  Linux Quake How-To
  Author: Steven A
  Version: 2.02
  Last updated: February 24, 2006


  This document is a modern guide to GLQuake, with some information
  about QuakeWorld , Quake II, III and IV.
  ______________________________________________________________________

  Table of Contents



  1. Introduction
     1.1 Preamble
     1.2 About

  2. General Info
     2.1 Getting Started
     2.2 Command Line Options
     2.3 Game Console Commands

  3. Game Engines
     3.1 GLQuake
     3.2 Darkplaces
     3.3 QuDos Quake Ports
     3.4 QuakeForge
     3.5 TyrQuake
     3.6 Software Quake
     3.7 Other
        3.7.1 NPRQuake
        3.7.2 Tenebrae
        3.7.3 Twilight Project

  4. Mods
     4.1 Mods
     4.2 Commercial Mods
     4.3 Mapping tools

  5. Multiplayer
     5.1 QuakeWorld
     5.2 FuhQuake
     5.3 Nexuiz
     5.4 Digital Paint 2
     5.5 Battle Mech

  6. Trouble-shooting
     6.1 Bash won't start the program
     6.2 Program dies at startup
     6.3 Program dies loading level
     6.4 Sound Problems
     6.5 Other Issues
     6.6 Video Drivers
     6.7 Sound Drivers

  7. Quake Sequels
     7.1 Hexen II
     7.2 Quake II
     7.3 Quake III Arena
     7.4 Quake IV

  8. Other
     8.1 Text Version
     8.2 Old Quake How-To
     8.3 FreeBSD
     8.4 Miscellaneous
     8.5 Links
     8.6 Glossary
     8.7 Credits
     8.8 Todo
     8.9 Author


  ______________________________________________________________________

  1.  Introduction



  1.1.  Preamble


  Linux Quake sits at the crossroads of two computing revolutions -
  GNU/Linux, the popular free operating system, and GLQuake, the first
  "first person shooter" to use the 3D graphics library OpenGL.  Quake
  has a loyal community still making games almost ten years  after it's
  release by ID Software, and thanks to John Carmack releasing the
  software under the GPL, people are able to enjoy it on non-proprietary
  platforms.

  Does all this mean our game is important ?  No...  It's just fun ;-)


  1.2.  About


  This document is not an exhaustive how-to about setting up any one
  Quake program, but a modern guide to GLQuake, a collection of the most
  useful tips, and a pointer to the best resources still available on
  the web.  It concentrates on the many engine rewrites and incredible
  add-ons which make Quake the phenomena it is.



  2.  General Info

  2.1.  Getting Started


  Installing Quake requires a few basic steps.



     Get the Game Data Files
        Getting the game data files is normally done by installing the
        game using Microsoft Windows, or an emulator such as Wine or
        Dosbox, and then copying the id1 directory of the installed game
        to your Linux Quake directory (making sure all files are in
        ``lowercase'').

        Alternatively, if you have the DOS Quake CD, you can use the lha
        utility <http://freshmeat.net/projects/lhaforunix/> to extract
        the data files.  For early CDs, you must first

        ________________________________________________________________
            cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1
        ________________________________________________________________


     Once you have the resource.1 file, then type

     ___________________________________________________________________
         cd /usr/local/games/quake
         lha e {some directory}/resource.1
     ___________________________________________________________________



     Later versions of the game, including WinQuake, come with the data
     files in an uncompressed form and the id1 directory can be directly
     copied from the CD.



     Install a Quake Executable
        The program you execute to run Quake is known as the ``game
        engine''. There are several to choose from, but the simplest
        choice is either Jrgen's ``GLQuake'', or the author's patched
        TyrQuake <http://prdownloads.sourceforge.net/uhexen2/tyr-
        glquake?download>.  After downloading or compiling a game
        engine, place this binary in your Quake directory alongside the
        id1 directory.


     Summary
        Finally, you should have a directory structure similar to this,
        with all files being in ``lowercase'':


        /usr/local/games/quake +- glquake.glx (or another game engine)
                               |
                               +- id1 -+- config.cfg
                                       |
                                       +- game.dat
                                       |
                                       +- pak0.pak
                                       |
                                       +- pak1.pak


     Now, from an xterm window, type (for example)

     ___________________________________________________________________
         ./glquake.glx -fullscreen -width 800 -height 600
     ___________________________________________________________________


     to start the game.



     Help
        This sounds simple, but if you are new to Linux and you are not
        familiar with the command line, try one of these links for more
        information:


          ``Trouble-shooting'' section

          The ``old version'' of this how-to

          Linuxgamers Quake howto <http://www.linux-
           gamers.net/modules/wfsection/article.php?articleid=42>

          Quake wiki <http://wiki.quakesrc.org/index.php/HomePage>

          The Linux Game Tome <http://www.happypenguin.org>



  2.2.  Command Line Options


  Command Line Options are extra parameters that are typed on the Linux
  command line following the program's name.  Quake has a large number
  of them, some of which vary from engine to engine.  The most
  useful/common ones are:



     -window
        Run the game in windowed mode

     -fullscreen
        Run the game in fullscreen mode

     -game NAME
        Load the mod NAME.

     -mem N
        Reserve N megabytes of memory for the internal heap.  This
        generally defaults to 8 or 16 meg, but must be increased when
        playing larger mods.

