfer. Also note that it may be necessary to  
-delete your DOS/Win installation after you do this to remain in compliance  
-with the terms of id's software license. It's not my fault if you do  
-something illegal.  
-  
-  
-If your DOS/Win and Linux systems are on the same machine, you have two  
-options: copy the files from your DOS/Windows partition to your Linux  
-partition, or link to the necessary files from Linux. Both options will  
-work equally well. You just save around 50 megabytes of disk space when  
-you link instead of copy.  
-  
-  
-Whatever you choose to do, start by cd'ing to your Quake directory and  
-creating a new directory below it called id1:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-mkdir id1  
-  
-  
-  
-  
-  
-  
-  
-*If you want to copy the files from your DOS/Windows partition, do  
-something like this:  
-  
-  
-cp /win95/games/quake/id1/*.pak id1  
-  
-  
-  
-*  
-  
-*To create links to your DOS/Windows Quake files instead, do this:  
-  
-  
-cd id1  
-ln -s /win95/games/quake/id1/*.pak .  
-  
-  
-  
-*  
-  
-  
-  
-Replace /win95/games/quake with the correct path to  
-your DOS/Windows partition and Quake installation directory.  
-  
-  
-The Quake data files are now installed. Move ahead to "  
-Installing the Linux Binaries".  
-  
-  
-  
-  
-! Shareware Version Install  
-  
-  
-The single-episode shareware version of Quake is freely available for  
-download from id's ftp site. It has all the features of the full version,  
-with a couple of major limitations: You can't play !QuakeWorld with it,  
-and you can't play custom or modified levels.  
-  
-  
-Installing the shareware version of Quake isn't really much different than  
-installing from the CD.  
-  
-  
-See section  
-Download the Necessary Files for  
-the location of the shareware distribution.  
-Download it and extract it to your Quake directory:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-unzip -L /wherever/you/put/it/quake106.zip  
-  
-  
-  
-  
-Now you've got (among others) a file called resource.1 that's  
-really an lha archive (lha is a file compression and archiving format like  
-zip or tar). We'll use the __lha(1)__ command to extract it. If lha  
-is not already installed on your system, you can get it from  
-ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.  
-  
-  
-  
-  
-  
-lha e resource.1  
-  
-  
-  
-  
-When lha is done, your Quake directory will contain a bunch of new files.  
-A directory called id1/ will also be created. The files in this  
-directory are the only ones that are important for Linux Quake, so you can  
-safely remove everything else. If you're totally new to Quake, or even if  
-you're not, you may want to hang on to the *.txt files. On  
-my system, I throw all the readmes that accumulate into a doc/  
-subdirectory. So:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-mkdir doc  
-mv *.txt doc  
-rm -f *  
-  
-  
-  
-  
-Now you're ready to install the Linux binaries.  
-  
-  
-  
-  
-!! 2.3 Adding the Linux Binaries  
-  
-  
-  
-Decide which of the three flavors of Quake you'd like to install:  
-  
-  
-*X11 Quake allows you to run  
-Quake in a window on your X desktop. It's the least exciting client, but  
-it's a great, safe way to test your installation.  
-*  
-  
-*Squake is the SVGAlib Quake client. It runs full screen on your  
-console.  
-*  
-  
-*GLQuake is the OpenGL Quake client, the One True Way to play Quake  
-if you have a 3Dfx accellerator card.  
-*  
-  
-  
-  
-Download the packages you want (see section  
-Download the Necessary Files) and extract them to your Quake  
-directory like so:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-tar -xzf XXXX-i386-unknown-linux2..tar.gz  
-  
-  
-  
-  
-  
-  
-!!2.4 Setting Permissions  
-  
-  
-  
-Quake and !QuakeWorld servers can be run by any user. The Quake clients,  
-however, need access to your sound and graphics cards, which  
-requires privileges that normal users don't have. One (bad) way to deal  
-with this is to always run Quake as root. Responsible system  
-administrators will cringe at this filthy suggestion. Making the Quake  
-binaries setuid root is a more acceptable solution. Quake can then be run  
-by regular users and still have the privileges it needs to access the  
-sound and graphics devices. Setuid presents a security risk, though. A  
-clever user could exploit a bug or security hole in Quake to gain root  
-access to your system. Of course, if you don't run a multi-user system,  
-this is may not be a big concern.  
-  
-  
-squake is the only Quake client that ''must'' be run with root  
-permissions. With a little work, you can run the X and GL clients without  
-setuid.  
-Running X and GL games without setuid  
-in the Tips and Tricks section tells how to make this work.  
-  
-  
-If you plan to run squake, make it setuid root with the following  
-commands:  
-  
-  
-chown root squake  
-chmod 4755 squake  
-  
-  
-  
-  
-If you've decided it's ok to run quake.x11 and glquake  
-setuid root on your system, you can repeat the above commands for these  
-binaries as well.  
-  
-  
-  
-  
-  
-  
-  
-!!2.5 X11 Quake  
-  
-  
-  
-If you installed the X11 client, now's a good time to try it out. You  
-may need to do further configuration for glquake and  
-squake, but at this point quake.x11 should be ready to  
-go.  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-./quake.x11  
-  
-  
-  
-  
-If all is well, a small Quake window should appear with the first demo  
-running in it. You should hear sound effects and possibly music, if your  
-CD is in the drive. If any of this fails to occur, please see the  
-Troubleshooting section for help.  
-  
-  
-  
-  
-!! 2.6 SVGAlib Quake  
-  
-  
-  
-Both squake and glquake require SVGAlib to run (glquake uses SVGAlib to  
-process keyboard and mouse input, in case you're wondering). SVGAlib  
-comes with most modern Linux distributions, and __must__ be properly  
-configured before squake or glquake will run correctly.  
-  
-  
-libvga.config is SVGAlib's configuration file. On  
-most systems you'll find it in either /etc or /etc/vga.  
-Make sure the mouse, monitor, and video card settings in this file are  
-correct for your system. See the SVGAlib documentation for more details.  
-  
-  
-If you don't already have SVGAlib on your system, download it from the  
-location mentioned in  
-the files section  
-above.  
-  
-  
-If you have a !RedHat 5.x or other glibc-based Linux distribution, see  
-Glibc, !RedHat 5.x, Debian 2 considerations in the  
-Troubleshooting/FAQs section for important information about compiling  
-libraries for use with Quake. A precompiled libc5 SVGAlib binary is available  
-at  
-http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3..libc5.bin.tar.gz  
-for those who don't want to deal with the hassle of compiling for libc5.  
-  
-  
-You should run squake from a virtual console. It won't run from X  
-unless you're root when you start it. And running a game as the root user  
-is something that should be avoided. So if you're in X, do a CTRL+ALT+F1,  
-login and then:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-./squake  
-  
-  
-  
-  
-  
-Running SVGA and GL games from X in the  
-Tips & Tricks section below explains how to launch SVGA and GL Quake from  
-X without manually switching to a virtual console.  
-  
-  
-  
-  
-!! 2.7 GLQuake  
-  
-  
-  
-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.  
-  
-  
-To run glquake, you need a 3D card with the Voodoo, Voodoo2 or Voodoo Rush  
-graphics chipset on it. There are specific issues to be dealt with if  
-you have a Voodoo Rush card, and I won't go into them now because frankly,  
-I wouldn't know what I was talking about. A future version of this HOWTO  
-will cover Rush issues (If somebody wants to write about Voodoo Rush  
-issues, I'll gladly include it here).  
-  
-  
-The SVGAlib, Glide, and Mesa libraries must all be installed and  
-configured properly on your system for glquake to work. The  
-following sections will very briefly cover what you need to do to get  
-them going.  
-  
-  
-Bernd Kreimeier's (  
-bk@gamers.org) Linux 3Dfx HOWTO (  
-http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html) is good  
-source for further information.  
-  
-  
-The  
-3dfx.glide.linux newsgroup on the 3dfx news server  
-(news.3dfx.com) is another good source of information about the  
-intersection of Linux, glide, Mesa and Quake.  
-  
-  
-  
-  
-!SVGAlib  
-  
-  
-glquake uses SVGAlib to get input from the mouse and keyboard, so you'll  
-need to configure it as outlined in section  
-SVGAlib Quake.  
-  
-  
-  
-  
-!Glide ++  
-  
-  
-Glide is a library that provides an API for programming 3Dfx based cards.  
-If you want the Mesa graphics library to use your 3Dfx card, you've gotta  
-have it.  
-  
-  
-Do __NOT__ use the Linux Glide library distributed at 3Dfx's web  
-site. It's more than a year out of date. You're bound to have problems  
-if you try to use it.  
-The latest version of glide can always be found at  
-http://glide.xxedgexx.com/3DfxRPMS.html. Select the package(s)  
-appropriate for your system, and install according to the instructions on  
-the web page.  
-  
-  
-Note that unless you download the 3Dfx device driver package in addition  
-to the Glide library, you will only be able to run Glide applications  
-(like GLQuake) as root. Install the /dev/3dfx module and you  
-can play GLQuake as a regular user. !PentiumPro/Pentium II users have an  
-additional incentive for downloading this driver: it can dramatically  
-increase your framerate. The driver enables support for MTRRs, a  
-memory-caching feature of these CPUs. See  
-http://glide.xxedgexx.com/MTRR.html  
-for a better explanation of this feature.  
-  
-  
-Once you have glide installed, try out the test program that comes with  
-it. Remember this program: it's a good way to reset your display if you  
-ever have a glide application (like GLQuake) crash and leave your screen  
-switched off. __NOTE: run this test from a VC, ''not'' X!__ It's  
-possible for the test app to lose mouse and keyboard focus in X, and then  
-you'll have no way of shutting it down.  
-  
-  
-  
-  
-  
-/usr/local/glide/bin/test3Dfx  
-  
-  
-  
-  
-Your screen should turn blue and prompt you to hit any key. After you  
-press a key you should be returned to the prompt.  
-3dfx.glide.linux on 3dfx's news server (news.3dfx.com) is a great  
-source of information for Linux glide-specific problems.  
-  
-  
-  
-  
-!Mesa  
-  
-  
-Once glide's installed, you need to install Mesa, a free OpenGL  
-implementation by Brian Paul  
-(brianp@elastic.avid.com). Luckily, you won't have to  
-look far, because Mesa 2.6 is included with the QLQuake & !QuakeWorld  
-binaries. All you have to do is move it to the right place:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-cp libMesaGL.so.2.6 /usr/local/lib  
-ldconfig  
-  
-  
-  
-  
-The !RedHat distribution comes with a (IMO) broken ld.so  
-configuration. /usr/local/lib is not part of ld.so's  
-search path by default, so anything you install there won't get used.  
-You can remedy the situation by adding the line /usr/local/lib  
-to your /etc/ld.so.conf file, or including /usr/local/lib  
-in your $LD_LIBRARY_PATH. Alternatively, you could install  
-all new libraries someplace like /lib, but this approach seriously  
-offends my tidy nature.  
-  
-  
-If you want to upgrade Mesa to a more recent version (Mesa 3.0 is  
-the most recent version as of this writing),  
-you can download the latest from  
-ftp://iris.ssec.wisc.edu/pub/Mesa  
-If you have a !RedHat 5.x or other glibc-based Linux distribution, see  
-Glibc, !RedHat 5.x, Debian 2 considerations in the  
-Troubleshooting/FAQs section for important information about compiling  
-libraries for Quake.  
-  
-  
-After you've built it according to the instructions, you will have to do  
-two things:  
-  
-  
-  
-  
-  
-*Remove your old Mesa installation. If you previously installed a  
-libMesaGL.so.2.6 as described above, you must remove it or  
-Quake may not use the new version.  
-  
-  
-cd /usr/local/lib/  
-rm -f libMesaGL.so.2*  
-  
-  
-  
-*  
-  
-*If the new Mesa has a major version number that's greater than 2,  
-you need to create a link to it with the name libMesaGL.so.2:  
-  
-  
-cd /usr/local/lib/  
-ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2  
-ldconfig  
-  
-  
-  
-*  
-  
-  
-  
-Now switch to a VC (CTRL+ALT+F1) and start glquake.  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-./glquake  
-  
-  
-  
-  
-  
-  
-  
-  
-  
-!!2.8 Linux-Specific Command Line Options  
-  
-  
-  
-This section covers command line options that are specific to the  
-Linux versions of Quake. There are plenty of other Quake options, but  
-they're beyond the scope of this HOWTO. Check out some of the sites  
-listed in section  
-General Quake Information for this kind of information.  
-  
-  
-  
-  
-; __-mem ''num''__:  
-  
-Specify memory in megabytes to allocate (default is 8MB, which should be  
-fine for most needs).  
-  
-  
-  
-; __-nostdout__:  
-  
-Don't do any output to stdout. Use this if you don't want all the console  
-output dumped to your terminal.  
-  
-  
-  
-; __-mdev ''device''__:  
-  
-Mouse device, default is /dev/mouse  
-  
-  
-  
-; __-mrate ''speed''__:  
-  
-Mouse baud rate, default is 1200  
-  
-  
-  
-; __-cddev ''device''__:  
-  
-CD device, default is /dev/cdrom  
-  
-  
-  
-; __-mode ''num''__:  
-  
-Use indicated video mode (squake only)  
-  
-  
-  
-; __-nokdb__:  
-  
-Don't initialize keyboard  
-  
-  
-  
-; __-sndbits ''8 or 16''__:  
-  
-Set sound bit sample size. Default is 16 if supported.  
