  Linux Quake How-To
  Author: Steven A
  Version: 2.05
  Last updated: 9 February, 2007


  This document is a modern guide to id Software's Quake game, with some
  information about QuakeWorld , Quake II, III and IV.
  ______________________________________________________________________

  Table of Contents



  1. Introduction
     1.1 Preamble
     1.2 About
     1.3 Notation

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

  3. Game Engines
     3.1 TyrQuake
     3.2 Darkplaces
     3.3 QuDos Quake Ports
     3.4 MFCN's GLQuake
     3.5 Tenebrae
     3.6 QuakeForge
     3.7 NPRQuake
     3.8 Twilight Project
     3.9 SDL Quake
     3.10 wmQuake
     3.11 Software Quake

  4. Mods
     4.1 Mods
     4.2 Commercial Mods
     4.3 Mapping tools

  5. Multiplayer
     5.1 QuakeWorld
     5.2 ProQuake
     5.3 FuhQuake
     5.4 XQF and QStat
     5.5 Nexuiz
     5.6 Digital Paint 2
     5.7 Argonium
     5.8 Tremulous
     5.9 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 Compilation Issues
        6.5.1 GCC-4.x
        6.5.2 64 Bit CPUs
        6.5.3 Nvidia Drivers
     6.6 Other Issues
     6.7 Video Drivers
     6.8 Sound Drivers

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

  8. Links
  9. Other
     9.1 Transparent Water and Vispatch
     9.2 Nvidia Tweaks
     9.3 FreeBSD
     9.4 QNX
     9.5 Quake Inspired XTerms
     9.6 Miscellaneous
     9.7 Quotes
     9.8 Glossary
     9.9 Credits
     9.10 Todo
     9.11 Changelog
     9.12 License
     9.13 Other Formats
     9.14 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 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 a guide to installing Quake and it's many related
  games and modifications.  It includes compilation notes, tips and
  pointers to the best web resources, as well as some information about
  Quake II, III and IV.


  1.3.  Notation


  In some places, a shorthand is used to represent changes to a
  program's source code.  This is of the form:

  - code to be removed
  + code to be inserted in its place


  and is similar to the output of the GNU "diff" program when generating
  unified patches.

  Where the term "$PWD" is used, the user should already have executed
  the command cd {Linux Quake directory}, and have this as their current
  directory.



  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 (or game demo
        <ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip>) 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, 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 the author's patched TyrQuake
        <http://prdownloads.sourceforge.net/uhexen2/tyrquake-
        sa-0.54.tgz?download>, or Jörgen's ``GLQuake''.  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

     -basedir DIRECTORY
        Use this directory by default

     -sndspeed MHz
        Set sound sampling rate (eg. 44100, 22050, 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 in maps with transparent water support (See
        ``Watervis'')


     _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 on my slower computers


     gl_texturemode  VALUE
        value = gl_nearest | gl_nearest_mipmap_nearest |
        gl_linear_mipmap_nearest | gl_linear_mipmap_linear

        Worst to best texture quality.


     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.  TyrQuake


  TyrQuake is a fairly complete project including OpenGL, Software 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 minimalist engine for
  Windows and Linux.  A new feature is command line completion. Pressing
  the tab key at the console will automatically complete the current
  command or mapname - similar to the Linux shell, Bash.

  Currently at version 0.54, TyrQuake now compiles out of the box on all
  systems I've tested :-)
  Typing make will build all the clients, but to compile only the single
  player client, after unpacking the source code, type:

  make prepare
  make tyr-glquake


  Alternatively, for a more verbose make process, use:

  make tyr-glquake V=1



  A patched TyrQuake binary is available here
  <http://prdownloads.sourceforge.net/uhexen2/tyrquake-
  sa-0.54.tgz?download>.

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



  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 "darkplacesengine" 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.  MFCN's GLQuake


  A great place for Linux noobs to go is Jörgen'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>


  3.5.  Tenebrae


  A Quake engine using lighting techniques similar to those in Doom III.
  Tenebrae requires a very fast computer and may not be compatible with
  all hardware (the documentation is a little unclear, and ATI cards may
  not work).  This game only ran at 10 to 50 fps on my Celeron 2400 /
  FX5600.  Interestingly, Tenebrae has an "easter egg". To see this, in
  the quit game dialog press "d". Also check out the "bumptest" and
  "zoo" maps.

