bobz@mr.net
), Brett A. Thomas (quark@baz.com
), and Mike Hallock (mikeh@medina.net
)
lib3dfxgl.so
for Quake I
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 ++.
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.
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.
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:
Thanks to the following people for contributions to this Howto:
-noudp
reminder.
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.
You will need, as a bare minimum, the following:
Optional:
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:
The Quake files mentioned in in this section are:
Other software mentioned:
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 rpm
s 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
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
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.
cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1
/mnt/cdrom/resource.1
, you should use
/usr/local/games/quake/resource.1
instead.
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 *
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.
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
cp /win95/games/quake/id1/*.pak id1
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".
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.
Decide which of the three flavors of Quake you'd like to install:
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-linux2.0.tar.gz
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.
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.
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-1.3.0.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.
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.
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 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.
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:
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*
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
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.
Specify memory in megabytes to allocate (default is 8MB, which should be fine for most needs).
Don't do any output to stdout. Use this if you don't want all the console output dumped to your terminal.
Mouse device, default is /dev/mouse
Mouse baud rate, default is 1200
CD device, default is /dev/cdrom
Use indicated video mode (squake only)
Don't initialize keyboard
Set sound bit sample size. Default is 16 if supported.
Set sound speed. Usual values are 8000, 11025, 22051 and 44100. Default is 11025.
Set mono sound
Set stereo sound (default if supported)
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:
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.
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
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-linux2.0.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.
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.
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
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.
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.
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.
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.
Activision released two add-on packs of extra levels for Quake, Scourge of Armagon and Dissolution of Eternity.
/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
config.cfg
step, as this
file isn't included on the Mission Pack 2 CD.
Anybody care to contribute some info about qcc, bsp and all that?
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.
You will need, as a bare minimum, the following:
Optional:
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:
The Quake II files mentioned in in this section are:
Other software mentioned:
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
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.
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
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.
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.
cd /usr/local/games/quake2
cp -r /win95/games/quake2/baseq2 .
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".
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.
There are four Linux Quake II packages available for download:
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 Quake II files.
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
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-linux2.0.tar.gz
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.
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
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.
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.
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.
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 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.
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:
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*
libMesaGL.so.2
:
cd /usr/local/lib/
ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2
ldconfig
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.
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.
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.
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
Name of the CD-ROM device.
Disable CD audio if value is nonzero
Set sound bit sample size. Default is 16.
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.
Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
Don't do any output to stdout. Use this if you don't want all the console output dumped to your terminal.
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.
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.
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
.
Number of frags required before the map changes
Time in minutes that must pass before the map changes
The name of your Quake II server. This is an arbitrary string and has nothing to do with your DNS hostname.
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).
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.
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
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.
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.
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.
/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
/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
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:
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).
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.
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/.
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.
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:
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.
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/.
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.
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/.
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.
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.
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/.
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/.
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.
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.
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.
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.
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/
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 $y fi done
\
"
character to separate file pathname elements. In Unix, the backslash is an escape
character. Quake and Quake2 for Windows recognize both "\
" and "/
"
as valid path delimiters, so if you use file pathnames in your config files (or your
mod code, or anywhere else, for that matter), be sure you're using "/
" and
not "\
".
quake2.conf
file from the Quake2 3.17 package
generated the error "LoadLibrary("ref_XXX.so") failed: No such file or
directory
". LMCTF-TE reports a floating point exception.
If you've got an problem you can't explain, try removing the CRs from your text
files:
mv file.txt file.bak; tr -d '\r' < file.bak > file.txt
[The following applies to the Quake I binaries (squake
,
glquake
, and quake.x11
) only. As of versions
2.30 and 3.19 respectively, QuakeWorld and Quake II are available
in both libc5 and glibc versions.]
The Quake executables were compiled with libc5. Newer Linux distributions like RedHat 5.1 and Debian 2.0 use the incompatible libc6 (or glibc) as their default C library. If you're running Quake on a glibc system, there are a few things to watch out for:
/usr/i486-linux-libc5/lib
.$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 $*
ps aux | grep gpm
If you get output like
root 6115 0.0 0.4 832 316 ? S 17:54 0:00 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.
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.
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.
SVGAlib, which handles mouse input for SVGA and GL Quake/QW/Q2,
didn't directly support the Intellimouse until version 1.3.0. If you have a
version of SVGAlib prior to 1.3.0, you should upgrade, then use mouse
type IntelliMouse
(for serial mice) or IMPS2
(for
PS/2 mice) in your libvga.config
file.
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.
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.
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.
There are different versions of Glide for Voodoo and Voodoo 2 cards. Be sure you downloaded the correct one for your system.
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
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.
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.
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.
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.
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.
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 0' 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 0" Then "i" will grab the mouse and "o" will release it.
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.
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.
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 127.0.0.1 for your IP address if you
have a dialup account that gives you a different address each time you
connect.
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.
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.
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.
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.
/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.
/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.
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?
ref_gl.so
, did you install
the glide libraries?
Type vid_restart
in the console to make the changes take
affect.
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
+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.
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.
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.
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.
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".
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
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 = 0; struct vt_stat vt; if ((fd = open("/dev/console",O_WRONLY,0)) < 0) { perror("Failed to open /dev/console\n"); return(2); } if (ioctl(fd, VT_GETSTATE, &vt) < 0) { perror("can't get VTstate\n"); close(fd); return(4); } printf("%d\n",vt.v_active); } /* End of getvc.c */
$PATH
:
gcc getvc.c -o getvc
strip getvc
mv getvc /usr/local/bin
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`"
$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!
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.
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
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...
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
.
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)/\0$1/g' glquake
Thanks to Andrew Chase ( fixy@fixy.org) for this.
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:
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.
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 1.0.1.18 1998/12/19 00:56:31 bobz Minor typo removed Revision 1.0.1.17 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 1.0.1.16 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 1.0.1.15 1998/10/05 21:09:42 bobz Fixed a few typos and spelling errors that I missed last time around Revision 1.0.1.14 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 1.0.1.13 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 1.0.1.12 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 1.0.1.11 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 1.0.1.10 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 1.0.1.9 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 1.0.1.8 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 1.0.1.7 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 1.0.1.6 1998/08/03 02:01:13 bobz Changed abstract. Revision 1.0.1.5 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 1.0.1.4 1998/07/30 21:08:46 bobz Fixed a problem with broken lines in <sect> tags Revision 1.0.1.3 1998/07/30 17:40:29 bobz Fixed broken link to Latex version. Revision 1.0.1.2 1998/07/30 15:46:40 bobz Test update. Revision 1.0.1.1 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 0.9 1998/07/25 Restructured,rewritten and expanded by Bob Zimbinski. Revision 0.01 1998/06/16 First Pre-Release version v0.01by Brett A. Thomas and Mike Hallock.