-  
-  
-  
-; __-sndspeed ''speed''__:  
-  
-Set sound speed. Usual values are 8000, 11025, 22051 and 44100.  
-Default is 11025.  
-  
-  
-  
-; __-sndmono__:  
-  
-Set mono sound  
-  
-  
-  
-; __-sndstereo__:  
-  
-Set stereo sound (default if supported)  
-  
-  
-  
-  
-  
-!!2.9 !QuakeWorld  
-  
-  
-  
-  
-http://www.quakeworld.net says it better than I could:  
-  
-  
-  
-  
-!QuakeWorld is an Internet multi-player specific version of Quake.  
-While the original version of Quake can be played over the Internet,  
-modem users - the majority of players, had less than  
-satisfactory play. Symptoms like excessive lag - actions actually  
-happening much later than you did them; packet loss - the game would  
-freeze and resume several seconds later; and various other difficulties  
-plagued users. After realizing how many people played Quake on the  
-internet, and how many wanted to, but couldn't due to the play being  
-unsatisfactory, John Carmack of id Software decided to create a version of  
-Quake that was optimized for the average modem Internet player. This  
-Internet specific version does only 1 thing, play deathmatch games over a  
-TCP/IP network such as the Internet. It has no support for solo play, and  
-you can't do anything with out connecting to a special server.  
-  
-  
-  
-You need the full, registered or retail version of Quake to play  
-!QuakeWorld, and a Linux !QuakeWorld client. !QuakeWorld clients come in  
-the same flavors (X11, SVGAlib and Mesa) as normal Quake, but they're  
-all bundled together in one package, so you only need to download one  
-file. However, you've got four packages to choose from:  
-  
-  
-*a libc5 tar.gz package  
-*  
-  
-*a glibc tar.gz package  
-*  
-  
-*a libc5 rpm package  
-*  
-  
-*a glibc rpm package  
-*  
-  
-  
-  
-Install just one of these packages. Each contains the same files, they're  
-just linked against different libraries.  
-Redhat 5.x users should choose the the glibc rpm package. Users of glibc  
-based systems without rpm support should use the glibc tar package. The  
-libc5 rpm is for Redhat distributions prior to 5.0 and other distributions  
-that use the rpm package format. The libc5 tar.gz package is for  
-Slackware and everyone else.  
-  
-  
-See the  
-Download the Necessary Files section  
-for the location of the Linux Quakeworld files.  
-  
-  
-The prerequisites and configuration for these binaries are the same as for  
-Quake, so refer to the previous sections for help on setting up SVGAlib or  
-glide/Mesa.  
-  
-  
-  
-  
-!Installing the RPM packages  
-  
-  
-Installation of the rpm packages should be as simple as:  
-  
-  
-  
-  
-  
-su root  
-rpm -Uvh qwcl-xxxxx.i386.rpm  
-  
-  
-  
-  
-qwcl, glqwcl and glqwcl.glx will be installed  
-setuid root so that they can access the graphics devices on your system.  
-The X and GL clients can be run without root privileges if you follow the  
-instructions in  
-Running X and GL games without setuid below.  
-  
-  
-Rpm may complain that it can't find libglide2x.so. The  
-Glide library is only necessary if you have a 3Dfx card and want  
-to run !QuakeWorld in GL mode (glqwcl). If you don't  
-plan to use the GL mode, you can override the glide dependency  
-with the --nodeps option:  
-  
-  
-  
-  
-  
-su root  
-rpm -Uvh qwcl-xxxxx.i386.rpm --nodeps  
-  
-  
-  
-  
-  
-  
-!Installing the tar.gz packages  
-  
-  
-To install, just untar the file in your Quake directory. Do it as root  
-so the proper file permissions get set:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-su root  
-tar -xzf qwcl2.21-i386-unknown-linux2..tar.gz  
-  
-  
-  
-  
-qwcl, glqwcl and glqwcl.glx will be installed  
-setuid root so that they can access the graphics devices on your system.  
-The GL and X clients can be run without root privileges if you follow the  
-instructions in  
-Running X and GL games without setuid below.  
-  
-  
-  
-  
-!Running !QuakeWorld  
-  
-  
-Once !QuakeWorld is installed alongside your Quake files, you can start it  
-up like:  
-  
-  
-./qwcl +connect some.server.address  
-  
-  
-  
-  
-See section  
-Related Software for  
-info about some nifty front ends for !QuakeWorld that make finding servers  
-easy.  
-  
-  
-  
-  
-  
-*__lib3dfxgl.so__  
-  
-  
-  
-With Quakeworld version 2.30, an alternative to the Mesa library is  
-available. lib3dfxgl.so is a mini-GL driver optimized  
-for Quake that provides slightly better framerates than Mesa.  
-This is a port of a driver that 3Dfx developed for Quake  
-under Windows, and apparently not all of its features work  
-properly yet. So hopefully we can expect its performance to  
-improve with time.  
-  
-  
-Like Mesa, lib3dfxgl.so requires Glide in order to  
-access your 3Dfx card. The Quakeworld packages come with a script,  
-glqwcl.3dfxgl for running Quakeworld with this  
-library on glibc systems. The next paragraph explains how to run  
-Quakeworld with lib3dfxgl.so on a libc5 system. On a  
-glibc system in order for this script to work,the glqwcl  
-executable __must not be setuid__, nor should you run it as  
-root. glqwcl will silently load Mesa rather than  
-lib3dfxgl.so if it runs with root permissions. This  
-non-root requirement implies that you have the /dev/3dfx  
-driver installed.  
-  
-  
-On a libc5 system, you need to create a symbolic link to lib3dfxgl.so  
-called libMesaGL.so.2 like so:  
-  
-  
-cd /usr/local/games/quake  
-ln -sf lib3dfxgl.so libMesaGL.so.2  
-  
-  
-Then start Quakeworld from a script that tells  
-$LD_LIBRARY_PATH to look in the current directory:  
-----  
-  
-#!/bin/sh  
-LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./glqwcl $*  
-  
-----  
-  
-  
-You can tell which driver is being loaded by looking for output  
-like the following in your console as Quakeworld starts:  
-  
-  
-  
-  
-  
-GL_VENDOR: 3Dfx Interactive Inc.  
-GL_RENDERER: 3Dfx Interactive Voodoo^2(tm)  
-GL_VERSION: 1.1  
-GL_EXTENSIONS: 3DFX_set_global_palette WGL_EXT_swap_control GL_EXT_paletted_texture GL_EXT_shared_texture_palette GL_SGIS_multitexture  
-  
-  
-  
-  
-If GL_VENDOR says Brian Paul rather than  
-3Dfx Interactive Inc., that means Mesa is still being  
-used rather than the miniport dirver.  
-  
-  
-  
-  
-*  
-  
-*__glqwcl.glx__ ++  
-  
-  
-  
-  
-  
-glqwcl.glx is linked against standard OpenGL libraries  
-instead of Mesa. This allows Quakeworld to run on other 3D  
-hardware that is supported by other OpenGL implementations. At  
-this time, I dont' know of any OpenGL implementations that  
-support hardware other than 3Dfx, but this renderer ensures that  
-when they appear, we'll be able to play Quakeworld with them.  
-  
-  
-Use of the GLX interface also removes GL Quake II's dependency  
-on SVGAlib for keyboard and mouse input.  
-  
-  
-This is a GLX application, and as such, must be run from X.  
-  
-  
-You can use this client with Mesa/3Dfx if you install Mesa and  
-Glide as explained in the previous section, then set the  
-$MESA_GLX_FX environment variable to "fullscreen" before  
-you run quake2:  
-  
-  
-  
-  
-  
-export MESA_GLX_FX=fullscreen  
-./glqwcl.glx +_windowed_mouse 1  
-  
-  
-  
-  
-Why the +_windowed_mouse 1 option? Remember that  
-this is an X application which happens to use your 3Dfx card.  
-Even though the display takes up your entire screen, Quakeworld is  
-stil running in a window. This means that if you're not  
-''very'' careful, you could move the mouse pointer outside  
-the Quakeworld window, and Quakeworld will suddenly stop responding  
-to mouse and keyboard input. +_windowed_mouse 1  
-avoids this problem by telling glqwcl.glx to grab the mouse  
-and not let it move outside its window.  
-  
-  
-  
-  
-*  
-  
-  
-  
-  
-  
-!!2.10 Servers  
-  
-  
-  
-Most, if not all, existing information about  
-running a DOS/Windows QW server is equally applicable to running a Linux  
-server.  
-  
-  
-To start a !QuakeWorld server, simply do:  
-  
-  
-  
-  
-  
-./qwsv  
-  
-  
-  
-  
-The official !QuakeWorld server manual lives at  
-http://qwcentral.stomped.com.  
-  
-  
-  
-  
-!!2.11 Mods & Addons  
-  
-  
-  
-One of the very cool things about the Quake games is that the authors  
-made them easily extensible. End users can create their own levels, add  
-new weapons or monsters, or even completely change the rules of the game.  
-  
-  
-  
-  
-!Capture the Flag  
-  
-  
-This is my favorite variation of both Quake and Quake 2. Instead of just  
-running around and killing everyone you meet (which definitely has its  
-merits, don't get me wrong!), CTF is team-based and more strategic.  
-Dave 'Zoid' Kirsch, also the maintainer of the Linux Quake ports, created  
-this mod.  
-  
-  
-Everything you need to know about CTF can be found at  
-http://captured.com/threewave/ You need  
-ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip to play.  
-To install the client piece of CTF, simply create a directory called  
-ctf in your Quake directory and unzip the 3wctfc.zip  
-file there. The accompanying readme.txt file is chock full of  
-good information.  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-mkdir ctf  
-cd ctf  
-unzip -L /wherever/you/put/it/3wctfc.zip  
-  
-  
-  
-  
-For information on running a CTF server, see the web pages mentioned  
-above.  
-  
-  
-  
-  
-!Mission Packs  
-  
-  
-Activision released two add-on packs of extra levels for Quake,  
-__Scourge of Armagon__ and __Dissolution of Eternity__.  
-  
-  
-  
-  
-  
-*__Mission Pack 1: The Scourge of Armagon__  
-Assuming your CD is mounted on /mnt/cdrom and Quake is installed  
-in /usr/local/games/quake:  
-  
-  
-cd /usr/local/games/quake  
-mkdir hipnotic  
-cp /mnt/cdrom/hipnotic/pak0.pak hipnotic  
-cp /mnt/cdrom/hipnotic/config.cfg hipnotic  
-  
-  
-Play the mission pack like this:  
-  
-  
-cd /usr/local/games/quake  
-./quake.x11 -game hipnotic  
-  
-  
-  
-*  
-  
-*__Mission Pack 2: Dissolution of Eternity__ Installing  
-the second mission pack is pretty much the same procedure as  
-installing the first. Follow the directions for Mission Pack 1,  
-but replace the word ''hipnotic'' with the word  
-''rogue'', and skip the config.cfg step, as this  
-file isn't included on the Mission Pack 2 CD.  
-  
-*  
-  
-  
-  
-  
-  
-!Quake Tools  
-  
-  
-Anybody care to contribute some info about qcc, bsp and all that?  
-  
-  
-  
-  
-  
-  
-----  
-  
-!!3. Quake II  
-  
-  
-To install Quake II on your Linux system, you'll need some flavor of the  
-official Quake II distribution from id. This will be either the retail  
-Windows CD-ROM that you bought at your favorite software store, or the  
-demo version you downloaded from the net. See  
-Download the Necessary Files for details on acquiring the demo  
-version. Alternatively,  
-if you've already got Quake installed on a Windows machine, you can use  
-the relevant files from that installation.  
-  
-  
-  
-  
-!!3.1 Prerequisites  
-  
-  
-  
-You will need, as a bare minimum, the following:  
-  
-  
-  
-  
-  
-*A Pentium 90 or better (133 recommended) computer  
-*  
-  
-*16 MB RAM (24 recommended)  
-*  
-  
-*The Quake 2 CD-ROM __or__ the demo version (q2-314-demo-x86.exe)  
-*  
-  
-*Linux kernel version 2..24 or later  
-*  
-  
-*libc 5.2.18 or later  
-*  
-  
-*One of the following:  
-  
-  
-**X11 server that supports the MITSM shared memory extension. 8 and  
-16 bit displays are supported. (for X renderer)  
-**  
-  
-**SVGAlib 1.2.10 or later (for SVGA and GL renderer)  
-**  
-  
-  
-*  
-  
-*25-400 megabytes free disk space (depending on how you install)  
-*  
-  
-*Access to the root account of the machine you're installing on  
-*  
-  
-  
-  
-  
-  
-  
-Optional:  
-  
-  
-*A supported soundcard  
-*  
-  
-*A 3Dfx Voodoo Graphics or Voodoo2 or Voodoo Rush 3D graphics  
-accelerator card.  