  The Tenebrae installer
  <http://www.liflg.org/?what=dl&catid=6&gameid=12&filename=tenebrae.quake_1.04-english-2.run>
  will install the shareware Quake levels, and all fancy Tenebrae models
  and textures, but is a 100 meg download. (Make sure to run the game in
  32 bpp mode - see below). Tenebrae binaries may be available here
  <http://www.cynapses.org/tmp/tenebrae/>.

  Compilation of the source code may not be straight forward. Firstly:

  cd linux ; ln -s Makefile.i386linux Makefile ; make


  If compilation fails with "../glquake.h:1137: conflicting types for
  ....",  lines 1137 and 1138 need removing. You may also have to change
  the gethostname declaration in net_udp.c thus:

  - extern int gethostname (char *, int);
  + extern int gethostname (char *, size_t);



  After compilation, copy the binary "debugi386.glibc/bin/tenebrae.run"
  and the Tenebrae data files to your Quake folder. Finally, the game
  only runs in 32 bpp colours (X11 colour depth 24), so restart X in
  this mode if you have to, and execute the game with: tenebrae.run
  -basedir $PWD.  Alternatively you can start a new X session with the
  command:

  startx $PWD/tenebrae.run -basedir $PWD -- :1 -depth 24



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



  3.6.  QuakeForge


  QF is a comprehensive Linux Quake project. It has elegant graphical
  enhancements, numerous single player and ``QuakeWorld'' clients and
  Quake C tools. Amongst it's features are: an overhauled menuing
  system, 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 it does not
  appear to support a minimal single player build option.  QuakeForge's
  default directory is "/usr/local/share/games/quakeforge", so ensure to
  link to your "id1" directory from here. (For example ln -s
  /usr/local/games/quake/id1 /usr/local/share/games/quakeforge/id1).

  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/>
  QuakeForge subversion repository <http://taniwha.org/websvn>



  3.7.  NPRQuake


  Another Quake engine which has been ported to Linux but, as far as I
  know, hasn't been touched in a few years is 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 fully
  portable engine.

  <http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/>


  3.8.  Twilight Project


  The Twilight Project "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."
  This game is ~quick~, with a plain looking, but useful menu system, so
  users with a slow computer should definitely give this a go. It also
  has some unique graphical effects and an unusual user interface.

  To compile version 0.2.2 of this project, you'll need the python
  scripting language installed, and perhaps to make this change to
  src/nq/pr_edict.c , line 1108:

  -               if (progs->ofs_strings + pr_stringssize >= com_filesize)
  +               if (progs->ofs_strings + pr_stringssize >= (uint)com_filesize)


  Executing scons.py will now (hopefully) build the binaries, and after
  copying the single player client (twilight-nq) to your quake direc-
  tory, type twilight-nq -basedir $PWD to start the game.

  If you're having trouble with compilation, version 0.2.01 uses the
  traditional "configure && make && make install" method, so you may
  want to try it.

  Game saves are an issue with this engine. There are no game save or
  load menus, and this can only be done using the "F6" and "F9" keys to
  quicksave and load. Additionally, this feature often won't work if you
  started with the "map MAPNAME" command, so make sure you begin games
  in a normal fashion, through the "Start Game" menu.

  <http://icculus.org/twilight>


  3.9.  SDL Quake


  This basic version of Quake is not of major interest to Linux users.
  It's main feature is the use of the SDL programming API for sound,
  video and mouse handling, and should run on all SDL supported
  operating systems without major changes.

  SDL Quake does have a bug relating to music: running the game with an
  audio CD in the cdrom will limit the game's speed. To avoid this
  simply remove the CD from the drive, or use the -nocdaudio option.

  The game runs at a fixed resolution - the width and height can't be
  changed.  To play in fullscreen mode, use the -fullscreen option.

  <http://www.libsdl.org/projects/quake>


  3.10.  wmQuake


  WindowMaker is a window manager for X11, and this tiny version of
  Quake fits in an 64x64 pixel dockable applet!  You can test it out
  even if you don't have WindowMaker, but the game will crash if it gets
  keyboard focus.
  For the curious, this game can  be benchmarked with timedemo demo1
  after removing the "usleep" commands from sys_linux.c.

  <http://freshmeat.net/projects/wmquake/>


  3.11.  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'' written by
  SDL's author, Sam Lantinga, which should work on all modern platforms.



  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.


