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TyrQuake is a fairly complete project including OpenGL, Software Quake and QuakeWorld
clients, and
other tools
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://disenchant.net/engine.html
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 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
"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 runs
Nehahra much faster than
Darkplaces, and
JoeQuake 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 and install the
libraries manually.
http://qudos.quakedev.com/linux/quake1
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
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
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.
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/
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
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 includes
support for the cartoon renderer
ainpr, and works really well for me.
The
SDL version
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/
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 directory,
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
This basic version of Quake is not of major interest to Linux users. It's main
feature is that it uses 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
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 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/
For a more in-depth treatment of Software Quake, see the
previous version of this how-to.
The
original WinQuake source 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.
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