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@@ -1,4712 +1 @@
-
-
-
-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
.
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+Describe
[HowToQuakeHOWTO
] here.