     -width WIDTH
        window/fullscreen width

     -height HEIGHT
        window/fullscreen height

     -sndspeed MHz
        Set sound sampling rate (eg. 44100, 22100, 11025)

     -sndbits N
        Set sound bits to N = 8 or 16

     -nosound
        Disable sound. Necessary when sound is absent/unconfigured to
        stop the game from crashing.

     -nomtex
        Disable GL multitextures.

     -listen N
        Allow a maximum of N players/bots to join multiplayer games.

     -cddev DEVICE
        Use DEVICE for playing the cd music

     -nocdaudio
        Disable cd audio

  You can also append Quake commands to the Linux command line by
  prefixing them with a plus sign. For example, to automatically start a
  new game at hard skill, use

  ______________________________________________________________________
      glquake.glx +skill 2 +map e1m1
  ______________________________________________________________________



  2.3.  Game Console Commands


  For more info see
  <http://www.planetquake.com/console/commands/quake.html>

  The console is an in-game command line at which you can issue
  commands, change variables and cheat. It is toggled by pressing the
  tilde "~" key when in a game. The main commands include -



     god
        Invulnerability

     noclip
        Walk through walls

     notarget
        Enemies won't attack player

     timedemo DEMO
        Play DEMO (eg. "demo1") at top speed and show frame rate

     impulse N
        Issue "impulse N"

        These are in-game commands which can be given special uses. The
        most common cheat is impulse  9 which gives all weapons.

     bind key
        Bind a key to perform a command

     map MAP
        Load MAP

     changelevel MAP
        Load MAP without resetting player settings

     quit
        Exit to system

     skill   VALUE
        value = 0 (easy) - 3 (impossible)

        Degree of difficulty. Level must be restarted to take effect

     r_wateralpha    VALUE
        value = 0.0 - 1.0

        Opacity of water

     _snd_mixahead   VALUE
        value = 0.1 - 1.0

        Raising this value is a good way to speed up the game at the
        expense of some sound lag. I use 0.3

     r_shadows       FLAG
        flag = 0 | 1

        Display model shadows

     vid_wait        FLAG
        flag = 0 | 1

        Sync video output with screen refresh

     chase_active    FLAG
        flag = 0 | 1

        Show player from third person perspective



  3.  Game Engines



  3.1.  GLQuake


  The first place for Linux noobs to go is Jrgen's no frills site. Here
  you'll find some relevant documentation and trouble shooting tips, and
  a basic version of OpenGL Quake for Linux.  Fairly pain free by Linux
  standards, it supports most Quake mods, but gamma (brightness) support
  is broken.

  <http://mfcn.ilo.de/glxquake>



  3.2.  Darkplaces


  Darkplaces is an amazing Quake engine with a great range of visual
  enhancements and options for colour, effects and sound. It uses the
  same Doom3 lighting features as Tenebrae and thus requires a more
  powerful computer than GLQuake and QuakeForge.

  It also supports many otherwise incompatible mods including
  ``Nehahra'' and ``Nexuiz'', and has improved support for the official
  mission packs.

  Havoc's file archive <http://icculus.org/twilight/darkplaces/files/>
  can be a little confusing.  The large "gameengine2005" tarballs
  include precompiled binaries and the game's source code in a second
  tarball. To compile your own program uncompress the second tarball ,
  type make to see a list of possible targets (programs), and select
  one. For example - to build the OpenGL engine with ALSA sound type
  make cl-release, or to build with OSS sound, make cl-release
  DP_SOUND_API=OSS.

  Much thanks to Lord Havoc for this great project.

  <http://www.icculus.org/twilight/darkplaces>



  3.3.  QuDos Quake Ports


  "Here you'll find QuDos' `linuxified` src+bin tarballs for popular
  quake ports, including that of bjp for Nehahra."

  This is great news for gamers. For the first time these engines -
  including DemonQuake, JoeQuake, NehQuake, Qrack and Tremor - have been
  ported to Linux.  NehQuake
  <http://qudos.quakedev.com/linux/quake1/NehQuake-bjp-bin-
  src.linux.tar.bz2> runs ``Nehahra'' much faster than Darkplaces, and
  JoeQuake <http://qudos.quakedev.com/linux/quake1/JoeQuake-
  v0.15b1146-bin-src.linux.tar.bz2> has impressive eye candy.

  The tarballs include source code, binaries and in most cases the data
  files necessary for the engine.  To install these data files, find the
  simply named folders (such as "joequake" or "qrack") inside the
  tarballs and move them to your quake directory. If they are not
  present you will have to download them from the game's homepage.

  For some of the engines, an additional sound library (which is
  included) has to be installed. To do this:
  ______________________________________________________________________
      su
      cd /usr/lib
      mv {some directory}/libfmod-3.74.1.so .
      ln -s libfmod-3.74.1.so libfmod.so
      ldconfig
  ______________________________________________________________________


  or visit the FMOD homepage <http://www.fmod.org> and install the
  libraries manually.


  <http://qudos.quakedev.com/linux/quake1>



  3.4.  QuakeForge


  QF is the most comprehensive Linux Quake project. It has a visually
  enhanced engine, numerous single player and ``QuakeWorld'' clients and
  Quake C tools. Amongst it's features are: an overhauled menuing sytem,
  a new "heads up display", and in-game help.

