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Linux Quake HOWTO


Bob Zimbinski bobz@mr.net

v1.0.1.14, 30 August 1998

This document explains how to install, run and troubleshoot Quake,

QuakeWorld and Quake II on an Intel Linux system.

______________________________________________________________________

Table of Contents

1. Introduction

1.1 Feedback,Comments, Corrections

1.2 Acknowledgments **

1.3 Other Sources of Information

1.3.1 Linux-Specific Quake Information **

1.3.2 General Quake Information

1.3.3 Linux Gaming Information

2. Quake/Quakeworld

2.1 Minimum Requirements

2.2 Installing Quake

2.2.1 Download the Necessary Files

2.2.2 Create the Installation Directory ++

2.2.3 Installing From a Quake CD ++

2.2.4 DOS/Windows to Linux Install

2.2.5 Shareware Version Install

2.3 Adding the Linux Binaries

2.4 Setting Permissions

2.5 X11 Quake

2.6 SVGAlib Quake

2.7 GLQuake

2.7.1 SVGAlib

2.7.2 Glide

2.7.3 Mesa

2.8 Linux-Specific Command Line Options

2.9 QuakeWorld **

2.9.1 Installing the RPM packages ++

2.9.2 Installing the tar.gz packages ++

2.9.3 Running QuakeWorld ++

2.10 Servers

2.11 Mods & Addons

2.11.1 Capture the Flag

2.11.2 Mission Packs **

2.11.3 Quake Tools

3. Quake II

3.1 Prerequisites

3.2 Installing Quake II

3.2.1 Download the Necessary Files

3.2.2 Create the Installation Directory

3.2.3 Installing from CD

3.2.4 Windows to Linux install

3.2.5 Installing the demo version **

3.3 Adding the Linux Binaries

3.3.1 Installing the RPM packages **

3.3.2 Installing the tar.gz packages **

3.4 Setting Permissions **

3.4.1 Quake2.conf **

3.5 The X Renderer

3.6 The SVGAlib Renderer

3.7 The OpenGL Renderer

3.7.1 SVGAlib

3.7.2 Glide

3.7.3 Mesa

3.7.4 lib3dfxgl.so

3.8 The GLX Renderer

3.9 Linux-Specific Command Line Options

3.10 Quake II Servers

3.10.1 Listen Servers

3.10.2 Dedicated Servers

3.10.3 Other Sources of Server Information

3.11 Mods & Addons

3.11.1 Client Side Mods

3.11.1.1 Capture the Flag

3.11.2 Server Side Mods

3.11.3 Game Source

3.11.4 Mission Packs **

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 **

5. Troubleshooting/FAQs

5.1 General

5.1.1 OS difference considerations

5.1.2 Glibc, RedHat 5.x, Debian 2 considerations

5.1.3 My mouse doesn't work or seems to respond randomly.

5.1.4 My Microsoft Intellimouse or Logitech MouseMan+ isn't working correctly.

5.1.5 My mouse is "laggy" and seems much slower than under Windows.

5.1.6 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.

5.1.7 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.

5.1.8 Sometimes when Quake/Quake II exits abnormally, it leaves my console unusable.

5.1.9 squake/quake2 fails to start and says "

5.1.10 Sometimes after playing one of the Quake games in X, key repeat doesn't work any more.

5.1.11 Quake/Quake II says "/dev/dsp : device not configured"

5.1.12 GL Quake/Quake II run slower in Linux than in Windows. **

5.1.13 How can I start a server and log off, then come back to it later? **

5.2 Quake/QuakeWorld

5.2.1 Quake dies at startup with a segmentation fault.

5.2.2 What's the difference between

5.2.3 When I run

5.3 Quake II

5.3.1 When I try to run Quake II with the GL renderer, it fails and says "LoadLibrary("ref_gl.so") failed: Unable to resolve symbol"

5.3.2 Quake II fails with the message

5.3.3 When I update the brightness while using the GL renderer, and hit "apply," nothing happens!

5.3.4 Note about the 3.17 distribution

5.3.5 When I run Quake II with

5.3.6 Why can't I change to some of the SVGA modes that aree in the Quake II Video menu? **

6. Tips & Tricks

6.1 Running X and GL games without setuid

6.2 Running SVGA and GL games from X

6.3 Keeping the mouse inside the window in X

6.4 3Dfx "tweak" settings work in Linux too

6.5 The Poor Man's Server Browser

6.6 Using

7. Administrivia

7.1 New Versions of This Document

7.2 Other Formats of This Document

7.3 Distribution Policy

7.4 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 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. 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.