-*  
-  
-*3Dfx glide libraries installed (for GL renderer)  
-*  
-  
-*Mesa 2.6 or later (for GL renderer)  
-*  
-  
-  
-  
-  
-  
-!!3.2 Installing Quake II  
-  
-  
-  
-  
-  
-  
-  
-  
-! Download the Necessary Files++  
-  
-  
-All the necessary files for Linux Quake II are available at id Software's  
-ftp site,  
-ftp.idsoftware.com. This site can be quite busy at times,so you  
-may want to use one of these mirror sites instead:  
-  
-  
-*  
-ftp.cdrom.com/pub/idgames/idstuff (California, USA)  
-*  
-  
-*  
-ftp.gamesnet.net/idsoftware (California, USA)  
-*  
-  
-*  
-ftp.stomped.com/pub/mirror/idstuff (Minnesota, USA)  
-*  
-  
-*  
-mirrors.telepac.pt/pub/idgames (Lisbon, Portugal)  
-*  
-  
-*  
-download.netvision.net.il/pub/mirrors/idsoftware (Haifa, Israel)  
-*  
-  
-  
-  
-The Quake II files mentioned in in this section are:  
-  
-  
-*Quake II Linux Binaries  
-  
-  
-**libc5 tar.gz package  
-ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.20-i386-unknown-linux2..tar.gz  
-**  
-  
-**glibc tar.gz package  
-ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.20-glibc-i386-unknown-linux2..tar.gz  
-**  
-  
-**libc5 rpm package  
-ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.20-6.i386.rpm  
-**  
-  
-**glibc rpm package  
-ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.20-glibc-6.i386.rpm  
-**  
-  
-  
-*  
-  
-*Quake II Demo Version for Windows  
-  
-ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe  
-*  
-  
-*Quake II Game Source  
-ftp://ftp.idsoftware.com/idstuff/quake2/source/q2src320.shar.Z  
-*  
-  
-*Xatrix (Mission Pack 1) Game Source  
-ftp://ftp.idsoftware.com/idstuff/quake2/source/xatrixsrc320.shar.Z  
-*  
-  
-*Rogue (Mission Pack 2) Game Source  
-ftp://ftp.idsoftware.com/idstuff/quake2/source/roguesrc320.shar.Z  
-*  
-  
-*Quake II Capture the Flag  
-ftp://ftp.idsoftware.com/idstuff/quake2/ctf/q2ctf102.zip  
-*  
-  
-*Quake II Capture the Flag Game Source  
-ftp://ftp.idsoftware.com/idstuff/quake2/ctf/source/q2ctf-1.02-source.shar.Z  
-*  
-  
-  
-  
-Other software mentioned:  
-  
-  
-*SVGAlib graphics library  
-http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3..tar.gz  
-*  
-  
-*SVGAlib libc5 binary  
-http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3..libc5.bin.tar.gz  
-*  
-  
-*Glide runtime libraries  
-http://glide.xxedgexx.com/3DfxRPMS.html  
-*  
-  
-*Mesa 3D graphics library  
-http://www.ssec.wisc.edu/~brianp/Mesa.html  
-*  
-  
-*unzip archive utility  
-http://sunsite.unc.edu/pub/Linux/utils/compress/unzip-5.31.tar.gz  
-*  
-  
-  
-  
-  
-  
-!Create the Installation Directory ++  
-  
-  
-The first thing you'll need to do is decide where you want to install  
-Quake II. The "standard" location is /usr/local/games/quake2.  
-This is where the .rpm packages put Quake II. If you choose  
-to install somewhere else, please substitute the appropriate path wherever  
-/usr/local/games/quake2 is mentioned.  
-  
-  
-So go ahead and create the directory you'll install Quake II in, and cd  
-to it. The rest of these instructions will assume that this is your  
-current directory.  
-  
-  
-  
-  
-  
-mkdir /usr/local/games/quake2  
-cd /usr/local/games/quake2  
-  
-  
-  
-  
-  
-  
-!Installing from CD  
-  
-  
-Place your Quake II CD in your CD ROM drive, and mount it:  
-  
-  
-  
-  
-  
-mount -t iso9660 /dev/cdrom /mnt/cdrom  
-  
-  
-  
-  
-If your CDROM is typically mounted elsewhere, substitute its location  
-for /mnt/cdrom. If you're not sure where your CDROM is  
-mounted, please see the documentation for your particular  
-distribution.  
-  
-  
-  
-  
-  
-*__Full Install__  
-The simplest install method is a "full" install, which involves  
-copying the entire contents of your CD to your hard drive. This  
-requires about 350 MB, and is accomplished by issuing the following  
-commands:  
-  
-  
-cd /usr/local/games/quake2  
-cp -r /mnt/cdrom/Install/Data/* .  
-  
-  
-There'll be a bunch of unnecessary Windows files hanging around that you  
-can safely delete:  
-  
-  
-rm -f /usr/local/quake2/*.dll  
-rm -f /usr/local/quake2/quake2.exe  
-rm -f /usr/local/quake2/baseq2/gamex386.dll  
-  
-  
-  
-*  
-  
-*__Medium Install__  
-If 450 MB is too much space for you to devote to Quake II, you can skip  
-installing the movie cutscenes and link to them on the CD-ROM instead.  
-This will reduce the space requirements to about 200 MB:  
-  
-  
-cd /usr/local/games/quake2  
-mkdir baseq2  
-cp /mnt/cdrom/Install/Data/baseq2/pak0.pak baseq2  
-cp -r /mnt/cdrom/Install/Data/baseq2/players baseq2  
-ln -s /mnt/cdrom/Install/Data/baseq2/video baseq2/video  
-  
-  
-Note that this doesn't mean you have to mount your Quake II CD  
-every time to want to play Quake II. If the game can't load the  
-videos, it just won't display them.  
-  
-*  
-  
-  
-  
-  
-  
-!Windows to Linux install  
-  
-  
-If you have Quake II installed under Windows on a different machine, you  
-can transfer the files in quake2\baseq2\ to your Linux system  
-via FTP or some other mechanism. Keep in mind that the filenames on your  
-Linux system must be in lower case for Quake II to find them, so you may  
-have to rename them after the transfer. Also note that it may be  
-necessary to delete your Windows installation after you do this to remain  
-in compliance with the terms of id's software license. It's not my fault  
-if you do something illegal.  
-  
-  
-If your Windows and Linux systems are on the same machine, you have two  
-options: copy the files from your Windows partition to your Linux  
-partition, or link to the necessary files from Linux. Both options will  
-work equally well. You'll just save a lot of disk space when you link  
-instead of copy.  
-As usual, replace /win95/games/quake2 in the following examples  
-with the correct path to your Windows partition and Quake II installation.  
-  
-  
-  
-  
-  
-*If you want to copy the files from your Windows partition, do  
-something like this:  
-  
-  
-cd /usr/local/games/quake2  
-cp -r /win95/games/quake2/baseq2 .  
-  
-  
-  
-*  
-  
-*To create links to your Windows Quake II files instead, do this:  
-  
-  
-cd /usr/local/games/quake2  
-ln -s /win95/games/quake2/baseq2 .  
-  
-  
-This second method requires that the Windows partition you're  
-linking to be writeable by users, which may not be  
-appropriate for all systems. By making your Windows partition  
-writeable, you are giving all users the opportunity to destroy  
-your entire Windows installation. If that's ok with you,  
-modify your /etc/fstab to mount the Windows  
-partition with the options ''umask=002,gid=XXX'', where XXX  
-is the group id number of the "users" group. Look in  
-/etc/group for this information. When fstab is  
-updated, umount and re-mount the Windows partition and you're  
-done.  
-*  
-  
-  
-  
-You're done installing the Quake II data files. Move ahead to "  
-Installing the Linux Binaries".  
-  
-  
-  
-  
-  
-  
-  
-!Installing the demo version  
-  
-  
-id Software has a freely available demo version of Quake II at their  
-ftp site. It's a 40 megabyte download. The demo includes all  
-features of the full version, including multiplayer, but it only  
-comes with three levels, so it may be difficult to find a server  
-to play on.  
-  
-  
-See the section  
-Download the Necessary Files above for the location of the Quake II demo.  
-Download it and place it in your Quake II directory.  
-  
-  
-The demo distribution is a self-extracting zip file (it's self-extracting  
-in other OS's anyway). You can extract it with the __unzip(1)__  
-command, which should be included in most modern distributions. If you  
-don't have unzip, you can download it from the location listed in  
-the  
-Download the Necessary Files  
-section.  
-  
-  
-cd to your Quake II directory and extract the archive:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-unzip q2-314-demo-x86.exe  
-  
-  
-  
-  
-Now we've got to delete some things and move some other things around:  
-  
-  
-rm -rf Splash Setup.exe  
-mv Install/Data/baseq2 .  
-mv Install/Data/DOCS docs  
-rm -rf Install  
-rm -f baseq2/gamex86.dll  
-  
-  
-  
-  
-The Quake II demo is now installed. You just need to add the Linux  
-binaries.  
-  
-  
-  
-  
-!! 3.3 Adding the Linux Binaries  
-  
-  
-  
-There are four Linux Quake II packages available for download:  
-  
-  
-*a libc5 tar.gz package  
-*  
-  
-*a glibc tar.gz package  
-*  
-  
-*a libc5 rpm package  
-*  
-  
-*a glibc rpm package  
-*  
-  
-  
-  
-Install just one of these packages. Each contains the same  
-files, they're just linked against different libraries. Redhat  
-5.x users should choose the the glibc rpm package. Users of  
-glibc based systems without rpm support should use the glibc tar  
-package. The libc5 rpm is for Redhat distributions prior to 5.  
-and other distributions that use the rpm package format. The  
-libc5 tar.gz package is for Slackware and everyone else.  
-  
-  
-See the  
-Download the Necessary Files section  
-for the location of the Linux Quake II files.  
-  
-  
-  
-  
-!Installing the RPM packages  
-  
-  
-Installation of the rpm packages should be as simple as:  
-  
-  
-  
-  
-  
-su root  
-rpm -Uvh quake2-xxxxx.i386.rpm  
-  
-  
-  
-  
-Rpm may complain that it can't find libglide2x.so. The  
-Glide library is only necessary if you have a 3Dfx card and want  
-to run Quake II in GL mode. If you don't plan to use the GL  
-mode, you can override the glide dependency with the  
---nodeps option:  
-  
-  
-  
-  
-  
-su root  
-rpm -Uvh quake2-xxxxx.i386.rpm --nodeps  
-  
-  
-  
-  
-  
-  
-!Installing the tar.gz packages  
-  
-  
-To install, just untar the file in your Quake II directory. Do  
-it as root so the proper file permissions get set:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake  
-su root  
-tar -xzf qwcl2.21-i386-unknown-linux2..tar.gz  
-  
-  
-  
-  
-  
-  
-!!3.4 Setting Permissions  
-  
-  
-  
-If you ran rpm or tar as root when installing  
-the Quake II package on your system, the file permissions should  
-be properly set already. The quake2 executable was  
-installed setuid root so that it can access the graphics devices  
-on your system. For security, the ref_*.so rendering  
-libraries are owned by root and writeable only by him. If root  
-doesn't own the libraries, or they're world writeable,  
-quake2 will refuse to run.  
-  
-  
-If you plan to only run Quake II with the GL or X renderers, your  
-quake2 doesn't need to be setuid root. See  
-Running X and GL games without setuid in  
-the Tips and Tricks section below for information on running Quake  
-II without root permissions.  
-  
-  
-  
-  
-!Quake2.conf  
-  
-  
-  
-  
-  
-For security reasons, there is a quake2.conf file, which  
-tells Quake II where to find the rendering libraries (ref_*.so)  
-it needs. It contains only one line, which should be  
-the path to your Quake II installation. Quake II looks for this  
-file in /etc. If you installed Quake II from an  
-.rpm file, this file was installed for you. If you  
-installed from a .tar package, you need to create it  
-like so:  
-  
-  
-  
-  
-  
-su root  
-cd /usr/local/games/quake2  
-pwd > /etc/quake2.conf  
-chmod 644 /etc/quake2.conf  
-  
-  
-  
-  
-  
-  
-!!3.5 The X Renderer  
-  
-  
-  
-Quake II should be ready to run under X now. Give it a try:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-./quake2 +set vid_ref softx  
-  
-  
-  
-  
-If all is well, after a pretty significant pause, a small Quake II window  
-will appear with the first demo running in it. You should hear sound  
-effects and possibly music, if your CD is in the drive. If any of this fails  
-to occur, please see section  
-Troubleshooting for help.  
-  
-  
-  
-  
-!! 3.6 The SVGAlib Renderer  
-++  
-  
-  
-You need SVGAlib installed and configured if you're going to use either  
-the ref_soft or ref_gl renderers. (Quake II uses SVGAlib to process  
-keyboard and mouse input, in case you're wondering why you'd need it for  
-the GL renderer). SVGAlib comes with most modern distributions, and  
-__must__ be properly configured before Quake II will run correctly  
-outside of X.  
-  
-  
-libvga.config is SVGAlib's configuration file. On  
-most systems you'll find it in either /etc or /etc/vga.  
-Make sure the mouse, monitor, and video card settings in this file are  
-correct for your system. See the SVGAlib documentation for more details.  
-  
-  
-If you don't already have SVGAlib on your system, download it from  
-the location mentioned in  
-the files section above.  
-  
-  
-You should run Quake II from a virtual console when using the ref_soft  
-or ref_gl renderers. It won't run from X unless you're root when you  
-start it, and that's not advisable. So if you're in X, do a CTRL+ALT+F1,  
-login and then:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-./quake2 +set vid_ref soft  
-  
-  
-  
-  
-  
-Running SVGA and GL games from X  
-in the Tips & Tricks section below explains how to launch SVGA  
-and GL Quake II from X without manually switching to a virtual  
-console.  