  Possibly because of it's size, QuakeForge hasn't been updated in years
  and it's documentation was never quite finished.  The usual "configure
  && make && make install" will build the whole project, but to make a
  single player binary only, try:

  ______________________________________________________________________
      configure --with-static-plugins --without-tools --without-servers --with-clients=glx
      zcat <ruamoko/cl_menu/menu.dat.gz >{somedir}/quake/id1/menu.dat
  ______________________________________________________________________



  For information about building QuakeForge on the BSD Unices, see the
  ``FreeBSD'' section.

  Kudos to the QuakeForge team for a huge project which has provided
  much inspiration for other open source games.

  <http://www.quakeforge.net>
  <http://sourceforge.net/projects/quake/>



  3.5.  TyrQuake


  Is a fairly complete project including Quake and Quakeworld clients
  and other tools <http://disenchant.net/utils.html> including the
  popular TyrLite. Tyrann's focus is on a fully featured but miminalist
  engine for Windows and Linux.

  To compile TyrQuake-0.47, first edit the makefile and select a few
  options.  (The single player client is "NQ").  Nvidia users may have
  to apply this patch
  <http://prdownloads.sourceforge.net/uhexen2/tyrquake-0.47-nvidia.patch?download>
  to fix a few bugs. Versions after 0.47 should build without this.

  A patched TyrQuake single player binary is available here
  <http://prdownloads.sourceforge.net/uhexen2/tyr-glquake?download>.


  <http://disenchant.net/engine.html>


  3.6.  Software Quake


  For a more in-depth treatment of Software Quake, see the  ``previous
  version'' of this how-to.

  The original WinQuake source
  <http://www.quakeforge.net/files/q1source.zip> also came with two
  pixelated versions of the game:


    X Quake (quake.x11)

    Svga Quake (squake)

  but compiling them is no longer straight forward. It involves copying
  Makefile.linux to Makefile, editing this file to remove the extra
  targets , replacing /usr/X11/lib with /usr/X11R6/lib and typing make
  build_release.

  There are easier options though. ``TyrQuake'' and ``QuakeForge'' have
  software clients, and there is also an old SDL Quake
  <http://www.libsdl.org/projects/quake/> written by SDL's author, Sam
  Lantinga, which should work on all modern platforms.


  3.7.  Other



  3.7.1.  NPRQuake


  Another Quake engine which has been ported to Linux but afaik hasn't
  been touched in a few years is NPRQuake
  <http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/>.  Notably, it has
  the ability to load different renderers on the fly (!) which is pretty
  cool. The linux port <http://www.geocities.com/coolguywithgun>
  includes support for the cartoon renderer ainpr
  <http://www.cs.unc.edu/%7Eadyilie/comp238/Final/Final.htm>, and works
  really well for me.

  The SDL version <http://www.tempestgames.com/ryan/> has rewritten
  mouse and video code and may work on otherwise troublesome systems.
  But the sound APIs have not been ported to SDL, so it is not a truly
  portable engine.


  3.7.2.  Tenebrae


  A Quake engine using advanced lighting techniques similar to those in
  Doom III. Requires a very fast computer to run and may not be
  compatible with all hardware.

  <http://tenebrae.sourceforge.net/>


  3.7.3.  Twilight Project



  The Twilight Project <http://icculus.org/twilight> "is a set of rather
  minimalist NQ and QW engines that focus on insane rendering speed, it
  is however a bit unstable at the moment."



  4.  Mods

  4.1.  Mods


  There are hundreds of user created levels - known variously as "mods",
  "total conversions" or simply "maps", all over the internet. When it
  comes to finding them though, many URLs are no longer valid, and it is
  easier to just google for a file name (perhaps adding "quake" as an
  extra search term) than to try and find the project's homepage - which
  is probably just dust in the ether now.

  To run new maps, place the bsp file into the "quake/id1/maps"
  subdirectory, and start Quake with the +map MAPNAME option.

  Installing mods is simply a matter of creating a subdirectory DIR and
  extracting the contents of the mod zipfile/tarball into this
  directory.  It is then loaded by using the -game DIR command line
  option and, sometimes, +map MAPNAME where MAPNAME is the mod's start
  map.

  For both maps and mods, all files should be in ``lowercase'' format.


  QuakeTerminus has a good list <http://www.quaketerminus.com/addon.htm>
  of mods, and Tenfour numerous map reviews
  <http://tenfourmaps.telefragged.com/php/revidx.php?gameid=q1&sortby=date&reversesort=1&page=1>.

  A few of the author's favourites are:



     Soul of Evil
        Soul of Evil is a gorgeous medieval themed mod with two single
        player episodes, a melee style arena mode and nice
        documentation.  Many thanks to Tronwyn, Fat Controller and their
        co-authors.  Link <http://www.planetquake.com/tronyn/soul>


     Nehahra
        Epic. Ambitious. Otherwordly.  Nehahra is the definitive Quake
        mod, supported in Linux by LordHavoc's ``Darkplaces'', and
        ``QuDos''' port of the NehQuake engine. It has some great models
        and maps, uses fog effects well, and has an (optional) two hour
        movie/demo which ties-in well with the original Quake "story-
        line" but is also in desperate need of an edit.  Link
        <http://www.planetquake.com/nehahra>


     Contract Revoked
        A modern mod which made my jaw drop. It also has ambitious
        sequels: The Lost Chapters and Quoth.  Link
        <http://kell.spawnpoint.org/convoked.html>