  Mod lists can be found at QuakeTerminus
  <http://www.quaketerminus.com/addon.htm> and UnderWorld  (Hall of Fame
  <http://www.planetquake.com/underworld/qclassics.html>, Recommended
  <http://www.planetquake.com/underworld/q1sprecommended.html>).  At the
  DoomWadStation you'll find a comprehensive archive
  <http://www.doomwadstation.com/idgames/index.php?dir=Quake%2F> of
  Quake levels.

  A few of the author's favourites are:



     Soul of Evil
        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.

        Nehahra also features improved enemy AI - the grunts strafe
        behind cover, and scrags in open space can be very hard to pin
        down. New gamers may wish to disable this feature by typing
        nomonsters 1 at the game console.

        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>


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


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


     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/>


     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
        <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 <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
        <http://www.google.com.au/search?q=czg07.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
        <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
        <http://www.google.com.au/search?q=gibfact.zip> vigil
        <http://www.google.com.au/search?q=vigil.zip>, museum
        <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).
        After playing Armagon, you should also check out the Death's
        Dominion <http://www.google.com.au/search?q=dd.zip> Level Pack.


     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 and Linux friendly 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.

  Bengt Jardrup's homepage <http://user.tninet.se/~xir870k> has lots of
  mod friendly stuff.


  ``QuakeForge'' include some 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 ``FuhQuake'', ``ProQuake'', ``QuakeForge'' and
  ``TyrQuake''.

  For servers, try:
  <http://www.quakeone.com>
  <http://www.quake1.net/servers.cgi>


  5.2.  ProQuake


  From the ProQuake website: "...What you will find is a rock solid set
  of enhancements to unmodified netquake.  Things that quake should have
  had from the get go.. like precise aim.  Small, simple changes that
  improve the quality of netplay enormously.  ProQuake is fully
  compatible with standard NetQuake.  .... ProQuake is also fully
  compatible with the advanced features of Clanring CRMod++ version
  6.0."

  To make ProQuake's GL client, before typing make, edit "Makefile" to
  select the GL client:



  - TARGETS=$(BUILDDIR)/bin/squake
  + TARGETS=$(BUILDDIR)/bin/glquake.glx
  - GLLDFLAGS=-L/usr/X11/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm
  + GLLDFLAGS=-L/usr/X11R6/lib -L/usr/local/lib -lGL -lX11 -lXext -ldl -lXxf86dga -lXxf86vm -lm


  Like the original GLQuake, brightness support is broken, and owners of
  new Nvidia cards may have to apply the ``Sys_Printf'' bug fix.

  <ftp://ftp.runequake.com/quake/engines/proquake>



  5.3.  FuhQuake


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


  5.4.  XQF and QStat


  XQF <http://www.linuxgames.com/xqf/index.shtml> is a feature rich game
  server browser and launcher for Quake and many other games.  It is
  dependent on the separate program, QStat <http://www.qstat.org/> ,
  which displays information about Internet game servers.  You'll also
  need the Gnome Gtk and Gdk toolkits.



  5.5.  Nexuiz


  Nexuiz is a stand-alone game using the Darkplaces engine. The recently
  released version 2 is a 200 meg download (!) and includes Linux and
  Windows binaries, source code, and a new campaign mode.

  This engine makes use of many advanced lighting features, so users
  with less powerful video cards should try disabling these to run the
  game at a decent speed.

  <http://www.nexuiz.com>



  5.6.  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/>



  5.7.  Argonium


  This slick looking deathmatch mod is another freely distributable
  Quake II game.

  <http://www.planetquake.com/td/argonium/>



  5.8.  Tremulous


  This Quake III mod is a team deathmatch between aliens and humans.
  Features include attractive sci-fi themed levels, species hierarchies,
  and the (aliens') ability to scale walls.

  <http://tremulous.net>


  5.9.  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


  A new site with community forums is LinuxQuake.Org
  <http://www.linuxquake.org>.  Other trouble-shooting resources can be
  found at: Jörgen'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, and change text[1024] to text[4096] and recompile.
     Many versions of Quake have what appear to be two versions of this
     procedure, but one is always commented out.  Obviously you'll need
     to change the value in the correct procedure.

  Problems with GCC 4


  ·  If you're experiencing core dumps and are using version 4.x of the
     GNU compiler, see ``Compilation Issues'' below.


  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 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.


  ·  See the sound note in ``Compilation Issues''.

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



  6.5.  Compilation Issues


  The dynamic nature of GNU/Linux means compiling old software is often
  hard work, and even small hurdles are impossible for people not
  experienced in C programming. Below are a few relevant issues.