-  
-  
-  
-  
-!! 3.7 The OpenGL Renderer  
-  
-  
-  
-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.  
-  
-  
-To run Quake II in GL mode, you need a 3D card with the Voodoo,  
-Voodoo2 or Voodoo Rush graphics chipset on it. There are  
-specific issues to be dealt with if you have a Voodoo Rush card,  
-and I won't go into them now because frankly, I wouldn't know  
-what I was talking about. A future version of this HOWTO will  
-cover Rush issues (If somebody wants to write about Voodoo Rush  
-issues, I'll gladly include it here).  
-  
-  
-The SVGAlib, Glide, and Mesa libraries must all be installed and  
-configured properly on your system for quake2 to work. The  
-following sections will very briefly cover what you need to do to get  
-them going.  
-  
-  
-Bernd Kreimeier's (  
-bk@gamers.org) Linux 3Dfx HOWTO (  
-http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html) is good  
-source for further information.  
-  
-  
-The  
-3dfx.glide.linux newsgroup on the 3dfx news server  
-(news.3dfx.com) is another good source of information about the  
-intersection of Linux, glide, Mesa and Quake.  
-  
-  
-  
-  
-  
-  
-  
-!SVGAlib  
-  
-  
-Quake II uses SVGAlib to get input from the mouse and keyboard, so you'll  
-need to configure it as outlined in section  
-SVGAlib Renderer.  
-  
-  
-  
-  
-! Glide ++  
-  
-  
-Glide is a library that provides an API for programming 3Dfx based cards.  
-If you want the Mesa graphics library to use your 3Dfx card, you've gotta  
-have it.  
-  
-  
-Do __NOT__ use the Linux Glide library distributed at 3Dfx's web  
-site. It's more than a year out of date. You're bound to have problems  
-if you try to use it.  
-The latest version of glide can always be found at  
-http://glide.xxedgexx.com/3DfxRPMS.html.  
-Select the package(s) appropriate for your system, and install according to  
-the instructions on the web page.  
-  
-  
-Note that unless you download the 3Dfx device driver package in addition  
-to the Glide library, you will only be able to run Glide applications  
-(like Quake II) as root. Install the /dev/3dfx module and you  
-can play Quake II as a regular user. !PentiumPro/Pentium II users have an  
-additional incentive for downloading this driver: it can dramatically  
-increase your framerate. The driver enables support for MTRRs, a  
-memory-caching feature of these CPUs. See  
-http://glide.xxedgexx.com/MTRR.html  
-for a better explanation of this feature.  
-  
-  
-Once you have glide installed, try out the test program that comes with  
-it. Remember this program: it's a good way to reset your display if you  
-ever have a glide application (like Quake II) crash and leave your screen  
-switched off. __NOTE: run this test from a VC, ''not'' X!__ It's  
-possible for the test app to lose mouse and keyboard focus in X, and then  
-you'll have no way of shutting it down.  
-  
-  
-  
-  
-  
-/usr/local/glide/bin/test3Dfx  
-  
-  
-  
-  
-Your screen should turn blue and prompt you to hit any key. After you  
-press a key you should be returned to the prompt.  
-3dfx.glide.linux on 3dfx's news server (news.3dfx.com) is a great  
-source of information for Linux glide-specific problems.  
-  
-  
-  
-  
-!Mesa **  
-  
-  
-Once glide's installed, you need to install Mesa, a free OpenGL  
-implementation by  
-Brian Paul (brianp@elastic.avid.com). Luckily, you won't have to  
-look far, because Mesa 2.6 is included with the Quake II binaries. All  
-you have to do is move it to the right place:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-cp libMesaGL.so.2.6 /usr/local/lib  
-ldconfig  
-  
-  
-  
-  
-The !RedHat distribution comes with a (IMO) broken ld.so  
-configuration. /usr/local/lib is not part of ld.so's  
-search path by default, so anything you install there won't get used.  
-You can remedy the situation by adding the line /usr/local/lib  
-to your /etc/ld.so.conf file, or including /usr/local/lib  
-in your $LD_LIBRARY_PATH. Alternatively, you could install  
-all new libraries someplace like /lib, but this approach seriously  
-offends my tidy nature.  
-  
-  
-If you want to upgrade Mesa to a more recent version (Mesa 3.0 is  
-the most recent version as of this writing),  
-you can download the latest from  
-ftp://iris.ssec.wisc.edu/pub/Mesa  
-If you have a !RedHat 5.x or other glibc-based Linux distribution, see  
-Glibc, !RedHat 5.x, Debian 2 considerations in the  
-Troubleshooting/FAQs section for important information about compiling  
-libraries for Quake.  
-  
-  
-After you've built it according to the instructions, you will have to do  
-two things:  
-  
-  
-  
-  
-  
-*Remove your old Mesa installation. If you previously installed a  
-libMesaGL.so.2.6 as described above, you must remove it or  
-Quake II may not use the new version.  
-  
-  
-cd /usr/local/lib/  
-rm -f libMesaGL.so.2*  
-  
-  
-  
-*  
-  
-*If the new Mesa has a major version number that's greater than 2,  
-you need to create a link to it with the name libMesaGL.so.2:  
-  
-  
-cd /usr/local/lib/  
-ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2  
-ldconfig  
-  
-  
-  
-*  
-  
-  
-  
-  
-  
-  
-  
-  
-! lib3dfxgl.so **  
-  
-  
-With Quake II version 3.19, an alternative to the Mesa library is  
-available. lib3dfxgl.so is a mini-GL driver optimized  
-for Quake that provides better framerates than Mesa.  
-This is a port of a driver that 3Dfx developed for Quake  
-under Windows. It's included in the Quake II package, and there's  
-no reason you shouldn't use it.  
-  
-  
-Like Mesa, lib3dfxgl.so requires that the Glide library  
-be installed in order to access your 3Dfx card.  
-  
-  
-  
-  
-  
-  
-  
-!Choosing a GL driver **  
-  
-  
-With version 3.20, using this driver instead of Mesa is much easier  
-than it was previously. There's a new CVAR, gl_driver that  
-you set to indicate which GL driver quake2 should use. To  
-run with the lib3dfxgl.so driver, do:  
-  
-  
-./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so  
-  
-  
-  
-  
-To run with Mesa, do:  
-  
-  
-./quake2 +set vid_ref gl +set gl_driver libMesaGL.so  
-  
-  
-  
-  
-Note that the .so files you refer to must exist in your  
-quake2 directory. A symbolic link is fine if, say, your Mesa library  
-is in /usr/local/lib and you don't want to have two copies  
-around.  
-  
-  
-  
-  
-!! 3.8 The GLX Renderer  
-++  
-  
-  
-  
-  
-  
-ref_glx.so is linked against standard OpenGL libraries  
-instead of Mesa. This allows Quake II to run on other 3D  
-hardware that is supported by other OpenGL implementations. At  
-this time, I dont' know of any OpenGL implementations that  
-support hardware other than 3Dfx, but this renderer ensures that  
-when they appear, we'll be able to play Quake II with them.  
-  
-  
-Use of the GLX interface also removes GL Quake II's dependency  
-on SVGAlib for keyboard and mouse input.  
-  
-  
-This is a GLX application, and as such, must be run from X.  
-  
-  
-You can use this client with Mesa/3Dfx if you install Mesa and  
-Glide as explained in the previous section, then set the  
-$MESA_GLX_FX environment variable to "fullscreen" before  
-you run quake2:  
-  
-  
-  
-  
-  
-export MESA_GLX_FX=fullscreen  
-./quake2 +set vid_ref glx +set _windowed_mouse 1  
-  
-  
-  
-  
-Why the +set _windowed_mouse 1 option? Remember that  
-this is an X application which happens to use your 3Dfx card.  
-Even though the display takes up your entire screen, Quake II is  
-stil running in a window. This means that if you're not  
-''very'' careful, you could move the mouse pointer outside  
-the Quake II window, and Quake II will suddenly stop responding  
-to mouse and keyboard input. +set _windowed_mouse 1  
-avoids this problem by telling quake2 to grab the mouse  
-and not let it move outside its window.  
-  
-  
-  
-  
-!!3.9 Linux-Specific Command Line Options  
-  
-  
-  
-This section will cover command line options that are specific to the  
-Linux version of Quake II. There are plenty of other Quake II options,  
-but they're beyond the scope of this HOWTO. Check out some of the sites  
-listed in section  
-General Quake Information for this kind of information.  
-  
-  
-These are actually cvars (client variables) that you can set in the Q2  
-console, but it makes the most sense to set them on the command line.  
-Set them with +set on the command line, like:  
-  
-  
-  
-  
-  
-./quake2 +set cd_dev /dev/hdc  
-  
-  
-  
-  
-  
-  
-; __cd_dev ''device''__:  
-  
-Name of the CD-ROM device.  
-  
-  
-  
-; __nocdaudio ''value''__:  
-  
-Disable CD audio if ''value'' is nonzero  
-  
-  
-  
-; __sndbits ''num''__:  
-  
-Set sound bit sample size. Default is 16.  
-  
-  
-  
-; __sndspeed ''num''__:  
-  
-Set sound sample speed. Usual values are 8000, 11025, 22051 and 44100.  
-If set to zero, causes the sound driver to attempt speeds in the following  
-order: 11025, 22051, 44100, 8000.  
-  
-  
-  
-; __sndchannels ''num''__:  
-  
-Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.  
-  
-  
-  
-; __nostdout ''value''__:  
-  
-Don't do any output to stdout. Use this if you don't want all the console  
-output dumped to your terminal.  
-  
-  
-  
-  
-  
-!!3.10 Quake II Servers ++  
-  
-  
-  
-Linux's strength as an internet server make it a perfect platform for  
-running an internet Quake II server. This section will touch on the  
-basics and Linux-specific aspects of starting up a Quake II server. Try  
-http://www.3dgw.com/hellsgates/serverguide.htm for more detailed  
-Quake II server setup information.  
-  
-  
-  
-  
-!Listen Servers  
-  
-  
-You can start a Quake II "Listen" server from within the game via the  
-''Multiplayer'' menu. This allows you to host a game and participate  
-in it at the same time.  
-  
-  
-To start a Listen server, start Quake II, bring up the Quake II menu with  
-the ESC key, and select ''Multiplayer''. It should be pretty  
-self-explanatory from there.  
-  
-  
-  
-  
-!Dedicated Servers  
-  
-  
-For a permanent, stand-alone Quake II server that needs to run without  
-constant attention, using the Listen server is impractical. Quake II has  
-a Dedicated server mode that is better suited to this type of use. A  
-dedicated server is started from the command line and uses fewer system  
-resources than a Listen server because it doesn't start the graphical  
-client piece at all.  
-  
-  
-To start a dedicated server, use the command line option +set  
-dedicated 1. You can set additional server parameters either on the  
-command line or in a config file that you +exec on the command  
-line. Your config file should reside in the baseq2 directory.  
-  
-  
-A few common server options are listed below. To set options on the  
-command line, do +set fraglimit 30. Options are set the same way  
-in a config file, only you don't want the + before the  
-set. Invoke your config file like this: +exec  
-server.cfg.  
-  
-  
-  
-  
-; __fraglimit__:  
-  
-Number of frags required before the map changes  
-; __timelimit__:  
-  
-Time in minutes that must pass before the map changes  
-; __hostname__:  
-  
-The name of your Quake II server. This is an arbitrary string and  
-has nothing to do with your DNS hostname.  
-; __maxclients__:  
-  
-The maximum number of players that can connect to the server at once.  
-  
-  
-  
-For enough Quake II console and command line information to choke a horse,  
-see Farenheit 176 (  
-http://www.planetquake.com/f176).  
-  
-  
-  
-  
-!Other Sources of Server Information  
-  
-  
-  
-  
-  
-*The Q2 Server FAQ has a basic step-by-step guide to set up a  
-Q2 Server under Linux:  
-http://www.bluesnews.com/faqs/q2s-faq.html  
-*  
-  
-*Grant Cornelius Reticulus Copernicus Sperry (  
-flubber@xmission.com) has some  
-basic Q2 server config files and startup scripts at  
-http://www.atomicage.com:80/quake/server/server_cfg/.  
-  
-*  
-  
-  
-  
-  
-  
-!!3.11 Mods & Addons  
-  
-  
-  
-Quake II modifications like Capture the Flag, Jailbreak, and Lithium  
-II are very popular extensions of the original Quake II game. Some  
-mods reside entirely on the server (Lithium), and some also require changes  
-to your client (CTF). For server only mods, you just connect normally  
-and play. Client-side mods require you to install additional files in  
-your quake2 directory before you can play.  
-  
-  
-  
-  
-!Client Side Mods  
-  
-  
-Generally, installation of a client-side mod consists of just  
-downloading the client package and upacking it in your Quake II  
-directory, but you should refer to the mod's documentation for specific  
-details. It may be necessary to download a Linux-specific package  
-in addition to the main (Windows) client package. Also be aware that all mods  
-may not be available for Linux.  