     The Masque of the Red Death
        A vast, recently released castle map, which also requires
        Darkplaces and fast hardware.  "Monster Count: 404 on Hard" -
        Tronwyn.  Link
        <http://www.fileplanet.com/dl.aspx?/planetquake/tronyn/maps/masque.zip>
     The Hunted Chronicles
        Another game requiring the Darkplaces engine, the Hunted
        Chronicles is a zombie shooter/survival mod in two parts. The
        second uses fog and lighting effects to spooky effect, and could
        almost be mistaken for a Half-Life mod.  Link
        <http://www.ru1337.com/>


     Neil Manke's mods
        Neil wrote the definitive Half-Life mod "They Hunger".  The
        quality and fun is in these maps too - alba01.zip, alba02.zip,
        sofsp1.zip, sofsp2.zip, starshp2.zip, Link
        <http://www.planethalflife.com/manke/>


     Blood Mage
        ... is a dungeons and dragons themed mod with great monsters and
        music. It's a little dated now, and the numerous spells can be
        overwhelming - bmfull.zip
        <http://www.google.com.au/search?q=bmfull.zip>


     Operation: Urth Majik
        Oum is one of the few Quake 1 mods with a sci-fi feel. It's a
        well made five level mod with cut-scenes and many new weapons -
        oum.zip <http://disenchant.net/files/maps/oum.zip>, Link
        <http://www.planetquake.com/fatty/oum/>


     The Coagula Contest 2
        Coagula is a six level compendium of maps originating from a
        contest. The novelty is that all maps are floating in the ether,
        and it's a great set.  Link
        <http://www.planetquake.com/underworld/quakerev030814.html>


     Scourge done Slick
        SdS is a speed run through Mission Pack 1, Scourge of Armagon.
        Hilarious and amazing.  Link
        <http://www.planetquake.com/QdQ/sds.html>


     Insomnia
        Cracking game-play and rivers of blood - czg07.zip
        <http://www.google.com.au/search?q=czg07.zip>


     Zerstrer
        Dark and bloody, with Doom's paranoiac atmosphere - a classic.
        Zerstrer also has some good death match levels - zerstorer.zip
        <http://www.google.com.au/search?q=zerstorer.zip>


     Fantasy Quake
        FQ is a traditional medieval themed conversion. The game has
        some beautiful levels, but also plenty of raw edges as it was
        never quite finished.  (The project ended prematurely when the
        web hosting hit a snag).  Not all the player classes work
        perfectly. Use the "g" key twice to purchase items, the
        "<",">","/" keys for inventory, and the "w","e","r" keys for the
        grappling hook - fantasy.zip
        <http://www.google.com.au/search?q=fantasy.zip>

        Here you can get the long lost Fantasy Quake manual
        <http://prdownloads.sourceforge.net/uhexen2/fq-
        manual.tgz?download>.
     Gib Factory, Vigil, Museum
        Little mods with great game-play! - gibfact.zip
        <http://www.google.com.au/search?q=gibfact.zip> vigil.zip
        <http://www.google.com.au/search?q=vigil.zip>, museum.zip
        <http://www.google.com.au/search?q=museum.zip>



  4.2.  Commercial Mods



     Mission Pack 1
        Scourge of Armagon by Ritual Entertainment (formerly known as
        Hipnotic Interactive).


     Mission Pack 2
        Dissolution of Eternity by Rogue Entertainment.
        - Both official mission packs are generally acknowledged as
        better than the original game.


     Malice
        Very original Quake total conversion, with the greatest (make
        believe) machine gun I've ever unleashed.  Worth paying for.


     Abyss of Pandemonium
        Commercial mod now freely available: Link
        <http://www.planetquake.com/impel>


     Ravages of Apocalypse
        Xmen mod! Great models. Shame about the game-play.  ...When good
        mods turn bad.
        This mod has now been released free of charge, and can be found
        here <http://www.zerogravity.com.au/xmen/>.


     Shrak
        One of the first commercial mods. It has well modelled and
        totally new monsters, but the game-play doesn't cut it anymore.



  4.3.  Mapping tools


  Another first for Quake was the implementation of it's own game
  language - Quake C.  This enables mods to work seamlessly on any
  operating system.  It is possible to install many of the editors which
  are used to make Quake maps, but creating full scale mods is real
  voodoo and beyond my knowledge.

  GtkRadiant is the only currently maintained world editor I know of
  Link <http://www.qeradiant.com/>

  The Quake Army Knife (QuArK) is a multi-purpose Quake editing tool
  which..  may or may not have Linux support %-(.  Link
  <http://dynamic.gamespy.com/%7Equark/>

  ...You may be able to find out from the Func_Msgboard
  <http://www.celephais.net/board/forum.php> - an ongoing hub for Q1
  development and new mapping projects.
  ``QuakeForge'' include Quake C tools with their tarball.

  The Quake Wiki <http://wiki.quakesrc.org/index.php/HomePage> has some
  relevant links for the windows platforms.



  5.  Multiplayer



  5.1.  QuakeWorld


  An enhanced Quake engine for on-line and network multiplayer action.
  It is incorporated into ``QuakeForge'' , ``FuhQuake'' and
  ``TyrQuake''.



  5.2.  FuhQuake


  ... "contains numerous game-play and eye candy enhancements over the
  original QuakeWorld game".
  FuhQuake <http://www.fuhquake.net> will still play the original game
  but the focus is on multiplayer, and single player mods won't work.
  It is still actively maintained by Fuh.



