Linux Quake HOWTO
Bob Zimbinski, bobz@mr.net and Mike Hallock, mikeh@med
ina.net
v1.0.1.11, 15 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
2.10 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 Note about the 3.17 distribution
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 **
3.8 Linux-Specific Command Line Options
3.9 Quake II Servers
3.9.1 Listen Servers
3.9.2 Dedicated Servers
3.9.3 Other Sources of Server Information
3.10 Mods & Addons
3.10.1 Client Side Mods
3.10.1.1 Capture the Flag
3.10.2 Server Side Mods
3.10.3 Game Source
3.10.4 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 ++
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 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 squake/quake2 fails to start and says "
5.1.9 Sometimes after playing one of the Quake games in X, key repeat doesn't work any more.
5.1.10 Quake/Quake II says "/dev/dsp : device not configured"
5.2 Quake/QuakeWorld
5.2.1 Quake dies at startup with a segmentation fault.
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 I have a RedHat 5.x system. I just built and installed Mesa 3.0 beta X. Now Quake II segfaults when I try to use the ref_gl renderer.
5.3.3 I have a RedHat 5.x system and when I try to run Quake II with the GL renderer, it fails with "unable to resolve symbol: IO_putc."
5.3.4 Quake II fails with the message
5.3.5 Do I need to have my CD mounted to play the single-player missions?
5.3.6 When I update the brightness while using the GL renderer, and hit "apply," nothing happens!
5.3.7 When I try to run
5.3.8 Quake II and the GL renderer run slower in Linux than in Windows. **
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
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 brining 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 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.
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/
· LinQuake http://www.frag.com/linquake/
· QuakeWorld.net http://www.quakeworld.net
· Linux Quake 2 Mods http://www.renaissoft.com/linuxq2/
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 http://www.3dfx.com/game_dev/quake_faq.html
· Farenheit 176 http://www.planetquake.com/f176
· rec.games.computer.quake.* newsgroups
1.3.3. Linux Gaming Information
· The Linux Game Tome
http://www.cs.washington.edu/homes/tlau/tome/linux-game.html
· LinuxGames http://www.linuxgames.com/
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
· Quake 1.01 to 1.06 patch program (MS-DOS)
ftp://ftp.idsoftware.com/idstuff/quake/q101-106.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 in
this package)
ftp://ftp.idsoftware.com/idstuff/quakeworld/qwcl2.21-i386-unknown-
linux2.0.tar.gz
· Linux QuakeWorld server
ftp://ftp.idsoftware.com/idstuff/quakeworld/qwsv2.21-i386-unknown-
linux2.0.tar.gz
Other software mentioned:
· lha compression 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
· 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.
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. I've
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 i, your disc is version 1.06. Take a look at
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 discovered you have a 1.06 CD, you can skip the rest of this
paragraph. If your CD is version 1.01, you should probably install
under DOS or Windows, upgrade to 1.06 and then copy the .pak files
over as described in section ``DOS/Windows to Linux Install''.
This is because the patch to upgrade Quake from version 1.01 to
1.06 is only available as an MS-DOS executable. If you install
version 1.01, the unpatched pak0.pak could possibly cause problems
for you. On my system, I've succesfully played through a few
levels with the latest binaries and the unpatched version 1.01 .pak
files, but your mileage may vary. (Note: it is possible to run the
Quake install program and the patch program in a dosemu session.
I've done it, but I'll leave the specifics of this operation as an
exercise for the reader.) I don't recommend it, but if you want to
live dangerously, or you don't have any other options, follow these
instructions:
· 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.
· If you have the version 1.06 CD or you've decided to live
dangerously in the previous paragraph, 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 *
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 .
As usual, replace /win95/games/quake with the correct path to your
DOS/Windows partition and Quake installation.
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. If you've got a 3Dfx card,
this is a must have!
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.
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 and
skip the rest of this section. If you'd rather configure your system
to run quake.x11 and/or glquake without setuid permissions, see
``Running X and GL games without setuid'' in the Tips and Tricks
section below.
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 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, it's available at
http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz 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.
Note: 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
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.
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).