-  
-  
-Client-side mod packages usually contain a new gamei386.so  
-file and one or more .pak files. Other new files may be  
-included as well. These new files will be installed in a subdirectory  
-below your Quake II directory. Use +set game ''mod-dir''  
-on the command line to run the mod. Rocket Arena 2, for example, gets  
-installed in a directory called arena. To play RA2,  
-your would start your client like so:  
-  
-  
-./quake2 +set game arena  
-  
-  
-  
-  
-  
-  
-!Capture the Flag  
-  
-  
-Since this is by far the most popular variation of multiplayer Quake II,  
-I've included specific instructions for installing this mod. Capture  
-the Flag for Quake II is available from id's ftp site. Download  
-it, then install like so:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-mkdir ctf  
-cd ctf  
-unzip -L /wherever/you/put/it/q2ctf102.zip  
-  
-  
-  
-  
-Start Quake II with +set game ctf to play CTF.  
-  
-  
-  
-  
-!Server Side Mods  
-  
-  
-Running a Quake II mod on a server isn't much different than running one  
-on the client side. Generally you'll need to install gamei386.so  
-and server.cfg files in a new subdirectory and then start your  
-server like  
-  
-  
-./quake2 +set game XXXX +set dedicated 1 +exec server.cfg  
-  
-  
-Where XXXX above is the name of the mod's new subdirectory. The exact  
-procedure will vary from mod to mod, of course. See the mod's documentation  
-for specific details.  
-  
-  
-  
-  
-!Game Source ++  
-  
-  
-The entire game, with the exception of the engine itself, resides in a  
-shared library, gamei386.so. Quake II mods are created by  
-changing the contents of this file. The C source is freely available  
-(section  
-Download the Necessary Files above)  
-for anyone to download and modify.  
-  
-  
-After you've downloaded the source, here's how to get started with it:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-mkdir mymod  
-cd mymod  
-gunzip /wherever/you/put/it/q2src320.shar.Z  
-sh /wherever/you/put/it/q2src320.shar  
-  
-  
-  
-  
-You'll be presented with a bunch of legalese that you must answer  
-yes to, then the game source will be extracted. Building a new  
-gamei386.so out of these sources is accomplished with a simple  
-make. You can run Quake II with the newly compiled library like  
-so:  
-  
-  
-  
-  
-  
-cd /usr/local/games/quake2  
-./quake2 +set game mymod  
-  
-  
-  
-  
-Not too exciting yet, since what you just built is identical to the  
-"stock" gamei386.so, but this should be good information for  
-aspiring mod authors.  
-  
-  
-  
-  
-!Mission Packs  
-  
-  
-  
-  
-  
-*__Mission Pack 1: The Reckoning__  
-The Reckoning requires Quake II version 3.15 or later to run. You'll need at least  
-95 MB for a minimum installation. Another 90 MB are required if you want  
-to install the video sequences as well. Assuming your CD is mounted on  
-/mnt/cdrom and Quake II is installed in  
-/usr/local/games/quake2:  
-  
-  
-cd /usr/local/games/quake2  
-cp -r /mnt/cdrom/Data/all/* xatrix/  
-rm -f xatrix/gamex86.dll  
-  
-  
-If you want to install the video sequences:  
-  
-  
-cp -r /mnt/cdrom/Data/max/xatrix/video xatrix  
-  
-  
-Play The Reckoning like this:  
-  
-  
-cd /usr/local/games/quake2  
-./quake2 +set game xatrix  
-  
-  
-  
-*  
-  
-*__Mission Pack 2: Ground Zero__  
-It requires Quake II version 3.17 or later to run. You'll need at least  
-120 MB for a minimum installation. Another 115 MB are required if you want  
-to install the video sequences as well. Assuming your CD is mounted on  
-/mnt/cdrom and Quake II is installed in  
-/usr/local/games/quake2:  
-  
-  
-cd /usr/local/games/quake2  
-cp -r /mnt/cdrom/Data/all/* rogue/  
-rm -f rogue/gamex86.dll  
-  
-  
-If you want to install the video sequences:  
-  
-  
-cp -r /mnt/cdrom/Data/max/rogue/video rogue  
-  
-  
-Play Ground Zero like this:  
-  
-  
-cd /usr/local/games/quake2  
-./quake2 +set game rogue  
-  
-  
-  
-*  
-  
-  
-  
-  
-----  
-  
-!! 4. Related Software  
-  
-  
-  
-  
-  
-  
-  
-!!4.1 QStat  
-  
-  
-  
-Qstat is a command line based program that returns the status of internet  
-Quake, !QuakeWorld, and Quake 2 servers created by Steve Jankowski  
-mailto:steve@activesw.com.  
-  
-  
-Here's the feature summary from the QStat homepage:  
-  
-  
-*Supports Windows 95, NT, and most Unixes  
-*  
-  
-*Comes with C source code and a binary for Windows  
-*  
-  
-*Supports old Quake (!NetQuake), !QuakeWorld, Hexen II, and Quake II  
-servers  
-*  
-  
-*Can display all available statistics, including player info and  
-server rules  
-*  
-  
-*Output templates for automatic HTML generation  
-*  
-  
-*Raw display mode for integration with HTML page generators  
-*  
-  
-*Built-in host name cache  
-*  
-  
-*Sort by ping time, game, or both  
-*  
-  
-*More options than you can wiggle a mouse at  
-*  
-  
-  
-  
-Qstat is a must-have tool if you're planning on doing any net play. A  
-number of front-ends for qstat have been written as well. Some of them  
-are listed later in this section.  
-  
-  
-You can get the latest version of qstat from the QStat Homepage (  
-http://www.activesw.com/people/steve/qstat.html).  
-  
-  
-  
-  
-!!4.2 XQF  
-  
-  
-  
-XQF is a graphical front-end to QStat that uses the GTK toolkit. This is  
-the best !QuakeWorld/Quake2 server browser that currently exists, and  
-Roman Pozlevich (  
-roma@botik.ru), is still cranking out revisions at the rate of  
-about one per month.  
-  
-  
-If you're familiar with !GameSpy for the Windows platform, this is the  
-closest thing to it for Linux.  
-  
-  
-The XQF homepage is at  
-http://www.linuxgames.com/xqf.  
-  
-  
-  
-  
-!!4.3 !QuickSpy  
-  
-  
-  
-!QuickSpy is a text-based !QuakeWorld server browser. It's another  
-front-end to QStat and it works pretty well. If you don't run X and  
-you don't have Quake II, this is a decent option. Beware though, it's no  
-longer under development.  
-  
-  
-  
-  
-  
-You can get !QuickSpy at  
-http://diana.ecs.soton.ac.uk/~rht96r/quake/quickspy/.  
-  
-  
-  
-  
-!!4.4 QPlug for Linux  
-  
-  
-  
-Qplug is a Netscape plugin which retrieves and displays !QuakeWorld and  
-Quake II server information embedded in a web page. A Windows Qplug has  
-been around for some time. The author, Olivier Debon (  
-odebon@club-internet.fr)  
-wrote the Linux version from scratch without ever having seen the Windows  
-version.  
-  
-  
-QPlug for Linux can be got at  
-http://www.geocities.com/!TimesSquare/Labyrinth/5084/qplug.html.  
-  
-  
-  
-  
-!!4.5 qkHacklib  
-  
-  
-  
-David Bucciarelli (  
-tech.hmw@plus.it), author of the 3Dfx driver for Mesa, has  
-written a library called qkHack, which tries to emulate all the  
-SVGAlib/fxMesa functions used by Quake and Quake II. This would remove  
-the need for SVGAlib when running glquake or Quake II with ref_gl.  
-Other features from the qkHacklib README:  
-  
-  
-  
-  
-  
-*You can dynamically switch between fullscreen rendering and the in  
-window rendering just pressing the TAB key (you must start your X server  
-in 16 bpp mode in order to use this feature)  
-*  
-  
-*You can press Ctrl-C in the shell or kill the Quake process without  
-problems  
-*  
-  
-*you can enable/disable the mouse and keyboard 'grabbing' pressing  
-F11/F12  
-*  
-  
-*you can iconify and pause Quake pressing the F10 (it will not  
-eat more CPU cycles). You can restart everything with a double  
-click in the "****" icon  
-*  
-  
-* you can run Quake with any Mesa driver (for example with the  
-X11 driver but you must recompile the Mesa without the Voodoo  
-driver)  
-*  
-  
-*you can run Quake under any Linux box and get the hardware  
-acclerated output on a SGI box (OK, this is a bit exotic and  
-theoretical as feature but it is an example of how powerful can be an  
-GLX/OpenGL application)  
-*  
-  
-  
-  
-I've tried qkHacklib and it works great for Quake on my system. In  
-Quake II, however, the mouse response becomes ''really'' slow.  
-Others report complete success, though, so give it a try if it sounds  
-like something you need.  
-  
-  
-David Bucciarelli's qkHacklib web page is at  
-http://www-hmw.caribel.pisa.it/fxmesa/fxqkhack.html.  
-  
-  
-  
-  
-!!4.6 GiMd2Viewer  
-  
-  
-  
-GiMd2Viewer is a Quake 2 model viewer written for Gtk and OpenGL by  
-Lionel Ulmer (  
-bbrox@mygale.org). It loads models and textures from either plain  
-files or .PAK files. It will also animate the models (with frame  
-interpolation).  
-  
-  
-This program is still under developement and I haven't tried it yet, but  
-it sounds pretty nifty. Check it out at  
-http://www.mygale.org/~bbrox/GiMd2Viewer/.  
-  
-  
-  
-  
-!!4.7 QIPX  
-  
-  
-  
-QIPX is a set of programs that allow Linux Quake clients (using TCP/IP) to  
-connect with DOS Quake clients (using IPX). I guess this is useful if  
-you're playing netquake on a LAN. QIPX is available at  
-http://www.geocities.com/!SiliconValley/Park/6083/qipx.html.  
-  
-  
-  
-  
-!!4.8 Ice  
-  
-  
-  
-Ice is a Quake map editor for UN*X created by C.J. Beyer and John Watson.  
-I haven't used this program, nor do I know what its development status is.  
-The Ice homepage is at  
-http://styx.phy.vanderbilt.edu/~ice/.  
-  
-  
-  
-  
-!!4.9 Q2getty  
-  
-  
-  
-Q2getty is a hack of mingetty by Mike Gleason (  
-mgleason@ncftp.com) that allows you to  
-automatically run and respawn a program (like a Quake server) on a  
-virtual console.  
-This program is available in the files section at  
-http://www.ncftpd.com/unixstuff/q2getty.html.  
-  
-  
-  
-  
-!!4.10 rcon  
-  
-  
-  
-Rcon is a pair of tools that allow remote administration of a Quake II  
-server using the RCON protocol. Michael Dwyer (  
-michael_dwyer@mwiworks.com)  
-is the author. Rcon 1.1 is available at  
-http://sunsite.unc.edu/pub/Linux/games/quake/rcon-1.1.tar.gz.  
-  
-  
-  
-  
-!!4.11 qlog  
-  
-  
-  
-Qlog is a GPL'ed !QuakeWorld/Quake II server log parser that generates  
-comprehensive player statistics. Craig Knudsen (  
-cknudsen@radix.net) is the author.  
-The qlog homepage is  
-http://www.radix.net/~cknudsen/qlog/.  
-  
-  
-  
-  
-!!4.12 Cheapo  
-  
-  
-  
-Cheapo is a proxy that can be used to route !QuakeWorld network  
-traffic. Additionally, the proxy can modify the data and has features  
-for enhancing gameplay. You can connect to cheapo as if it were a  
-Quakeworld server, and then give it commands that forward you to a  
-real server. The proxy can also be run on a firewall machine  
-incapable of handling Quake traffic, so that machines inside the  
-firewall can be used for playing.  
-The Cheapo homepage is at  
-http://www.saunalahti.fi/~softech/.  
-  
-  
-  
-  
-!!4.13 qgraph  
-  
-  
-  
-QGraph (Quake Graph) is a utility to help people in managing Quake's  
-!DeathMathes, turnments and Quakeworld games.  
-QGraph is a program who connects (via Lan or the Internet) to a Quake,  
-QuakeII, Quakeworld and Hexen2 Servers and shows you realtime data about  
-the game running on that server.   
-The QGraph homepage is at  
-http://www.frag.com/qgraph.  
-  
-  
-  
-  
-!!4.14 Vispatch ++  
-  
-  
-  
-Vispatch is a utility that patches your Quake 1/!QuakeWorld levels to  
-support transparent water. This Windows utility has been around almost since  
-the dawn of GLQuake, but just recently (to my knowledge) a Linux version has surfaced. The  
-!WaterVis homepage is at  
-http://www.sod.net/vis.  
-You can download the Linux version of the Vispatch utility at  
-http://www.sod.net/vis/files/unixvis.zip.  
-  
-  
-  
-  
-!!4.15 GStat ++  
-  
-  
-  
-GStat is a server query tool by Aaron Levinson based on QStat, but with some unique extra  
-features. From the GStat homepage:  
-GStat (!GameStat) is a utility for querying Quake, Quakeworld, Quake II and Hexen II servers.  
-It has three main functions:  
-  
-  
-1.Displays statistics for Quake-based servers  
-2.Functions as a remote server administration tool  
-3.Console-based server browser for finding a server to play on  
-  
-  
-Find out more at  
-http://www.ews.uiuc.edu/~alevinsn/gstat.html.  
-  
-  
-  
-  
-!!4.16 !QuakeLaunch ++  
-  
-  
-  
-!QuakeLaunch is a nice, simple Quake server browser that you can run in the console. It's  
-based on qstat by Steve Jankowski. If you can't or don't want to use an X-based server  
-browser like XQF, this is a good alternative. The !QuakeLaunch homepage is at  
-http://www.linuxgames.com/qlaunch.  