  6.5.1.  GCC-4.x



     The GNU C compiler has recently had a major revision, and most
     modern distributions now include GCC-4.1. (To find out which
     version you are using, type gcc --version).  The author used
     GCC-3.2.2 to make this How-To, and people using  GCC-4.x may find
     extra problems when compiling programs:


     Warnings
        GCC-4.x issues many more compilation warnings than 3.x. These
        are small errors that can generally be ignored, but when the
        compiler is given the "-Werror" flag, warnings will bring
        everything to a halt. To fix this you can safely remove the
        "-Werror" from the program's Makefile.
     Slurred Sound
        Yet another sound issue. This common problem is fixed by
        altering snd_mix.c thus:

        -           snd_scaletable[i][j] = ((signed char)j) * i * 8;
        +           snd_scaletable[i][j] = ((j < 128) ? j : j - 0xff) * i * 8;



     Optimizations
        GCC-4.0 in particular had a problem with "-O" flags breaking
        some variable type-casting. If you are able to compile the
        program , but it segfaults, try disabling these optimizations by
        removing the "-O" options from any makefiles.


  If you are having troubles compiling with GCC-4 which weren't there
  previously, it's possible to install GCC-3.x alongside 4.x. Most
  people will want to look for precompiled packages from their Linux
  distribution.

  Once GCC-3.x is installed, the program must then be told to compile
  with this version rather than the default 4.x.  Projects that come
  with configuration scripts will often have options for defining which
  compiler to use (type ./configure --help and look for hints), and
  other times you be able to use export CC=gcc32 or edit the Makefile
  and replace occurrences of "gcc" with "gcc32" (or "gcc-3.2.2", etc)
  manually.


  6.5.2.  64 Bit CPUs


  Most of these legacy programs will probably not compile to 64 bit
  binaries.

  It is still possible to compile 32 bit binaries on a 64 bit operating
  system.  To do so, edit Makefiles and add "-m32" to the load and
  compile flags (LDFLAGS, CFLAGS). This tells GCC to build and link a 32
  bit program (if the 32 bit SDL and OpenGL libraries are also
  installed). You may also have to disable the use of x86 assembly.

  If you are having trouble running 32 bit apps, try using the linux32
  command. For example: linux32 tyr-glquake.


  6.5.3.  Nvidia Drivers


  The latest Nvidia drivers can also cause headaches. Recently they have
  started installing their own OpenGL headers by default, which has lead
  to some conflicting variable declarations. This is fixed by removing
  them, or by uninstalling the drivers (with nvidia-installer
  --uninstall) and re-installing with the "--no-opengl-headers" option.



  6.6.  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 unauthorized 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 reinitialized 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.


     Glibc Problems
        Some Linux software come as a Loki Installer shell archive with
        a ".run" suffix. The following tip is from the Icculus Gamers
        Faq:

        Q: I'm using {random loki_setup based installer}, and it's telling me the "installation doesn't support glibc-2.1" or something

        A: Just type the following before running setup.sh [or the installer]: export SETUP_LIBC=glibc-2.1.



  6.7.  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 and kernels. 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>



  6.8.  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
  notable. It is based on Icculus Quake II
  <http://www.icculus.org/quake2/>, and includes some beautiful
  graphical enhancements - including cell shading - and support for
  FreeBSD and XMMS plugins.  Another project still in development is
  Quetoo <http://jdolan.dyndns.org/jaydolan/home.html> which has speed
  and security enhancements, but also a very stripped back interface and
  a few bugs.

  Older projects include Michael Olson's 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 based on an old Icculus release) and the
  QuakeForge Quake II
  <http://www.quakeforge.net/files/quake2forge/quake2-0.3.tar.gz>
  project with support for multiple operating systems.  On a slightly
  different note - the Jake2 <http://www.bytonic.de/html/jake2.html>
  project is a version of Quake II written in Java.

  The multiplayer mods ``Digital Paint 2'' and ``Argonium'' are also
  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
  beautiful graphics and well balanced combat. It was one of the first
  games to receive a full Linux commercial release.

  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.



     Open Source Projects
        Icculus Quake III Project <http://www.icculus.org/quake3/>

        Sourceforge Quake III - Cell Shading
        <http://q3cellshading.sourceforge.net>


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

        Or try the alien themed Tremulous <http://tremulous.net> for an
        original multiplayer mod.


