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To install Quake II on your Linux system, you'll need some flavor of the official Quake II distribution from id. This will be either the retail Windows CD-ROM that you bought at your favorite software store, or the demo version you downloaded from the net. See Download the Necessary Files for details on acquiring the demo version. Alternatively, if you've already got Quake installed on a Windows machine, you can use the relevant files from that installation.
You will need, as a bare minimum, the following:
All the necessary files for Linux Quake II are available at id Software's ftp site, ftp.idsoftware.com. This site can be quite busy at times,so you may want to use one of these mirror sites instead:
The Quake II files mentioned in in this section are:
Other software mentioned:
Create the Installation Directory
The first thing you'll need to do is decide where you want to install
Quake II. Lots of folks like to put it in
So go ahead and create the directory you'll install Quake II in, and cd to it. The rest of these instructions will assume that this is your current directory.
Installing from CD
Place your Quake II CD in your CD ROM drive, and mount it:
If your CDROM is typically mounted elsewhere, substitute its location
Windows to Linux install
If you have Quake II installed under Windows on a different machine, you
can transfer the files in
If your Windows and Linux systems are on the same machine, you have two
options: copy the files from your Windows partition to your Linux
partition, or link to the necessary files from Linux. Both options will
work equally well. You'll just save a lot of disk space when you link
instead of copy.
As usual, replace
You're done installing the Quake II data files. Move ahead to " Installing the Linux Binaries".
Installing the demo version **
id Software has a freely available demo version of Quake II at their ftp site. It's a 40 megabyte download. The demo includes all features of the full version, including multiplayer, but it only comes with three levels, so it may be difficult to find a server to play on.
See the section Download the Necessary Files above for the location of the Quake II demo. Download it and place it in your Quake II directory.
The demo distribution is a self-extracting zip file (it's self-extracting in other OS's anyway). You can extract it with the unzip(1) command, which should be included in most modern distributions. If you don't have unzip, you can download it from the location listed in the Download the Necessary Files section.
cd to your Quake II directory and extract the archive:
Now we've got to delete some things and move some other things around:
The Quake II demo is now installed. You just need to add the Linux binaries.
There are four Linux Quake II packages available for download:
Install just one of these packages. Each contains the same files, they're just linked against different libraries. Redhat 5.x users should choose the the glibc rpm package. Users of glibc based systems without rpm support should use the glibc tar package. The libc5 rpm is for Redhat distributions prior to 5.0 and other distributions that use the rpm package format. The libc5 tar.gz package is for Slackware and everyone else.
See the Download the Necessary Files section for the location of the Linux Quake II files.
Installing the RPM packages **
Installation of the rpm packages should be as simple as:
Rpm may complain that it can't find
Installing the tar.gz packages **
To install, just untar the file in your Quake II directory. Do it as root so the proper file permissions get set:
If you ran
If you plan to only run Quake II with the GL or X renderers, your
For security reasons, there is a
Quake II should be ready to run under X now. Give it a try:
If all is well, after a pretty significant pause, a small Quake II window will appear with the first demo running in it. You should hear sound effects and possibly music, if the CD is mounted. If any of this fails to occur, please see section Troubleshooting for help.
You need SVGAlib installed and configured if you're going to use either the ref_soft or ref_gl renderers. (Quake II uses SVGAlib to process keyboard and mouse input, in case you're wondering why you'd need it for the GL renderer). SVGAlib comes with most modern distributions, and must be properly configured before Quake II will run correctly outside of X.
If you don't already have SVGAlib on your system, download it from the location mentioned in the files section above. If you have a RedHat 5.x or other glibc-based Linux distribution, see Glibc, RedHat 5.x, Debian 2 considerations in the Troubleshooting/FAQs section for important information about compiling libraries for Quake II. A precompiled libc5 SVGAlib binary is available at http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz for those who don't want to deal with the hassle of compiling for libc5.
You should run Quake II from a virtual console when using the ref_soft or ref_gl renderers. It won't run from X unless you're root when you start it, and that's not advisable. So if you're in X, do a CTRL+ALT+F1, login and then:
Running SVGA and GL games from X in the Tips & Tricks section below explains how to launch SVGA and GL Quake II from X without manually switching to a virtual console.
Hardware-accelerated OpenGL Quake is Quake the way God intended it to be. There is no substitute, and once you've experienced it there's no going back.
To run Quake II in GL mode, you need a 3D card with the Voodoo, Voodoo2 or Voodoo Rush graphics chipset on it. There are specific issues to be dealt with if you have a Voodoo Rush card, and I won't go into them now because frankly, I wouldn't know what I was talking about. A future version of this HOWTO will cover Rush issues (If somebody wants to write about Voodoo Rush issues, I'll gladly include it here).
The SVGAlib, Glide, and Mesa libraries must all be installed and
configured properly on your system for
Bernd Kreimeier's ( email@example.com) Linux 3Dfx HOWTO ( http://www.gamers.org/dEngine/xf3D/howto/3Dfx-HOWTO.html) is good source for further information.