-  
-  
-  
-  
-!!4.17 QPLog ++  
-  
-  
-  
-The Quake Player Log is a master/client Perl program that keeps track of player statistics.  
-The object of this program is similar to what the original !QuakeWorld attempted. Server  
-logs are sent to the central QPLog master, which keeps track of player statistics and ranks  
-players according to a number of factors.  
-http://junior.ece.ucdavis.edu/qplog/  
-  
-  
-  
-  
-  
-----  
-  
-!! 5. Troubleshooting/FAQs  
-  
-  
-  
-  
-  
-  
-  
-!!5.1 General  
-  
-  
-  
-  
-  
-  
-  
-  
-!OS difference considerations  
-  
-  
-  
-  
-  
-*__Case sensitivity__ - In DOS and Windows, case is not important.  
-BASE1.TXT is the same as base1.txt is the same as Base1.Txt.  
-Under Linux and other  
-unices, case IS significant. MOTD.TXT and motd.txt are  
-different files. This can cause problems with player models and skin files  
-if they're installed with upper- or mixed-case filenames.  
-players/male/santa.PCX needs to be renamed to santa.pcx in  
-order for the Santa skin to be visible in Linux. The fixskins.sh script included with  
-quakeworld will convert all filenames in a directory to lowercase. It's  
-reproduced below for your convenience:  
-----  
-  
-#!/bin/sh  
-for x in *; do  
-y=`echo $x | tr ' [[A-Z ]' '[[a-z]'`  
-if [[ $x != $y ]; then  
-mv $x $y  
-fi  
-done  
-  
-----  
-  
-*  
-  
-*__Path delimiters__ - DOS and Windows use the backslash "\"  
-character to separate file pathname elements. In Unix, the backslash is an escape  
-character. Quake and Quake2 for Windows recognize both "\" and "/"  
-as valid path delimiters, so if you use file pathnames in your config files (or your  
-mod code, or anywhere else, for that matter), be sure you're using "/" and  
-not "\".  
-  
-*  
-  
-*__End of line characters__ - Under DOS/Windows, each line of a text file  
-ends with a carriage return character (CR) and a linefeed character (LF). Unix  
-textfiles just have a linefeed at the end of each line. Using DOS/Win formatted  
-textfiles in Unix can cause all kinds of mysterious Quake problems. For example,  
-the incorrectly formatted quake2.conf file from the Quake2 3.17 package  
-generated the error "!LoadLibrary("ref_XXX.so") failed: No such file or  
-directory". LMCTF-TE reports a floating point exception.  
-If you've got an problem you can't explain, try removing the CRs from your text  
-files:  
-  
-  
-mv file.txt file.bak; tr -d '\r' < file.bak > file.txt  
-  
-  
-  
-*  
-  
-  
-  
-  
-  
-! Glibc, !RedHat 5.x, Debian 2 considerations (for Quake 1 only)++  
-  
-  
-[[The following applies to the Quake I binaries (squake,  
-glquake, and quake.x11) only. As of versions  
-2.30 and 3.19 respectively, !QuakeWorld and Quake II are available  
-in both libc5 and glibc versions.]  
-  
-  
-The Quake executables were compiled with libc5. Newer Linux  
-distributions like !RedHat 5.1 and Debian 2.0 use the incompatible  
-libc6 (or glibc) as their default C library. If you're running Quake on a  
-glibc system, there are a few things to watch out for:  
-  
-  
-  
-  
-  
-*Both !RedHat 5 and Debian 2 have libc5 compatibility packages that allow  
-you to run libc5-based applications. Make sure you have these packages installed.  
-Both distributions put the libc5-based libraries in /usr/i486-linux-libc5/lib.  
-*  
-  
-*Make sure Quake uses the correct libraries. Create a script like the one below  
-that points $LD_LIBRARY_PATH to your compatibility libraries directory before  
-it runs Quake.  
-----  
-  
-#!/bin/sh  
-export LD_LIBRARY_PATH=/usr/i486-linux-libc5/lib  
-./quake2 +set vid_ref gl $*  
-  
-----  
-  
-*  
-  
-*If you are going to compile a library like SVGAlib or Mesa  
-for use with Quake, it must be compiled with libc5 and friends.  
-Simply building a new library according its installation  
-instructions will result in a library that is linked against your  
-default library, glibc. You must ensure your new library is  
-linked only with libc5 and libc5-based libraries so it will be  
-compatible with Quake. See your distribution's documentation for  
-information on linking to the non-default libraries.  
-*  
-  
-  
-  
-  
-  
-  
-  
-  
-!My mouse doesn't work or seems to respond randomly. **  
-  
-  
-  
-  
-  
-*Is gpm running? gpm is a program that enables you to cut and paste  
-with the mouse in virtual consoles. Many distributions enable it by  
-default. It may be interfering with Quake. Check if it's running with  
-the following command:  
-  
-  
-ps aux | grep gpm  
-  
-  
-If you get output like  
-  
-  
-root 6115 .0 .4 832 316 ? S 17:54 :00 gpm -t PS/2  
-  
-  
-then gpm is running and interfering with Quake. gpm -k (as root)  
-ought to stop gpm. If it doesn't (gpm -k doesn't always work on  
-my system), kill gpm with the command killall gpm.  
-If you never use gpm, you may want to stop it from running at startup.  
-See the documentation for your distribution for information on how to do  
-this.  
-  
-  
-  
-  
-*  
-  
-*Is your mouse defined properly in libvga.config? This file  
-usually lives in /etc or /etc/vga. Open it up and look  
-for a line like  
-  
-  
-mouse Microsoft  
-  
-  
-On my system, this is the first option in the file. Make sure the mouse  
-type is appropriate for your hardware.  
-  
-  
-  
-  
-*  
-  
-*Do you have RW permissions for your mouse device? The permissions  
-of your mouse device may only allow you read access to it. Quake wants  
-to open it read-write, so you'll need to either do a chmod 666 to it,  
-or run as a user or group that's allowed to read and write to it.  
-The actual device file in question will vary according what type of mouse  
-you have on your system. Most of the time, /dev/mouse is a  
-symbolic link to your actual mouse device file, so doing an  
-ls -l /dev/mouse should allow you to find which device file to modify.  
-  
-*  
-  
-  
-  
-  
-  
-!My Microsoft Intellimouse or Logitech !MouseMan+ isn't working correctly.  
-  
-  
-SVGAlib, which handles mouse input for SVGA and GL Quake/QW/Q2,  
-didn't directly support the Intellimouse until version 1.3.. If you have a  
-version of SVGAlib prior to 1.3., you should upgrade, then use mouse  
-type !IntelliMouse (for serial mice) or IMPS2 (for  
-PS/2 mice) in your libvga.config file.  
-  
-  
-  
-  
-!My mouse is "laggy" and seems much slower than under Windows.  
-  
-  
-  
-  
-  
-*For many people, just cranking up the value of  
-sensitivity in the game console cures the problem.  
-Setting sensitivity by hand in the console or in a  
-.cfg file allows you to increase the mouse sensitivity  
-more than the slider in the Options menu allows. sensitivity 15,  
-for example.  
-  
-*  
-  
-* From Zoid's 1/7/98 .plan update:  
-  
-If you are experience video 'lag' in the GL renderer (the frame  
-rate feels like it's lagging behind your mouse movement) type  
-"gl_finish 1" in the console. This forces update on a per frame  
-basis.  
-  
-  
-*  
-  
-*The latest version of SVGAlib (1.3.) provides a slew of parameters  
-in libvga.config that you can use to customize the behavior of  
-your mouse. With the proper settings it should be possible to make your  
-mouse feel any way you want. On my system, just changing  
-mouse_accel_type to normal (default is power)  
-gave me the results I wanted. I haven't messed with the other settings,  
-and I don't pretend to have a clue about what they all do.  
-  
-*  
-  
-  
-  
-  
-  
-!I have a Voodoo2, and when I try to run with the gl renderer it reports that I don't have a Voodoo card installed.  
-  
-  
-There are different versions of Glide for Voodoo and Voodoo 2 cards. Be  
-sure you downloaded the correct one for your system.  
-  
-  
-  
-  
-  
-  
-  
-!When I'm playing any of the Quake games under SVGAlib or GL and press CTRL-C, the game exits and sometimes leaves my console in an unusable state.  
-  
-!Sometimes when Quake/Quake II exits abnormally, it leaves my console unusable.  
-  
-  
-Yes. This bites. SVGAlib catches the CTRL-C and decides what to do with  
-it instead of allowing Quake to handle it. I know of no way around this  
-short of hacking SVGAlib.  
-  
-  
-If you run your Quake games from a script that resets the  
-keyboard and terminal like the one below, you'll run  
-less chance of ending up with a hosed terminal if this does happen, though.  
-  
-  
-  
-----  
-  
-#!/bin/sh  
-./quake2 $*  
-kbd_mode -a  
-reset  
-  
-----  
-  
-  
-  
-  
-!squake/quake2 fails to start and says "svgalib: cannot get I/O permissions"  
-  
-  
-The Quake executables must run as root when using the SVGAlib renderer, so  
-you must either run them as root or make them setuid root. See the installation  
-instructions in this document for details.  
-  
-  
-  
-  
-!Sometimes after playing one of the Quake games in X, key repeat doesn't work any more.  
-  
-  
-For some reason, the X11 versions of Quake disable key repeat while  
-they're running. If the program exits abnormally for some reason, key  
-repeat never get turned back on. Do  
-  
-  
-xset r on  
-  
-  
-to reenable it.  
-  
-  
-  
-  
-!Quake/Quake II says "/dev/dsp : device not configured"  
-  
-  
-Your sound hardware is not properly configured. You may simply need to do  
-a insmod sound, or it may be necessary to rebuild your kernel.  
-!RedHat users may need to invoke the __sndconfig(8)__ utility.  
-See the documentation for your Linux distribution and/or the Linux Sound  
-HOWTO for information on configuring your system's sound hardware.  
-  
-  
-  
-  
-!GL Quake/Quake II run slower in Linux than in Windows. ++  
-  
-  
-The Windows 3Dfx GL miniport is heavily optimized for the things  
-Quake II does. Mesa on the other hand, is more general and less optimized  
-As a result, Linux Quake II runs slower than under Windows. This isn't a  
-limitation of Linux, but a limitation of the current drivers.  
-  
-  
-With the most recent releases of !QuakeWorld and Quake II, the  
-3Dfx miniport mentioned above is available for Linux. Also, in Quake II  
-version 3.20, the OpenGL function handling code was completely rewritten,  
-resulting in significant speedups.  
-  
-  
-Additionally, for Pentium Pro and Pentium II users, there are  
-some tweaks than can be done with memory buffering - the latest  
-/dev/3dfx device driver has support for automatically  
-setting this up for you. Enabling MTRRs can result in  
-''significant'' (10 fps on my system) GL Quake speedups. See  
-http://glide.xxedgexx.com/MTRR.html for some more  
-detailed information about this.  
-  
-  
-On a PPro/PII system with a Voodoo2, performance under Linux is now at  
-least as fast as under Windows.  
-  
-  
-  
-  
-!How can I start a server and log off, then come back to it later?  
-  
-  
-__screen(1)__ is a great utility for this sort of thing. It  
-allows you to create many virtual screens in one tty and switch  
-between them.  
-Screen comes with most distributions. You can download it from  
-ftp://prep.ai.mit.edu/pub/gnu  
-or any GNU mirror.  
-  
-  
-Start screen by typing the command screen, then create a new  
-screen window by pressing CTRL-A CTRL-C. You won't see much as  
-you do these things, but be assured, something is happening.  
-  
-  
-Start a Quakeworld server:  
-  
-  
-/usr/local/games/quake/qwsv  
-  
-  
-  
-  
-Now open a new screen window with CTRL-A CTRL-C and start up a  
-Quake II server:  
-  
-  
-/usr/local/games/quake2/quake2 +set dedicated 1  
-  
-  
-  
-  
-You can switch back and forth between your servers by pressing  
-CTRL-A CTRL-N.  
-  
-  
-Press CTRL-A CTRL-D to detach from the screen program. Screen  
-and your servers are still running, but they're no longer visible  
-in your terminal window. You can logoff now and your processes  
-will continue to run normally.  
-  
-  
-Use screen -r to re-attach to your previous screen  
-process and access your servers again.  
-  
-  
-That's all there is to it. See the __screen(1)__ man page  
-for more detailed information.  
-  
-  
-  
-  
-!How can I keep the mouse from leaving the window in X? ++  
-  
-  
-From the Quake II readme.linux file (this applies to all version of Quake):  
-  
-By default, the mouse will not be 'tied' to the Quake2 window.  
-To cause Quake2 to grab the mouse, select 'Windowed Mouse' from the video  
-menu, or type '_windowed_mouse ' at the console. Do the reverse to  
-release it. You can bind keys to grab and release the mouse in the  
-console, like so:  
-bind i "_windowed_mouse 1"  
-bind o "_windowed_mouse "  
-Then "i" will grab the mouse and "o" will release it.  
-  
-  
-  
-  
-  
-!When I run Quake/!QuakeWorld/Quake II under X, the image only takes up half the window and/or the colors are all funny. ++  
-  
-  
-The X clients only support color depths of 8 and 16 bits per pixel. Your  
-X server is probably running at 24 or 32 bpp. Change the default color depth  
-to 16 bpp and this problem will go away.  