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.

 

1.3. Other Sources of Information

 

 

1.3.1. 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

 

1.3.2. 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

 

1.3.3. Linux Gaming Information

 

· LinuxGames http://www.linuxgames.com/

· The Linux Game Tome

http://www.cs.washington.edu/homes/tlau/tome/linux-game.html

 

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 2.0.24 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

 

 

2.2.1. 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 (Michigan, 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.x11-1.0-i386-unknown-

linux2.0.tar.gz

· SVGAlib Quake binary

ftp://ftp.idsoftware.com/idstuff/unsup/squake-1.1-i386-unknown-

linux2.0.tar.gz

· OpenGL/Mesa Quake binary

ftp://ftp.idsoftware.com/idstuff/unsup/unix/glquake-0.97-i386-unknown-

linux2.0.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-

linux2.0.tar.gz

· glibc tar.gz package

ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwcl-2.30-glibc-

i386-unknown-linux2.0.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-

linux2.0.tar.gz

· glibc tar.gz package

ftp://ftp.idsoftware.com/idstuff/quakeworld/unix/qwsv-2.30-glibc-

i386-unknown-linux2.0.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-1.3.0.tar.gz

· SVGAlib libc5

binaryhttp://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz

· Glide runtime libraries http://glide.xxedgexx.com/3DfxRPMS.html

2.2.2. Create the Installation Directory ++

The first thing you'll need to do is decide where you want to install

Quake. Lots of folks like to put it in /usr/games/quake. Anal system

administrator that I am, I choose to install anything that's not part

of my Linux distribution under /usr/local. So for me, Quake goes in

/usr/local/games/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

 

 

 

 

 

2.2.3. 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.

 

2.2.4. 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''".

 

2.2.5. 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-linux2.0.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

the CD is mounted. 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-1.3.0.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.

 

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.

 

2.7.1. 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''.

 

 

2.7.2. 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.

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.

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.

 

2.7.3. 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

 

 

 

 

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 sec­

onds later; and various other difficulties plagued users.

After realizing how many people played Quake on the inter­

net, 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.

 

2.9.1. 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

 

 

 

 

 

2.9.2. 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-linux2.0.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.

 

2.9.3. 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.

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.

 

2.11.1. 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.

 

2.11.2. 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.

 

2.11.3. 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 2.0.24 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

 

 

3.2.1. 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/quake2-3.19a-i386-unknown-

linux2.0.tar.gz

· glibc tar.gz package

ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-glibc-

i386-unknown-linux2.0.tar.gz

· libc5 rpm package

ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-2.i386.rpm

· glibc rpm package

ftp.idsoftware.com/idstuff/quake2/unix/quake2-3.19a-

glibc-2.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/q2source-3.14.shar.Z

· Quake II Capture the Flag

ftp://ftp.idsoftware.com/idstuff/quake2/ctf/102.zip

Other software mentioned:

· SVGAlib graphics library

http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz

· SVGAlib libc5

binaryhttp://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.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

 

3.2.2. Create the Installation Directory

The first thing you'll need to do is decide where you want to install

Quake II. Lots of folks like to put it in /usr/games/quake. Anal

system administrator that I am, I choose to install anything that's

not part of my Linux distribution under /usr/local. So for me, Quake

II goes in /usr/local/games/quake2. 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

 

 

 

 

 

3.2.3. 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.

 

 

3.2.4. 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 sys­

tems. 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 parti­

tion 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''".

 

 

3.2.5. 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 5.0 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.

 

3.3.1. 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

 

 

 

 

 

3.3.2. 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-linux2.0.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.

 

3.4.1. Quake2.conf **

 

For security reasons, there is a quake2.conf file, which tells Quake

II where to find the rendering libraries it needs (ref_*.so). 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 the CD is mounted. 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. 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

II. 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 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

 

 

 

 

``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.

