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Other trouble-shooting resources can be found at:
Jörgen's GLQuake Site,
the
old version of this how-to, and
Linux Gamers FAQ.
Often, using an alternative game engine such as
TyrQuake,
FuhQuake and
Darkplaces will fix mouse and sound related problems.
"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:."
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.
"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.
- 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.
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
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.
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.
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.
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.
- 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 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 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.
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
is a detailed README on old 3dfx cards.
- Links
http://www.x.org
Linux Gamers ATI How-To
Linux Gamers Nvidia How-To
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
and Linux Journal's
Guide to ALSA.
For those already with ALSA wishing to try the OSS modules, a
kernel recompile
is probably necessary.
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