-  
-  
-  
-  
-!Where can I get the source code for Quake/!QuakeWorld/Quake II so I can compile it for PPC/Alpha/Gameboy/etc? ++  
-  
-  
-The source code for the Quake engines is the proprietary property of id Software. While  
-there's a good chance that id will release the source to Quake eventually like they did  
-for Wolfenstein 3-D and Doom, they have not done so yet. I don't have the source to Quake  
-no matter how nicely you ask me for it.  
-  
-  
-  
-  
-  
-  
-  
-!!5.2 Quake/!QuakeWorld  
-  
-  
-  
-  
-  
-!Quake dies at startup with a segmentation fault.  
-  
-  
-This usually means your network setup isn't right. Try starting quake  
-with the -noudp option and see if the error goes away. If that  
-fixes it, check your /etc/hosts file and verify there's an  
-entry for your machine in it. Use 127...1 for your IP address if you  
-have a dialup account that gives you a different address each time you  
-connect.  
-  
-  
-  
-  
-!What's the difference between glqwcl, glqwcl.3dfxgl, and glqwcl.glx?  
-  
-  
-  
-  
-  
-*__glqwcl__ is the standard GL Quakeworld client you've  
-seen in previous versions. It's linked against libMesaGL.so.2.  
-*  
-  
-*__glqwcl.3dfxgl__ is a script that runs glqwcl  
-after preloading the 3Dfx GL miniport library, lib3dfxgl.so. Preloading  
-the minport library causes its GL functions to get used instead of Mesa's. Since  
-the GL minport is optimized for Quake, this is a good thing.  
-*  
-  
-*__glqwcl.glx__ is linked against standard OpenGL libriaries  
-instead of Mesa. This will allow glquake to run on other 3D hardware that is  
-supported by some other OpenGL implementation. This is an X application and  
-so must be run from X.  
-*  
-  
-  
-  
-  
-  
-!When I run glqwcl.glx fullscreen from X, I can't use my mouse or keyboard.  
-  
-  
-  
-  
-  
-Run glqwcl.glx with the +_windowed_mouse 1  
-option. GLX Quakeworld is running in a window, even though it  
-appears to take up your whole screen. If you move the mouse  
-while the window manager is in focus-follows-mouse mode, you're likely to  
-move the pointer outside this window, and then Quake will stop  
-responding to mouse and keyboard input. +_windowed_mouse 1  
-makes Quakeworld grab the mouse exclusively.  
-  
-  
-  
-  
-!!5.3 Quake II  
-  
-  
-  
-  
-  
-!When I try to run Quake II with the GL renderer, it fails and says "!LoadLibrary("ref_gl.so") failed: Unable to resolve symbol"  
-  
-  
-If immediately prior to the "Unable to resolve symbol" line, you have  
-messages like "can't resolve symbol 'fxMesaCreateContext'", your  
-Mesa library doesn't have glide support compiled in.  
-See section  
-The GL renderer in the  
-Quake II installation section for information on installing Mesa and  
-glide.  
-  
-  
-  
-  
-!Quake II fails with the message !LoadLibrary("ref_XXX.so") failed: No such file or directory  
-  
-  
-  
-  
-  
-*/etc/quake2.conf doesn't have the correct path to your  
-Quake II directory in it. This file should contain one line that is the  
-directory Quake II lives in.  
-  
-*  
-  
-*If /etc/quake2.conf ''does'' contain the correct  
-path, try removing the file and re-creating it by hand. Some versions of  
-Quake II for Linux included an incorrectly formatted quake2.conf  
-file.  
-  
-*  
-  
-*Do you have SVGAlib installed? Check /lib,  
-/usr/lib and /usr/local/lib for a file called  
-libvga.so.1.X.X, where the X's are some numbers. If nothing  
-turns up, you need to get and install SVGAlib to run Quake II outside of  
-X.  
-  
-*  
-  
-*If the renderer in question is ref_gl.so, Mesa may not be  
-properly installed. Did you copy libMesaGL.so.2.6 to a  
-library directory like the installation instruactions told you to?  
-  
-*  
-  
-*If the renderer in question is ref_gl.so, did you install  
-the glide libraries?  
-  
-*  
-  
-  
-  
-  
-  
-  
-  
-  
-!When I update the brightness while using the GL renderer, and hit "apply," nothing happens!  
-  
-  
-  
-  
-  
-Type vid_restart in the console to make the changes take  
-affect.  
-  
-  
-  
-  
-  
-  
-  
-! Note about the 3.17 distribution  
-  
-  
-  
-  
-  
-As of this writing, the most recent Quake II version is 3.20. If  
-for some reason, you're running version 3.17 instead, the  
-following information may be helpful to you.  
-  
-  
-Two text files (quake2.conf and fixperms.sh) in the 3.17  
-distribution were inadvertently saved in MS-DOS CR/LF text-file format  
-instead of the unix LF format. This means there's an extra carriage  
-return character at the end of each line in these files and they're not  
-going to behave right until you fix them.  
-  
-  
-We'll run them through __tr(1)__ to strip out the CR's.  
-  
-  
-  
-  
-  
-for i in fixperms.sh quake2.conf  
-do  
-mv $i $i.bak  
-tr -d '\r' < $i.bak > $i  
-done  
-  
-  
-  
-  
-  
-  
-!When I run Quake II with +set vid_ref glx fullscreen from X, I can't use my mouse or keyboard.  
-  
-  
-  
-  
-  
-Run GLX quake2 with the +set _windowed_mouse 1  
-option. GLX Quake2 is running in a window, even though it  
-appears to take up your whole screen. If you move the mouse  
-while the WM is in focus-follows-mouse mode, you're likely to  
-move the pointer outside this window, and then Quake II will stop  
-responding to mouse and keyboard input. +set _windowed_mouse  
-1 makes Quake II grab the mouse exclusively.  
-  
-  
-  
-  
-!Why can't I change to some of the SVGA modes that are in the Quake II Video menu?  
-  
-  
-SVGAlib probably doesn't know how to create the modes on your card.  
-When Quake II starts up with the SVGA renderer (ref_soft.so),  
-it prints a list of all the modes that SVGAlib tells it are available:  
-  
-  
-------- Loading ref_soft.so -------  
-Using RIVA 128 driver, 4096KB.  
-mode 320: 200 1075253220  
-mode 320: 240 1075253220  
-mode 320: 400 1075253220  
-mode 360: 480 1075253220  
-mode 640: 480 1075253220  
-mode 800: 600 1075253220  
-mode 1024: 768 1075253220  
-mode 1280: 1024 1075253220  
-  
-  
-These are the only modes you will be able to successfully switch to from  
-the Video menu. If say, 512x384 isn't on the list, selecting it from the  
-Video menu won't work.  
-  
-  
-SVGAlib does let you define new video modes for some chipsets in  
-libvga.config, so you may be able create your own video mode this  
-way. See the SVGAlib documentation for more detail on this topic.  
-  
-  
-  
-  
-!When I try connect to a Quake II server that's running a mod, quake2 crashes with the message "Error: VID: Could not open display". **  
-  
-  
-  
-  
-  
-According to Zoid, this problem occurs when the video system restarts  
-due to a gamedir change. Several libraries get unloaded and reloaded during  
-the restart, and this apparently causes quake2 to blow chunks on many systems.  
-  
-  
-The workaround solution is to set the game CVAR on the command line before  
-you start up quake2. So if you're going to connect to a CTF server,  
-you'd start quake2 like:  
-  
-  
-./quake2 +set game ctf ...  
-  
-  
-This may seem inconvenient if you're used to connecting to new servers without  
-leaving the quake2 program, but unfortunately  
-it's the only way around this problem right now. A frontend program like  
-XQF will automatically do this command line stuff for you, so you ought to consider  
-using one if you're not currently doing so.  
-  
-  
-  
-  
-  
-  
-----  
-  
-!!6. Tips & Tricks  
-  
-  
-  
-  
-  
-  
-  
-  
-  
-  
-!! 6.1 Running X and GL games without setuid  
-  
-  
-  
-If you only run the X and GL versions of Quake, !QuakeWorld or Quake II,  
-you don't need to run them with root permissions. SVGA is the only mode  
-that must be run as root. The X versions just need access to  
-/dev/dsp, the sound device. The GL versions need access to the  
-3Dfx card as well as to /dev/dsp.  
-  
-  
-/dev/dsp needs to be readable and writeable by Quake. Most  
-distributions give it 662 (rw-rw--w-) permissions by default. The  
-simplest solution is to just chmod 666 /dev/dsp. On most systems,  
-the ability to read from the sound device will not pose a significant security  
-threat. If this approach is unacceptable for your system, create a group that  
-owns /dev/dsp and make your Quake players members of that group.  
-  
-  
-You need the /dev/3dfx driver from Daryll Strauss' glide page  
-(  
-http://glide.xxedgexx.com/3DfxRPMS.html) in order run glide  
-applications (like GLQuake) non-root. Download the Device3Dfx.xxx.rpm  
-package and install according to the instructions on the web page.  
-After you've installed the driver, make sure /dev/3dfx has  
-666 permissions (chmod 666 /dev/3dfx).  
-  
-  
-When /dev/dsp and /dev/3dfx are properly set up, you can  
-remove the setuid bit from your Quake/QW/Q2 executables. Just do  
-(as root) chmod 0755 XXXXX, where XXXXX is either glquake,  
-quake.x11, or quake2.  
-  
-  
-If you've been playing as root prior to making these changes, many of your Quake  
-files (like savegames) may be owned by root and inaccessible to a normal  
-user, so remember to change the files' ownership before you attempt to  
-play the game non-root.  
-  
-  
-  
-  
-  
-  
-  
-!! 6.2 Running SVGA and GL games from X  
-  
-  
-  
-The GLX Quakeworld and Quake II clients are native X  
-applications, but since they use Mesa rather than the 3Dfx  
-mini-driver, they're slower than the lib3dfxgl.so  
-versions. For this reason, you may still favor this way of starting  
-games from X over using the GLX clients.  
-  
-  
-This is based on a Linux Gazette 2 Cent Tip by Joey Hess (  
-joey@kite.ml.org) The original is at  
-http://www.ssc.com/lg/issue20/lg_tips20.html#squake  
-  
-Yes, it's possible to run the Quake games from X if you're root, but such  
-behavior is naughty, and you still run the risk of having Quake crash  
-and leave the console unresponsive. With a little work you can make it  
-possible for a regular user to run SVGA and GL Quake from X ''AND''  
-automatically switch back to X when the program is finished, regardless of  
-whether it exited normally or not.  
-  
-  
-Note: when I say "Quake" in the text below, I really mean "quake, glquake  
-squake, qwcl, glqwcl, qwcl.x11 or quake2".  
-  
-  
-  
-  
-  
-*First, you'll need the __open(1)__ package by Jon Tombs. This  
-is a set of two very small programs that allow you to switch between  
-virtual consoles and start programs on them. Download open from  
-http://sunsite.unc.edu/pub/Linux/utils/console/. You shouldn't  
-have to do much more than make;make install to compile and install  
-it. Once it's installed, you need to make the open and  
-switchto executables setuid root. So do this:  
-  
-  
-cd /usr/local/bin  
-chown root open switchto  
-chmod 4755 open switchto  
-  
-  
-  
-*  
-  
-*Next, save the following code to a file called getvc.c:  
-----  
-  
-/* getvc.c  
-* Prints the number of the current VC to stdout. Most of this code  
-* was ripped from the open program, and this code is GPL'd  
-*  
-* Joey Hess, Fri Apr 4 14:58:50 EST 1997  
-*/  
-#include <sys/vt.h>  
-#include <fcntl.h>  
-main () {  
-int fd = ;  
-struct vt_stat vt;  
-if ((fd = open("/dev/console",O_WRONLY,)) < ) {  
-perror("Failed to open /dev/console\n");  
-return(2);  
-}  
-if (ioctl(fd, VT_GETSTATE, &vt) < ) {  
-perror("can't get VTstate\n");  
-close(fd);  
-return(4);  
-}  
-printf("%d\n",vt.v_active);  
-}  
-/* End of getvc.c */  
-  
-----  
-Compile it and install it somewhere in your $PATH:  
-  
-  
-gcc getvc.c -o getvc  
-strip getvc  
-mv getvc /usr/local/bin  
-  
-  
-  
-*  
-  
-*Now create a script called runvc:  
-your $PATH:  
-----  
-  
-#!/bin/sh  
-# Run something on a VC, from X, and switch back to X when done.  
-# GPL Joey Hess, Thu, 10 Jul 1997 23:27:08 -0400  
-exec open -s -- sh -c "$* ; chvt `getvc`"  
-  
-----  
-Make it executable and put it somewhere in your $PATH:  
-  
-  
-chmod 755 runvc  
-mv runvc /usr/local/bin  
-  
-  
-Now you can use the runvc command to start Quake. Continue to use  
-whatever command line you usually use to start your game, but put runvc  
-at the beginning:  
-  
-  
-runvc ./quake2 +set vid_ref gl +connect quake.foo.com  
-  
-  
-You'll automatically switch to a VC, run Quake and then switch back to X  
-when it's done!  