  5.3.  Nexuiz


  Nexuiz is a new standalone multiplayer game using the Darkplaces
  engine.  It uses advanced lighting features, so users with less
  powerful video cards should try disabling these to get the game to
  run.

  <http://www.nexuiz.com>



  5.4.  Digital Paint 2


  Paintball comes to Linux !

  Digital Paint 2 is an "original" multiplayer game based on the ``Quake
  II'' engine. It's colourful and fun nature is a departure from the
  usual dark tone of most Quake games. Being a totally remodeled game,
  it doesn't require you to have the original Quake II ;->.

  Single player games are possible by playing against computer bots.

  <http://www.planetquake.com/digitalpaint/>


  5.5.  Battle Mech


  Battle Mech is a top down Mechwarrior style mod. Make sure to use the
  1.1
  <http://static.condemned.com/files/bmech_stuff/battlemech-1.1.tar.gz>
  tarball.
  <http://static.condemned.com/index.shtml>



  6.  Trouble-shooting


  Other trouble-shooting resources can be found at: Jrgen's GLQuake
  Site <http://mfcn.ilo.de/glxquake>, the ``old version'' of this how-
  to, and Linux Gamers FAQ <http://www.icculus.org/lgfaq>.
  Often, using an alternative game engine such as ``TyrQuake'',
  ``FuhQuake'' and ``Darkplaces'' will fix mouse and sound related
  problems.


  6.1.  Bash won't start the program


  "bash: ./glquake.glx: Permission denied"


    The binary may not have the executable bit set.  Type chmod +x
     glquake.glx to fix this.

    If the program is located on a windows partition, it is possible it
     has been mounted with the noexec option.
     Type (as root): mount -o remount,exec /mnt/windows

  "bash: glquake.glx: command not found"


    Bash may not be including the current directory in it's path.
     Type: "export PATH=$PATH:."


  6.2.  Program dies at startup


  This is not good, but some simple options to try are:


    - use -nosound   to test if sound is the problem.
     Sound problems are covered in detail below.

    - use -noudp     if network is unconfigured.

    - use -nocdaudio if cdrom is absent.

    - use -height, -width and -fullscreen command line options to
     select a screen mode you know is properly configured.
     e.g.  glquake.glx -width 800 -height 600 -fullscreen -nosound


  Files not lowercased or Data files missing.

  Linux Quake requires (most) filenames to be in lowercase.  If you get
  an error similar to "Error: W_LoadWadFile: couldn't load gfx.wad" it
  means the game can't find the data files, possibly because they are
  not all lowercase.


    Make sure you have the subdirectory "id1" (not "ID1") containing
     the files "pak0.pak" and "pak1.pak".

    For a comprehensive lowercase utility, download this utility
     <http://prdownloads.sourceforge.net/uhexen2/lowercase?download> or
     visit <http://filerenameutils.sourceforge.net>.

  "Memory overwrite in Sys_Printf"


    This error means you need to edit file sys_linux.c, procedure
     Sys_Printf, at or near line 89, and change text[1024] to text[4096]
     and recompile.


  6.3.  Program dies loading level



    Many mods require extra memory. Use the -mem 48 option to allocate
     48 meg of memory for the heap.


    A few newer mods just won't work with standard GLQuake, and need an
     enhanced ``game engine'', though they will generally indicate this
     in their documentation.


    In some cases, this problem can be sound related. Try some of the
     tips in the sound section.


  6.4.  Sound Problems


  For more information about Linux sound see the ``drivers'' section.

  An error such as: "/dev/dsp: Device or resource busy" indicates some
  program is already using your sound card, and you will have to halt
  this program to get Quake sound effects.


    From the Linux command line, type killall artsd or killall esd to
     terminate either of these popular sound daemons.


    Alternatively, to run Quake through the KDE sound daemon, type
     artsdsp glquake.glx ...

  "Quake engine games exit, and I see an error about mmap!"


    The Linux Gamers FAQ <http://www.icculus.org/lgfaq> recommends
     "Your sound card/driver doesn't support this needed feature.
     However, if you use KDE/arts you may be able to bypass this with
     the -m switch to the artsdsp wrapper".
     Make sure the artsd program is running by typing ps -A | grep artsd
     and checking that this command returns at least one non-empty line.
     Then type artsdsp -m glquake.glx.

    Try alternative sound drivers as outlined in the ``Sound Drivers''
     section.

  Sound stutters or is not very good.


    Try using the -sndspeed or -sndbits option(s), or swapping sound
     drivers.



  6.5.  Other Issues



     Game is too dark
        If changing the brightness setting in the options menu doesn't
        work, you can use the xgamma program to brighten the whole
        display.


          Type xgamma -gamma VALUE before running the game, where VALUE
           is a number larger than 1.  When you've finished, use xgamma
           -gamma 1 to restore the brightness.

        This tip will not work with poorly supported hardware. For
        Voodoo 1/2 users, visit here <http://sourceforge.net/docman/dis-
        play_doc.php?docid=28982&group_id=124987> for more information.



     Mouse look
        "This game won't let me look around properly. %$!$@"


          Bring down the game console with the "~" key and enter
           +mlook.


     Mouse doesn't work properly
        Try the following -


          Start the game in fullscreen mode by using the -fullscreen
           option.