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 should
be released very soon), 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 will cover 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. Like the regular Quake
clients for Linux, QuakeWorld clients also come in three flavors: X11,
SVGAlib and Mesa/GL. This time, though, they're all in the same
package, so you only need to download one file. See the section
``Download the Necessary Files'' 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.
To install, just untar the file in your Quake directory and set the
right permissions on the binaries:
cd /usr/local/games/quake
tar -xzf qwcl2.21-i386-unknown-linux2.0.tar.gz
su root
chown root glqwcl qwcl qwcl.x11
chmod 4755 glqwcl qwcl qwcl.x11
And you're done! QuakeWorld is now installed. To connect to a
QuakeWorld server, start it up like so:
./qwcl +connect some.server.address
See section ``Related Software'' for info about some nifty front ends
for QuakeWorld.
2.10. Servers
It's beyond the scope of this document to try to say all there is
about QuakeWorld servers. That's already covered elsewhere, and done
better than I could do it. Most, if not all, 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 I don't have this mission
pack, so I can't give you specifics. No doubt you can use the
instructions for Mission Pack 1 and improvise. If somebody has
this CD and wants to share their knowledge, please let me know.
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 (libc6+ will not work)
· 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 (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.
· 3Dfx glide libraries installed (for GL renderer)
· Mesa 2.6beta3 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
ftp.idsoftware.com/idstuff/quake2/unix/quake2-317-i386-unknown-
linux2.0.tar.gz
· 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
· Glide runtime libraries http://glide.xxedgexx.com/3DfxRPMS.html
· Mesa 3D graphics library http://www.ssec.wisc.edu/~brianp/Mesa.html
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 contents of your CD to your hard drive. This
takes 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
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
examples above 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 method requires that the Windows partition you're installing from
be writeable by users, which may not be appropriate for all systems.
By making your Windows partition writeable, you are giving all users
the opportunity to destroy your entire Windows installation. If
that's ok with you (you fool!), modify your /etc/fstab to mount the
Windows partition with the options umask=002,gid=XXX, where XXX is the
group id number of the "users" group. Look in /etc/group for this
information. When fstab is updated, umount and re-mount the Windows
partition and you're done.
You're done installing the Quake II data files. Move ahead to
"``Installing the Linux Binaries''".
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. I can't speak for its
features or lack thereof at this time, because I don't have it to
install on my system.
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, it's available at
http://sunsite.unc.edu/pub/Linux/utils/compress/unzip-5.31.tar.gz.
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
Download the Quake II Linux distribution and extract it to your Quake
II directory like so
cd /usr/local/games/quake2
tar -xzf quake2-317-i386-unknown-linux2.0.tar.gz
3.3.1. Note about the 3.17 distribution
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.
Fix the first one by deleting it. We'll re-create it in just a
second.
rm -f quake2.conf
The other file we'll run through tr(1) to strip out the CR's.
Mv fixperms.sh fixperms.bak
tr -d '\r' < fixperms.bak > fixperms.sh
3.4. Setting Permissions **
The fixperms.sh script sets permissions on the quake2 executable and
the ref_*.so libraries. It makes quake2 setuid root, so that the
SVGAlib renderer can access your graphics card. Run the fixperms.sh
script now to set proper permissions on quake2 and the libraries:
sh fixperms.sh
If you plan to only run Quake II with the GL or X renderers, you
quake2 doesn't need to be setuid root. See ``Running X and GL
games without setuid'' in the Tips and Tricks section below for infor
mation 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 certain files it needs (ref_*.so). It has only one
line in it, which should be the path to your Quake II installation.
Quake II looks for this file in /etc. Create it like so:
cd /usr/local/games/quake2
pwd > /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 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 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, it's available at
http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz 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.
Note: you should run Quake 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
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.
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, I'll glady include it here).
As of this writing, the 3Dfx HOWTO
(http://sunsite.unc.edu/LDP/HOWTO/3Dfx-HOWTO.html) is somewhat out of
date, but it may still prove helpful. And although some people there
will hate me for saying this, 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. 3dfx.glide.linux on 3dfx's news server
(news.3dfx.com) is a great source of information for Linux glide-
specific problems.