 

 

3.7.1. 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'' section.

 

3.7.2. 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.

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.

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.

 

3.7.3. 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

 

 

 

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

 

 

 

 

 

Now switch to a VC (CTRL+ALT+F1) and start Quake II:

 

 

cd /usr/local/games/quake2

./quake2 +set vid_ref gl

 

 

 

 

 

3.7.4. 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 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 Quake II packages come with a script, quake2.3dfxgl for

running Quake II with this library on glibc systems. The next

paragraph explains how to run Quake II with lib3dfxgl.so on a libc5

system. On a glibc system, 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, the non-root requirements mentioned above apply,

but you also need to create a symbolic link to lib3dfxgl.so called

libMesaGL.so.2 like so:

 

cd /usr/local/games/quake2

ln -sf lib3dfxgl.so libMesaGL.so.2

 

 

 

 

Then start Quake II from a script that tells $LD_LIBRARY_PATH to look

in the current directory:

______________________________________________________________________

#!/bin/sh

LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./quake2 +set vid_ref gl $*

______________________________________________________________________

 

 

 

You can tell which driver is being loaded by looking for output like

the following in your console as Quake II 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.

 

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.

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.

More detailed information about running Quake II servers is available

elsewhere (see section ``Other Sources of Information'' earlier in

this document.

 

3.10.1. 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.

 

3.10.2. 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).

 

3.10.3. 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.

 

3.11.1. 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

 

 

 

 

 

3.11.1.1. 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.

 

3.11.2. 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 docu­

mentation for specific details.

 

3.11.3. 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/q2source-3.14.shar.Z

sh /wherever/you/put/it/q2source-3.14.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.

 

3.11.4. 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 it 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

.

 

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.

 

 

5. Troubleshooting/FAQs

 

 

5.1. General

 

 

5.1.1. OS difference considerations

 

· Case sensitivity - In DOS and Windows, case is not important.

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 to

work 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. 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. Using the incorrectly

formatted quake2.conf file from the Quake2 3.17 package, for

example, gives 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

 

 

 

 

 

5.1.2. Glibc, RedHat 5.x, Debian 2 considerations**

The following applies 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

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.

 

 

5.1.3. 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 0.0 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.

 

· 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.

 

 

5.1.4. 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 1.3.0. 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.

 

5.1.5. 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. 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 move&SHY;

ment) type "gl_finish 1" in the console. This forces update

on a per frame basis.

 

 

· The latest version of SVGAlib (1.3.0) 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.

· The little slider

 

5.1.6. 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.

 

 

5.1.7. 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.

5.1.8. 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

______________________________________________________________________

 

 

 

5.1.9. squake/quake2 fails to start and says " svgalib: cannot get

I/O permissions"

The Quake executables must run as root, so you must either run them as

root or make them setuid root. See the installation instructions in

this document for details.

 

5.1.10. 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.

 

5.1.11. 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.

 

5.1.12. 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. While it still

doesn't bring Linux Quake performance to par with Windows Quake, it's

another step in that direction.

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.

 

5.1.13. 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.

 

 

 

 

5.2. Quake/QuakeWorld

 

5.2.1. 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 127.0.0.1 for your IP address if you have a dialup

account that gives you a different address each time you connect.

 

5.2.2. 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.

 

5.2.3. 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 WM 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

 

5.3.1. 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.

 

5.3.2. 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?

 

 

5.3.3. 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.

 

 

5.3.4. Note about the 3.17 distribution

 

As of this writing, the most recent Quake II version is 3.19. 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

 

 

 

 

 

5.3.5. 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.

 

5.3.6. Why can't I change to some of the SVGA modes that aree 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.

 

 

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 = 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 */

___________________________________________________________________

 

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!

 

 

6.3. Keeping the mouse inside the window in X

From the Quake II readme.linux file:

By default, the mouse will not be 'tied' to the Quake2 win&SHY;

dow. 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.

 

 

6.4. 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

 

 

 

 

 

6.5. 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...

 

6.6. 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.

 

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. 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

 

7.3. 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.

 

7.4. 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 1.0.1.14 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.

______________________________________________________________________

 

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