          From the game console, type _windowed_mouse 1

          If you're using fluxbox, try another window manager.  Fluxbox
           has issues with some games in fullscreen mode.

          If still without success, try the ``NPRQuake'' or
           ``Darkplaces'' SDL clients.  Typing export
           SDL_VIDEO_X11_DGAMOUSE=0 before starting the game will
           disable hardware dga mouse.


     Game saves fail / Options not remembered
        If you are running Quake as a normal user and experiencing these
        problems it's probably due to having insufficient privileges to
        write to the game directories. Solutions include:


          Run the game as super user: Type su and enter root's password
           before typing glquake.glx ... to start the game.

          Change the game file permissions. Unix operating systems have
           strong security preventing unauthorised or accidental file
           changes.  The simplest way to overcome this in a single user
           environment is to become super user and change ownership of
           the quake directory with (as root): chown -R USERNAME
           /usr/local/games/quake. However it is recommended users read
           the chmod and chown man and info pages to better understand
           Unix file permissions.


          In full multi-user environments it is recommended using the
           ``Darkplaces'' or ``QuakeForge'' game engines, which
           correctly place per-user data in their home directory.

        Quake uses a confusing method of saving and restoring game
        options, especially when playing add-ons, and game options
        sometimes have to be reinitialised even though file permissions
        are not an issue.  In such cases, the author can offer no simple
        advice %-/.


     Crazy polygons
        Some mission-packs/mods for Quake can cause existing
        player/monster models to be drawn with lines all over the place.
        To fix this, delete the directory "quake/id1/glquake".  When you
        next run the game, it will remake this directory and everything
        should be fine.


     Lines on screen
        A common problem with 3dfx cards is a shower of flickering lines
        on the screen.


          From the game console, type gl_ztrick 0.


     Other graphical anomalies
        Some Quake engines use an OpenGL speed-up known as
        multitexturing.  This normally works fine, but if you are
        experiencing glitches you can disable this feature with the
        -nomtex option.

        Older video cards may occasionally draw models in all white.
        See the PlanetQuake command list
        <http://www.planetquake.com/console/commands/quake.html> for in-
        game GL variables to fine tune performance.



  6.6.  Video Drivers


  Setting up hardware GL acceleration under Linux used to be a big deal,
  but modern distros should now handle this automatically. Of course
  there are exceptions...

  Nvidia's drivers for all of their modern video cards are not open
  source.  Because of this many distributions do not include them. If
  your Nvidia card is running slowly this is probably the cause and  you
  should visit  <http://www.nvidia.com> to download the Linux installer.
  In the author's experience these drivers are great, but not all
  versions work 100% with all cards. If you have a misbehaving Nvidia
  video card, try a different driver.

  While new versions of XFree and Xorg have great support for Voodoo 3,
  4 and 5, early 3dfx hardware such as Voodoo1, Voodoo2 and Rush are no
  longer hardware accelerated. To get OpenGL working for these cards,
  you'll need to download, install and/or compile the software libraries
  called Glide and Mesa.  Here
  <http://sourceforge.net/docman/display_doc.php?docid=28982&group_id=124987>
  is a detailed README on old 3dfx cards.



     Links
        <http://www.x.org>

        Linux Gamers ATI How-To <http://www.linux-
        gamers.net/modules/wfsection/article.php?articleid=22>

        Linux Gamers Nvidia How-To <http://www.linux-
        gamers.net/modules/wfsection/article.php?articleid=31>



  6.7.  Sound Drivers


  There are two major Linux sound systems - Open Sound System and ALSA.
  If you are experiencing sound problems and the trouble-shooting
  section hasn't helped, you may consider changing the sound driver.
  This can be hard work, and is only for experienced users.

  To ascertain which driver you are currently using, type lsmod to list
  currently loaded kernel modules. The ALSA sound modules have verbose
  names starting with "snd_", while the OSS modules have more terse
  names. For example, the ALSA Sound Blaster Live module is
  "snd_emu10k1", while the OSS module is "emu10k1". Since Linux kernel
  2.6, ALSA has been the standard sound system, while 2.4 and earlier
  were more likely to come with OSS sound.

  Information about ALSA can be found at the Alsa Homepage
  <http://www.alsa-project.org> and Linux Journal's Guide to ALSA
  <http://www.linuxjournal.com/node/8234/print>.

  For those already with ALSA wishing to try the OSS modules, a kernel
  recompile <http://www.tldp.org/HOWTO/Kernel-HOWTO/> is probably
  necessary.



  7.  Quake Sequels



  7.1.  Hexen II


  Hexen II is a colourful adaption of the Quake engine, and in terms of
  source code and theme is much closer than Quake II to the original
  game. Unfortunately, Raven Software <http://ravensoft.com> released
  the game with many rough edges... So beautiful, yet so cruel.

  Hammer of Thyrion <http://uhexen2.sourceforge.net> is the main Linux
  Hexen II port , and has had much work done towards squishing bugs and
  enhancing the OpenGL graphics.  While it is not as widely distributed
  as Quake, the HoT demo includes some of the game's best levels and is
  available from the Sourceforge project page
  <http://sourceforge.net/projects/uhexen2>.


  7.2.  Quake II


  Quake II is the sci-fi themed sequel to Quake.