-  
-  
-  
-  
-*  
-  
-*__Update:__ Joey Hess wrote in to say:  
-  
-I'd like to point out that some people may find that this  
-doesn't work. If your /dev/ttyxx devices do not let you write  
-to them by default (a good idea), then the open command won't be able to  
-switch to them. In that case, you need to chown the next tty that is free  
-after you start up X. I do this in xdm's Xtartup_0 script, as follows:  
-----  
-  
-# Set up tty8 as a console that is writable by the current user, so  
-# open -s commands can be used to run stuff there.  
-# Tty8 is used becuase it's the next free tty after 7 where X runs,  
-# and so open tries to use it.  
-chmod 640 /dev/tty8  
-chown $USER.root /dev/tty8  
-# This does open up a tiny security hole:  
-# user_a logs in with xdm, then logs out.  
-# user_b logs in at console.  
-# user_a can now redirect user_b to tty9 via the open command,  
-# and plop them down into some program that, perhaps, tries to  
-# persuade them to enter their password.  
-  
-----  
-  
-  
-*  
-  
-  
-  
-  
-  
-!!6.3 3Dfx "tweak" settings work in Linux too  
-  
-  
-  
-You may have seen or heard mention of ways to "tweak" Quake's OpenGL  
-performance by setting various environment variables. These variables  
-are equally valid under Linux. You just set them slightly differently.  
-If a Windows/DOS "tweak" guide tells you to:  
-  
-  
-SET SST_GRXCLK=59  
-  
-  
-  
-  
-Under Linux, do it like this:  
-  
-  
-export SST_GRXCLK=59  
-  
-  
-  
-  
-  
-  
-!!6.4 The Poor Man's Server Browser  
-  
-  
-  
-Joe S. (  
-jszabo@eden.rutgers.edu) suggests:  
-  
-  
-a trick I do with qstat:  
-I make a file of my favorite servers, then do  
-qstat -f /C/quake2/file.txt | less  
-  
-  
-  
-  
-hit control z to suspend, then copy the ip address or hostname I want  
-with gpm to a command line like:  
-  
-  
-  
-  
-  
-./quake2 +connect expert.eqclans.com  
-  
-  
-Then I can use fg to go back to the list later...  
-  
-  
-  
-  
-!! 6.5 Using lib3dfxgl.so for Quake I  
-  
-  
-  
-You can use the 3Dfx mini-driver (lib3dfxgl.so) from  
-Quakeworld or Quake II with glquake too. Simply copy  
-the glqwcl.3dfxgl or quake2.3dfxgl  
-scripts to a new file, say glquake.3dfxgl. Then edit the  
-glquake.3dfxgl script so it runs glquake instead of  
-glqwcl.  
-The same restrictions about running as root apply here, as do  
-the differences between running under glibc and libc5.  
-See the  
-Quakeworld or  
-Quake II sections for more information on  
-lib3dfxgl.so.  
-  
-  
-  
-  
-!!6.6 Getting rid of that annoying "POSSIBLE SCAN CODE ERROR 57" message in GLQuake. ++  
-  
-  
-  
-If you're sick of seeing that useless message every time you press the space bar  
-in GLQuake, execute the following command from your quake directory and you'll  
-never have to deal with it again. This little piece of Perl code just replaces  
-the first character of the message with a null character, which signifies the end  
-of a string in C programs. Now when GLQuake thinks it needs to tell us about  
-a possible scan code error, it outputs an empty string instead! Oh, and your  
-original glquake binary gets automatically backed up to glquake.bak  
-too.  
-  
-  
-perl -i.bak -0777pe 's/P(ossible unknown scancode)/\$1/g' glquake  
-  
-  
-  
-  
-Thanks to Andrew Chase (  
-fixy@fixy.org) for this.  
-  
-  
-  
-  
-  
-  
-----  
-  
-!!7. Administrivia  
-  
-  
-  
-  
-  
-  
-  
-!!7.1 New Versions of This Document  
-  
-  
-  
-New versions of this document will be periodically posted to  
-comp.os.linux.answers  
-and  
-rec.games.computer.quake.misc. They will also be uploaded to  
-various WWW and FTP sites, including the  
-LDP home page.  
-  
-  
-New versions of this document will be periodically posted to  
-rec.games.computer.quake.misc and  
-comp.os.linux.misc.  
-  
-  
-The latest version of the Linux Quake HOWTO can always be found at the  
-following sites:  
-  
-  
-  
-  
-  
-*  
-http://www.linuxquake.com/  
-*  
-  
-*  
-http://webpages.mr.net/bobz/  
-*  
-  
-*  
-http://www.linuxgames.com/quake  
-*  
-  
-  
-  
-  
-  
-!!7.2 Distribution Policy  
-  
-  
-  
-  
-  
-  
-Copyright (c) 1998, Bob Zimbinski, Brett A. Thomas and Mike Hallock.  
-This document may be distributed under the terms set forth in the LDP  
-license at  
-sunsite.unc.edu/LDP/COPYRIGHT.html.  
-  
-  
-This HOWTO is free documentation; you can redistribute it and/or modify it  
-under the terms of the LDP license. This document is distributed in the  
-hope that it will be useful, but ''without any warranty''; without  
-even the implied warranty of ''merchantability'' or ''fitness for a  
-particular purpose''. Heck, even if this document ''kills your  
-dog'', it's not our fault.  
-  
-  
-See the LDP license for more details.  
-  
-  
-  
-  
-!!7.3 Revision History  
-  
-  
-  
-Sections of this document that were updated in the last revision  
-have a ** after the section heading. Sections updated in the revision  
-prior to the last are marked with a ++.  
-  
-  
-Below is the full revision history of this document. It is not intended  
-to be useful to anyone but the document authors.  
-  
-  
-  
-----  
-  
-$Log: Quake-HOWTO.sgml,v $  
-Revision 1..1.18 1998/12/19 00:56:31 bobz  
-Minor typo removed  
-Revision 1..1.17 1998/12/19 00:45:01 bobz  
-Moved "Other Formats" section to top of the document for better visibility  
-Added troubleshooting topic about crashes upon connecting to a server w/different gamedir  
-Added mention of !RedHat's broken ld.so configuration to Mesa sections  
-Added details about using the new gl_driver cvar  
-Added troubleshooting bit about mouse permissions  
-Revision 1..1.16 1998/12/12 05:34:02 bobz  
-updated file links for quake2 version 3.20  
-URL change for Linux Game Tome  
-Added linuxgames.org to list of Linux Game sites  
-Removed nasty references to /usr/games/quake as installation dir  
-Removed info about compiling libc5 libraries for use with Q2  
-Added a few sentences about /dev/3dfx and mtrr support in the Q1 & Q2 glide sections.  
-Added a warning about using the glide library from 3dfx's site  
-mentioned that GLX versions no longer require svgalib  
-Updated performance FAQ  
-Moved mouse in X tip from Tips to FAQ  
-Added Vispatch to Related Software  
-Added quakelaunch to Related Software  
-Added qplog to Related Software  
-Added link to server setup guide at 3dgw.com  
-Added X color depth FAQ  
-Added Quake source code FAQ  
-Added new info from JH in Running from X Tip.  
-Added fix for POSSIBLE UNKNOWN SCANCODE in glquake  
-Minor wording changes and type fixes throughout  
-Revision 1..1.15 1998/10/05 21:09:42 bobz  
-Fixed a few typos and spelling errors that I missed last time around  
-Revision 1..1.14 1998/10/05 19:54:17 bobz  
-Removed the long-dead !LinQuake page from list of Linux Quake sites  
-Removed renaissoft.com link  
-Minor wording changes throughout  
-Added link to svgalib libc5 binary  
-Added info about q2 demo  
-Updated q2 installation info for the 3.19 release  
-moved section about 3.17 textfile problems to the troubleshooting section  
-Added part about lib3dfxgl.so to QW section  
-Added part about GLX client to QW section  
-Added part about lib3dfxgl.so to Q2 section  
-Added part about GLX client to Q2 section  
-Updated "slower than windows" FAQ  
-Removed obsolete TS tip about glibc & q2  
-Removed obsolete TS tip about playing w/CD mounted  
-Changed tip about running glquake with lib3dfxgl.so  
-Added instructions for Q2 mission pack 2  
-Added pointer to svgalib libc5 binary  
-Added FAQ about svgalib modes in Q2  
-Added Cheapo proxy to software section  
-Added screen FAQ  
-Added qgraph to software sectoin  
-Decided I was lying when I promised a 3Dfx tweak section in the next update  
-Revision 1..1.13 1998/09/02 01:35:18 bobz  
-Fixed some broken url links  
-Restored <author> tag  
-added an acknowledgement  
-added a reminder to the non-root tip  
-added qlog listing  
-Revision 1..1.12 1998/08/30 21:35:23 bobz  
-Updated !QuakeWorld install section for 2.30 release  
-Updated QW file list  
-Updated Quake 1.01 install info per email suggestion  
-Added QW 2.30 caveat to "Glibc considerations" section  
-Updated linux vs. windows speed section for new 3dfx miniport  
-Added glqwcl versions FAQ  
-Added troubleshooting tip about windows focus and glx  
-Added a sentence about /dev/3dfx permissions  
-Made runvc script usage clearer  
-Added tip about using mini-driver with Quake & QuakeII  
-Revision 1..1.11 1998/08/15 19:28:49 bobz  
-Added glibc topic in Troubleshooting/FAQ section  
-Moved non-setuid info to Tips & Tricks section  
-Moved rcs log into Revision Hist section  
-Changed distribution info a little until LDP wakes up  
-Changed references to quake.medina.net to www.linuxquake.com  
-Added linuxgames.com to list of places to get current version  
-Changed 3dfx Howto pointer  
-Moved explanation of change markings (** and ++) to intro section where they'll be noticed  
-Mentioned zoid's GL driver port in the Win vs Linux FAQ  
-Fixed credit and URL in q2getty  
-Revision 1..1.10 1998/08/07 19:07:02 bobz  
-Changed XQF url  
-Added comments to the revision history section  
-Started marking changed sections  
-Added OS Considerations to troubleshooting section  
-Added rcon to Other Software section  
-Added ICE to Other Software section  
-Revision 1..1.9 1998/08/04 21:06:22 bobz  
-Updated Acknowledgements  
-Added discussion of Quake security  
-Added QIPX to "Related Software"  
-Added ts topic about -noudp  
-Revision 1..1.8 1998/08/03 22:09:28 bobz  
-Updated and restructured the q2 mods section  
-Minor change to gpm troubleshooting info  
-Changed sound ts info  
-Changed intellimouse ts info  
-Revision 1..1.7 1998/08/03 04:55:21 mikeh  
-Added "Playing" section of Q2 Mods & Addons section.  
-Added "Intelimouse" section of Troubleshooting section  
-Added !RedHat sndconfig part to Troubleshooting section  
-Fixed a few spacing problems, and one error message  
-Revision 1..1.6 1998/08/03 02:01:13 bobz  
-Changed abstract.  
-Revision 1..1.5 1998/07/31 16:07:11 bobz  
-Added gpm -k mention in mouse troubleshooting  
-mentioned 'sensitivity' in mouse lag troubleshooting  
-Added qstat|less tip  
-Added "/dev/dsp not configured" to troubleshooting  
-Slightly reworded part of the mod compiling section  
-Added bit about running mods server side  
-corrected required version # in q2 mission pack 1  
-Updated acknowledgements section  
-Revision 1..1.4 1998/07/30 21:08:46 bobz  
-Fixed a problem with broken lines in <sect> tags  
-Revision 1..1.3 1998/07/30 17:40:29 bobz  
-Fixed broken link to Latex version.  
-Revision 1..1.2 1998/07/30 15:46:40 bobz  
-Test update.  
-Revision 1..1.1 1998/07/30 15:43:59 bobz  
-Changed version numbering scheme.  
-Revision 1.10 1998/07/30 13:51:24 bobz  
-Minor version reporting change  
-Revision 1.9 1998/07/29 20:42:03 bobz  
-Added some server links  
-Revision 1.8 1998/07/29 17:37:15 bobz  
-Added a Quake II model viewer to the Other Programs section  
-Revision 1.7 1998/07/29 16:02:23 bobz  
-Added some relative links in Other Formats to make it  
-more portable.  
-Revision 1.6 1998/07/29 15:18:12 bobz  
-Version and date stamps back to the way they were  
-Revision 1.5 1998/07/29 14:52:03 bobz  
-Added tags for automatic timestamping  
-Revision 1.4 1998/07/29 13:17:51 bobz  
-Changed captured.com's web address per webmaster's request  
-Revision 1.3 1998/07/29 02:11:02 bobz  
-Ooops again. Made "Other formats" a <sect> instead of a <sect1>.  
-Revision 1.2 1998/07/29 01:55:41 bobz  
-Oops. I deleted the doctype tag...  
-Revision 1.1 1998/07/29 01:48:34 bobz  
-Added Other Formats section.  
-Changed acknowledgments slightly  
-Added ftp.medina.net to list of ftp sites.  
-Revision 1.0 1998/07/28  
-First publicly released version  
-Revision .9 1998/07/25  
-Restructured,rewritten and expanded by Bob Zimbinski.  
-Revision .01 1998/06/16  
-First Pre-Release version v0.01by Brett A. Thomas and Mike Hallock .  
-  
-----  
-  
-  
-  
-----  
+Describe [HowToQuakeHOWTO ] here.