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.
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 should
be released very soon), 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
3.8. 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.
3.9. 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.
3.9.1. 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.
3.9.2. 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).
3.9.3. 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/.
3.10. 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 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.
3.10.1. 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 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, start your client like so:
./quake2 +set game arena
3.10.1.1. 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 and 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.
3.10.2. 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.
3.10.3. 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.
3.10.4. Mission Packs
· Mission Pack 1: The Reckoning This is currently the only official
mission pack available for Quake II. It 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
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 //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
.
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 **
All of the Quake executables (and the Q2 ref_*.so libraries) were
compiled with libc5. Newer Linux distributions like RedHat 5.1 and
Debian 2.0 use the incompatible glibc or libc6 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, I believe.
· 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 upgrade a library like SVGAlib or Mesa, 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.
· 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
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.
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 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.
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 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
5.1.8. 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.
5.1.9. 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.
5.1.10. 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.
5.2. 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.
5.3. 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. I have a RedHat 5.x system. I just built and installed Mesa
3.0 beta X. Now Quake II segfaults when I try to use the ref_gl ren
derer.
Did you read Mesa's README.QUAKE before you installed Mesa? This is a
glibc problem. Quake II was compiled with lib5. All the libraries it
loads must also have been built with libc5.
David Bucciarelli (tech.hmw@plus.it) reported in 3dfx.glide.linux:
I'm using the Mesa-3.0beta7 and the RedHat 5.1 and QuakeII
is working fine for me. I had only to make a small change
to the Mesa-3.0/mklib.glide file, from:
GLIDELIBS="-L/usr/local/glide/lib -lglide2x
-L/usr/i486-linux-libc5/lib -lm"
to:
GLIDELIBS="-L/usr/i486-linux-libc5/lib -lglide2x"
and to make two symbolic links:
[david@localhost Mesa]$ ln -s libMesaGL.so libMesaGL.so.2
[david@localhost Mesa]$ ln -s libMesaGLU.so libMesaGLU.so.2
After correctly compiling the library, you should set your
$LD_LIBRARY_PATH to /usr/i486-linux-libc5/lib before you run Quake II.
There's a nice Quake II startup script in the README.QUAKE.
5.3.3. I have a RedHat 5.x system and when I try to run Quake II with
the GL renderer, it fails with "unable to resolve symbol: IO_putc."
Make sure you're loading the right libc. Try:
export LD_LIBRARY_PATH=/usr/i486-linux-libc5/lib
./quake2 +set vid_ref gl
5.3.4. 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?
5.3.5. Do I need to have my CD mounted to play the single-player mis
sions?
It depends. The readme.linux says you do, and you do if you're using
3.13 or earlier. However, beginning with 3.15 (on all platforms) this
checking was taken out, and you don't have to have your CD mounted in
order to play single-player.
5.3.6. 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.
5.3.7. When I try to run fixperms.sh , it says Command not found .
fixperms.sh has MS-DOS line endings in 3.17. See section ``Note about
the 3.17 distribution'' for details on how to fix this.
5.3.8. Quake II and the GL renderer run slower in Linux than in Win
dows. **
Yes it is. The simple fact of the matter is that, right now, the
Windows GL "Quake II 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. Regardless, we all owe a big debt to Daryll Strauss, who
brought us the 3Dfx drivers, and Brian Paul, who brought us Mesa.
Without them, we'd be stuck in software-rendering land, which is MUCH
slower than what we have now.
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.
See http://glide.xxedgexx.com/MTRR.html for some more detailed
information about this.
Dave 'Zoid' Kirsch said in his 13 Aug 1998 .plan update that he has
ported 3Dfx's OpenGL miniport to Linux. This will be used in place of
Mesa for GL Quake and Quake II. Good news!
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.
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.
6.2. Running SVGA and GL games from X
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 when you want to run Quake, use runvc to do it, and you'll auto
matically 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
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...
7. Administrivia
7.1. New Versions of This Document **
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.
first Pre-Release version v0.01by Brett A. Thomas and Mike Hallock.