  Early Linux releases weren't very solid, especially the mouse
  handling, but there is now a few related projects to choose from.
  QuDos' Quake II <http://qudos.quakedev.com/linux/quake2> is the most
  recent, being based on Icculus Quake II
  <http://www.icculus.org/quake2/>, but having an enhanced graphics
  engine.  Michael Olson has some Quake II source
  <http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.src.rpm> and
  binary <http://www.cs.odu.edu/~olson/linux/quake2-0.12-1jag.i386.rpm>
  rpms which appear to be old Icculus releases.  Alternatively, there is
  the QuakeForge Quake II
  <http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz>
  project which also provides support for multiple operating systems.

  The multiplayer paintball mod ``Digital Paint 2'' is based on Quake
  II.

  See the ``old version'' of this how-to for Quake II troubleshooting
  tips.


  7.3.  Quake III Arena


  The third Quake installment was a landmark multiplayer game, with some
  of the most beautiful and well balanced fragging ever. It was one of
  the first games to receive a full Linux commercial release.

  Recently ID Software <http://www.idsoftware.com> released the source
  code, and you'll find an Open Source Quake III
  <http://www.icculus.org/quake3/> project at Icculus.org.

  Most mods should work. The Linux Gamers FAQ reports:

      Yes, ... modifications work in Linux as long as they are compiled to the
      Quake III ... VM bytecode as advised by id software.  ...  modifications
      compiled to Windows library files will not work.



  The retail add-on Quake III Team Arena is supported and, despite never
  getting rave reviews, is a great game.

  For an atmospheric Q3 single player conversion visit The Dark
  Conjunction <http://www.planetquake.com/tdc/>.



     Links
        The Zerowing installation
        <http://zerowing.idsoftware.com/linux/q3a/INSTALL> and known
        issues <http://zerowing.idsoftware.com/linux/q3a/> guides hosted
        by ID Software.

        Linuxgamer's Quake III Howto <http://www.linux-
        gamers.net/modules/wfsection/article.php?articleid=30>.

        Linux Question's Quake III forums for Sound
        <http://www.linuxquestions.org/questions/history/260975> and
        Mouse <http://www.linuxquestions.org/questions/history/225821>
        problems.

        All things Quake III at Planet Quake
        <http://www.planetquake.com/quake3/q3aguide/>



  7.4.  Quake IV


  Quake IV is an epic FPS from the awesome Raven Software
  <http://ravensoft.com>.  It is based on the Doom-III engine and has
  high hardware specs.  A 2ghz cpu and 512meg ram are minimum
  requirements.



     Links
        The Official Linux Faq
        <http://zerowing.idsoftware.com/linux/quake4/>

        Linux Questions Quake IV bug forums
        <http://www.linuxquestions.org/>

        Quake IV demo
        <ftp://ftp.idsoftware.com/idstuff/quake4/demo/quake4-linux-1.0-demo.x86.run>



  8.  Other

  8.1.  Text Version


  This how-to is also available as a text file
  <http://prdownloads.sourceforge.net/uhexen2/Quake-HOWTO.txt?download>,
  and a single html file
  <http://prdownloads.sourceforge.net/uhexen2/Quake-
  HOWTO.html?download>.


  8.2.  Old Quake How-To


  ... is located here <http://webpages.mr.net/bobz/howto/>


  8.3.  FreeBSD


  The author has limited experience with this OS and currently uses
  FreeBSD 5.3 with Nvidia's proprietary drivers.  ``Darkplaces'' and
  ``Hammer of Thyrion'' work well with this system.

  ``QuDos'' has recently ported several engines
  <http://qudos.quakedev.com/linux/quake1> to Linux and has recently
  started work on FreeBSD compatability. His great Quake II project
  <http://qudos.quakedev.com/linux/quake2> is also now BSD friendly.

  For basic GLQuake support, you can find a hacked FreeBSD binary and
  source tarball here
  <https://sourceforge.net/project/showfiles.php?group_id=124987&package_id=137465&release_id=329290>.

  ``QuakeForge'' is a comprehensive Quake project, but may have
  installation issues with newer FreeBSD releases. The memory allocator
  routine "alloca" is not correctly detected on FreeBSD 5.3. The fix is,
  after running "configure", to add "#define C_ALLOCA 1" to
  "include/config.h" and undefine other ALLOCA variables.  Another issue
  is the opening of plugins. If the project builds, but you can't get
  the console or menus, you may have to enable static plugins using
  configure LDFLAGS=-lpthread --with-static-plugins.

  8.4.  Miscellaneous



    Because of the way the original game renders the sky, any map with
     numerous outdoor enemies suffers a big performance hit.

    You can jump further when strafing than when going forward or back
     8-)

    The timedemo demo1 command is a great way to benchmark your system.

    Rocket-jumping is the technique of using a rocket or grenade
     explosion to jump further than normal. For a demonstration see the
     Scourge done Slick speed run.

    John Carmack -
     "At this time (march '97), the only standard opengl hardware that
     can play glquake reasonably is an intergraph realizm, which is a
     VERY expensive card"

    From the original Quake How-To -
     "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."