     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 Questions' 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 Raven Software <http://ravensoft.com>.
  It is based on the Doom-III engine and has high hardware specs: A 2GHz
  P4 (or AMD equivalent) and 512meg ram are the official minimum
  requirements.  It's a beautiful game which should really be played
  with the graphical settings set to "medium" or "high". For this reason
  the author recommends against using entry level cards such as the
  FX5200.

  The game runs well under Linux, but still has a couple of issues:


  ·  Quake IV only runs in 32 bpp colours (X11 colour depth 24), so
     restart X in this mode if you have to. Attempting to run in 16 bpp
     colours will give you an error message like:

      Couldn't find matching GLX visual ..... Sys_Error: Unable to
     initialize OpenGL.

     Alternatively you can start a new X session with the command:

     startx `which quake4` -- :1 -depth 24



  ·  The Alsa sound libraries are used by default. To start with OSS
     sound , type:

     quake4 +set s_driver oss



  ·  The Quake IV  DVD Edition comes with several promotional movies.
     Although the movies appear to be Windows executables, they are in
     fact Bink videos, and can be viewed with the Linux Bink Player
     <http://www.radgametools.com/down/Bink/BinkLinuxPlayer.zip>.

  ·  Apart from demanding a quality video card and CPU, the author found
     512meg ram to be slightly insufficient and performance wasn't
     great.

     The game ran better after placing the kernel's swap file on a
     different hard-drive from the game. To do this, once you have the
     second disk installed and partitioned, type (for example)


     swapoff -a
     mkswap /dev/hdb2
     swapon /dev/hdb2


  if hdb2 is the new swap partition.



     Q3 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.  Links



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

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

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

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

     LinuxQuake.Org
        <http://www.linuxquake.org>

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

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

     Quake One
        <http://www.quakeone.com>

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

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

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


     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>



  9.  Other

  9.1.  Transparent Water and Vispatch


  The game variable "r_wateralpha" allows for water transparency - but
  most maps don't have the necessary "vis" information. There are two
  ways to get this.  After setting r_wateralpha < 1.0, issuing the
  console command r_novis 1 enables the game to calculate it's own vis
  information at the penalty of cpu cycles.  Alternatively, vispatch is
  a utility that patches your Quake/QuakeWorld levels to support
  transparent water.

  To do this you'll need the vispatch utility
  <http://prdownloads.sourceforge.net/uhexen2/vispatch-
  v142.tgz?download>, as well as the vispatch data files
  <http://www.3ddownloads.com/telefragged/inside3d/qip/watervis> for the
  game you are patching.

  Vispatch was originally written by Andy Bay but has not had much
  support since and is finicky to use. Old Linux binaries on the web
  won't work, and the utility itself has a rigid structure. To patch the
  main data files in "id1" - from your Quake directory - type vispatch
  -dir id1 -data id1.vis

  Vispatch Homepage <http://www.inside3d.com/qip/vispatch/> (outdated)


  9.2.  Nvidia Tweaks


  These tweaks are for users with a GeForce video card (or better) and
  Nvidia's proprietary drivers.  They are accessed using the bash
  command export {variable}={value} and then starting the Quake engine
  from the same command line. Alternatively, recent drivers have a
  nvidia-settings command which starts up a user-friendly control panel.

  Full details of these tweaks are in the Nvidia README, normally
  installed at "/usr/share/doc/NVIDIA_GLX-1.0/README"


     Full Screen Antialiasing
        export  __GL_FSAA_MODE={value}



        video card              effect                  value
        =====================================================
        all                     disable                 0
        -----------------------------------------------------
        GeForce, GeForce2       1.5x1.5 Supersampling   3
                                2x2 Supersampling       4
        -----------------------------------------------------
        GeForce4                2x Bilinear             1
                                2x2 Supersampling       4
        -----------------------------------------------------
        GeForce3, GeForce4 Ti,  2x Bilinear             1
        GeForce FX              4x Bilinear             4
        -----------------------------------------------------



     Synchronize Picture Redraw
        export __GL_SYNC_TO_VBLANK=1

        Synchronizes GL output with your monitor's vertical refresh,
        giving a more stable image especially on slower video cards.



  9.3.  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 compatibility. 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
  <http://prdownloads.sourceforge.net/uhexen2/GLQuake-FreeBSD-
  sa-1.0.tgz?download>.

  ``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.