The 3dfx.glide.linux newsgroup on the 3dfx news server (news.3dfx.com) is another good source of information about the intersection of Linux, glide, Mesa and Quake.
Quake II uses SVGAlib to get input from the mouse and keyboard, so you'll need to configure it as outlined in section SVGAlib Renderer section.
Glide is a library that provides an API for programming 3Dfx based cards. If you want the Mesa graphics library to use your 3Dfx card, you've gotta have it.
The latest version of glide can always be found at http://glide.xxedgexx.com/3DfxRPMS.html. Select the package(s) appropriate for your system, and install according to the instructions on the web page.
Note that unless you download the 3Dfx device driver package in addition
to the Glide library, you will only be able to run Glide applications
(like GLQuake) as root. Install the
Once you have glide installed, try out the test program that comes with it. Remember this program: it's a good way to reset your display if you ever have a glide application (like GLQuake) crash and leave your screen switched off. NOTE: run this test from a VC, not X! It's possible for the test app to lose mouse and keyboard focus in X, and then you'll have no way of shutting it down.
Your screen should turn blue and prompt you to hit any key. After you press a key you should be returned to the prompt. 3dfx.glide.linux on 3dfx's news server (news.3dfx.com) is a great source of information for Linux glide-specific problems.
Once glide's installed, you need to install Mesa, a free OpenGL implementation by Brian Paul (firstname.lastname@example.org). Luckily, you won't have to look far, because Mesa 2.6 is included with the Quake II binaries. All you have to do is move it to the right place:
If you want to upgrade Mesa to a more recent version (Mesa 3.0 is the most recent version as of this writing), you can download the latest from ftp://iris.ssec.wisc.edu/pub/Mesa If you have a RedHat 5.x or other glibc-based Linux distribution, see Glibc, RedHat 5.x, Debian 2 considerations in the Troubleshooting/FAQs section for important information about compiling libraries for Quake.
After you've built it according to the instructions, you will have to do two things:
Now switch to a VC (CTRL+ALT+F1) and start Quake II:
With Quake II version 3.19, an alternative to the Mesa library is
On a libc5 system, the non-root requirements mentioned above apply,
but you also need to create a symbolic link to
Then start Quake II from a script that tells
#!/bin/sh LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./quake2 +set vid_ref gl $*
You can tell which driver is being loaded by looking for output like the following in your console as Quake II starts:
This is a GLX application, and as such, must be run from X.
You can use this client with Mesa/3Dfx if you install Mesa and
Glide as explained in the previous section, then set the
This section will cover command line options that are specific to the Linux version of Quake II. There are plenty of other Quake II options, but they're beyond the scope of this HOWTO. Check out some of the sites listed in section General Quake Information for this kind of information.
These are actually cvars (client variables) that you can set in the Q2
console, but it makes the most sense to set them on the command line.
Set them with
Linux's strength as an internet server make it a perfect platform for running an internet Quake II server. This section will touch on the basics and Linux-specific aspects of starting up a Quake II server. More detailed information about running Quake II servers is available elsewhere (see section Other Sources of Information earlier in this document.
You can start a Quake II "Listen" server from within the game via the Multiplayer menu. This allows you to host a game and participate in it at the same time.
To start a Listen server, start Quake II, bring up the Quake II menu with the ESC key, and select Multiplayer. It should be pretty self-explanatory from there.
For a permanent, stand-alone Quake II server that needs to run without constant attention, using the Listen server is impractical. Quake II has a Dedicated server mode that is better suited to this type of use. A dedicated server is started from the command line and uses fewer system resources than a Listen server because it doesn't start the graphical client piece at all.
To start a dedicated server, use the command line option
A few common server options are listed below. To set options on the
command line, do
For enough Quake II console and command line information to choke a horse, see Farenheit 176 ( http://www.planetquake.com/f176).
Other Sources of Server Information
Quake II modifications like Capture the Flag, Jailbreak, and Lithium
II are very popular extensions of the original Quake II game. Some
mods reside entirely on the server (Lithium), and some also require changes
to your client (CTF). For server only mods, you just connect normally
and play. Client-side mods require you to install additional files in
Client Side Mods
Generally, installation of a client-side mod consists of just downloading the client package and upacking it in your Quake II directory, but you should refer to the mod's documentation for specific details. It may be necessary to download a Linux-specific package in addition to the main (Windows) client package. Also be aware that all mods may not be available for Linux.
Client-side mod packages usually contain a new
Capture the Flag
Since this is by far the most popular variation of multiplayer Quake II, I've included specific instructions for installing this mod. Capture the Flag for Quake II is available from id's ftp site. Download it, then install like so:
Start Quake II with
Server Side Mods
Running a Quake II mod on a server isn't much different than running one
on the client side. Generally you'll need to install
Where XXXX above is the name of the mod's new subdirectory. The exact procedure will vary from mod to mod, of course. See the mod's documentation for specific details.
The entire game, with the exception of the engine itself, resides in a
After you've downloaded the source, here's how to get started with it:
You'll be presented with a bunch of legalese that you must answer
Not too exciting yet, since what you just built is identical to the
Mission Packs **
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