    Func Message Board -
     > .... This Will Produce A Fully Functional Bouncing, Exploding
     Zombie
     Sounds like fun :)

    Moby Games
     (by  Pathogen)
     ..... Quake was the first FPS to introduce realistic lighting and
     shadows.  Of course, this came at a price. Quake has taken a lot of
     flak because it's all dull brown and grey. This was necessary
     because it was the only way to get the lighting to work properly.
     Since each surface needs a wide variety of reserved colors for
     displaying darkened/brightened portions of the surface, the game
     was limited to just a few colors and all their respective shades.
     (by Ashley Pomeroy)
     Almost incidentally, Quake introduced the now-standard concept of a
     FPS "console", and popularised "mouselook" as *the* absolute
     standard control interface.  Although the specifications required a
     Pentium, Quake ran acceptably well on a 486 DX4/100

    "Quake and its three follow up games, Quake II,Quake III Arena and
     Quake 4 (which many do not regard as true sequels), have sold over
     4 million copies combined.  In 2005, a version of Quake was
     produced for mobile phones."

    Popular games derived from the Quake engine include - Return to
     Castle Wolfenstein, Half-Life, Star Trek Voyager - Elite Force,
     Soldier of Fortune, American McGee's Alice, and - distantly - Doom
     III.


  8.5.  Links



     ID Software
        <http://www.idsoftware.com>


     The Linux Game Tome
        <http://www.happypenguin.org>

     Icculus
        <http://www.icculus.org>

     Icculus Gamers FAQ
        <http://www.icculus.org/lgfaq>

     Linux Gamers
        <http://www.linux-gamers.net>

     Planetquake
        <http://www.planetquake.com/quake1>

     Quake Terminus
        <http://www.quaketerminus.com>

     Quake Marine
        <http://www.quakemarine.com>

     Retro Quake
        <http://www.planetquake.com/retroquake/quake/index.html>

     Quake Basics
        <http://www.quaketerminus.com/quakebible/index.htm>

     Quake Wikipedias
        <http://wiki.quakesrc.org/index.php/HomePage>,
        <http://en.wikipedia.org/wiki/Quake>

     Jrgen's GLQuake Site
        <http://mfcn.ilo.de/glxquake>

     Quake Forge
        <http://www.quakeforge.net>

     Darkplaces Game Engine
        <http://www.icculus.org/twilight/darkplaces>

     Linux Hexen II project
        <http://uhexen2.sourceforge.net>

     SDL - Cross platform hardware API
        <http://www.libsdl.org/>

     ALSA - Linux sound project
        <http://www.alsa-project.org>

     Lowercase utility
        <http://filerenameutils.sourceforge.net>

     Func_Msgboard - message board from hell ...no, I mean it
        <http://www.celephais.net/board/forum.php>



  8.6.  Glossary



     ALSA
        Advanced Linux Sound Architecture <http://www.alsa-project.org>.


     API
        Application Program Interface. The computer libraries which are
        used when programming, and link the game to the hardware.


     Bot
        A computer generated player with artificial intelligence
        (cough), in a multiplayer game. Used to play multiplayer when
        no-one's around or not connected to a network.


     Client
        This word is used in two subtly different ways. In single
        player, the Quake game is known as a client, with different
        clients using their own graphics libraries (for example, the GL
        client "quake.glx" or the X11 client "quake.x11"). The usage is
        similar in multiplayer games, but also means the per-user
        program which connects to a single "server" program which lets
        all the players exist in the same world.


     FPS
        First Person Shooter. A shooting game viewed from the "first
        person" perspective.


     Mod
        Modification to the original Quake game varying from a complete
        game overhaul (total conversion) to simple map/model reworks.
        Quake was designed to allow for ease of platform portability
        with it's own computer language "Quake C" giving mappers control
        over most every aspect of their Quake world.


     Noob
        Newbie. Someone new to a computer related topic.


     Patch
        A software patch (or diff) is a single file used to alter a
        source code tree before compilation. It is often used to fix
        bugs or add new features that the original author didn't
        include.

        Usage of the GNU patch utility is of the form patch [--dry-run]
        -pNUM <FILE  where NUM is the number (usually 0 or 1) of
        directories to strip from the patch file. This number is not
        obvious except to unix gurus, but using the "--dry-run" option
        will let you test run patch so you can find the correct NUM.
        ...Using the wrong number will make patch output all sorts of
        cryptic messages which can be terminated with a control-C
        character.

        Of course you could always type man patch and learn for yourself
        how to use this powerful unix command. ;-/


     SDL
        Simple DirectMedia Layer <http://www.libsdl.org/> cross platform
        hardware API widley used in Linux games.


     Server
        A program central to multiplayer games to which every player
        connects.

     Tarball
        An archive file such as somefile.tar created by the "tar"
        program.  It is often compressed using the programs "gzip" or
        "bzip2", in which case it will normally end in the letters .gz
        or .bz2. The extension .tar.gz is often shortened to .tgz.



  8.7.  Credits


  Thanks to:

    The Linux Documentation Project <http://www.tldp.org>.

    Linus Torvalds for hacking together his little operating system.

    ID Software <http://www.idsoftware.com>.

    Quake modders great and small.

  This webpage was contructed using Linuxdoc-Tools
  <http://www.debian.org/~sano/linuxdoc-tools/> 0.9.20, Vim
  <www.vim.org> and Bash <unknown>.


  8.8.  Todo


  demo, quakeworld status , impulses, ezquake.


  8.9.  Author


  Steven A.

  Sourceforge user page <http://sourceforge.net/users/stevenaaus>

  Email <mailto:yahoo - dot - com - username - stevenaaus>