  9.4.  QNX


  QNX is a commercial real-time operating system, probably most notable
  to hobbyists as being a successful microkernel OS.  ``SDL
  Quake''-1.0.9 compiles and runs on QNX-NC-6.2.1 after running
  configure --host=QNX and then making these changes:



  Makefile:  -LIBS =  -L/usr/local/lib -lSDL -lm -lph -lasound
             +LIBS =  -L/usr/local/lib -lSDL -lm -lph -lasound -lsocket
  net.h:     -extern unsigned long htonl (unsigned long hostlong);
             -extern unsigned long ntohl (unsigned long netlong);
  sys_sdl.c: -#include <sys/shm.h>
             -int psize = getpagesize();
             +int psize = _SC_PAGESIZE;



  9.5.  Quake Inspired XTerms


  Quake's in-game console is a great feature and has been adopted by
  many other games. Now you can also use the 'tilda' key to access X
  terminal windows.  Both Yakuake <http://yakuake.uv.ro/> and Tilda
  <http://tilda.sourceforge.net/> are projects inspired by this idea.

  Unfortunately neither are easy to install from source. Yakuake is a
  KDE application and needs the KDE development packages, and compiling
  Tilda is more complicated.  It requires a couple of unusual libraries,
  and gave this author compilation errors, so perhaps looking for a RPM
  package is a better choice.  The author can recommend Yakuake as a
  very handy X terminal.


  9.6.  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.

  ·  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.


  9.7.  Quotes



  ·  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 :)

  ·  Quake Wikipedia -
     "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."

  ·  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 control interface.  Although the specifications required a
     Pentium, Quake ran acceptably well on a 486 DX4/100"

  ·  Happy Penguin Q3 Forum -

     As for [Q3] open source.....earliest date seems to be second half
     2005. The reason?  They are still selling the code, over 5 years
     later to game devs.  Either they are stupid devs, or the Q3 code
     still offers something....I'm inclined believe the latter.

  ·  Slashdot Tenebrae Forum -

     ... this ... now officially labels this guy as a badass graphics programmer. I can hear it now:

     MR. BURNS: "I need a programmer! Get John Carmack on the line!"
     SMITHERS:  "He's unavailable sir."
     MR. BURNS: "Then get me his non-union Belgian equivalent!"



  9.8.  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 widely used in Linux games.


     Segfault
        A broad term indicating a program is faulty and terminated
        abruptly.  Depending on the bash shell's ulimit -c setting, a
        dump of the program's image (coredump) may be left behind for
        examination with the GNU debugger (GDB).


     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.



  9.9.  Credits


  Thanks to:

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

  ·  Linus Torvalds for hacking together his free operating system
     kernel.

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

  ·  O. Sezer for pointers to some of the many things I'm clueless
     about.

  ·  Quake modders great and small.

  This webpage was constructed using Linuxdoc-Tools-0.9.20 (currently
  unmaintained), Vim <http://www.vim.org/> and Bash
  <http://www.gnu.org/software/bash/bash.html>.


  9.10.  Todo


  impulses, ezquake.


  9.11.  Changelog



     2.05 (February 2007)
        Miscellaneous link updates.

        A small section for 64 bit cpus.

        Moved "Links" to it's own section.


     2.04 (November 2006)
        Added some troubleshooting hints for Quake IV.

        A new section for (gcc-4.1) compilation issues.

        Links to the Quake III Cell Shading project.


     2.03 (July 2006)
        Changed order of game engines, added extra compilation notes,
        and expanded the Tenebrae, SDLQuake and wmQuake sections.

        New multiplayer entries for ProQuake, XQF and Tremulous.

        Reorganised several categories in the "Other" section, including
        new Nvidia Tweaks, License, Changelog and Vispatch sections.

        Updated the author's patched Tyr-Quake binary, with a few new
        hacks added to TyrQuake-0.54.

        Some small changes to the featured mods.


     2.02 (February 2006)

  9.12.  License


  This document is released under the GPL.



  9.13.  Other Formats



  The Quake How-To is also available as a text file
  <http://tldp.org/HOWTO/text/Quake-HOWTO> and a single html file
  <http://tldp.org/HOWTO/html_single/Quake-HOWTO>.

  The latest version should be available here
  <http://tldp.org/HOWTO/Quake-HOWTO.html>.

  Version v1.0.1.14 (30 August 1998) of the Quake How-To is located at
  the original author's site <http://webpages.mr.net/bobz/howto/>.


  9.14.  Author


  Steven A.

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

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



