  Linux Quake HOWTO
  Bob Zimbinski, bobz@mr.net and Mike Hallock, mikeh@med
  ina.net
  v1.0.1.11, 15 August 1998

  This document explains how to install, run and troubleshoot Quake,
  QuakeWorld and Quake II on an Intel Linux system.
  ______________________________________________________________________

  Table of Contents
























































  1. Introduction **

     1.1 Feedback,Comments, Corrections
     1.2 Acknowledgments
     1.3 Other Sources of Information
        1.3.1 Linux-Specific Quake Information
        1.3.2 General Quake Information
        1.3.3 Linux Gaming Information

  2. Quake/Quakeworld

     2.1 Minimum Requirements
     2.2 Installing Quake
        2.2.1 Download the Necessary Files
        2.2.2 Create the Installation Directory
        2.2.3 Installing From a Quake CD
        2.2.4 DOS/Windows to Linux Install
        2.2.5 Shareware Version Install
     2.3 Adding the Linux Binaries
     2.4 Setting Permissions **
     2.5 X11 Quake
     2.6 SVGAlib Quake **
     2.7 GLQuake **
        2.7.1 SVGAlib
        2.7.2 Glide
        2.7.3 Mesa **
     2.8 Linux-Specific Command Line Options
     2.9 QuakeWorld
     2.10 Servers
     2.11 Mods & Addons
        2.11.1 Capture the Flag
        2.11.2 Mission Packs
        2.11.3 Quake Tools

  3. Quake II

     3.1 Prerequisites
     3.2 Installing Quake II
        3.2.1 Download the Necessary Files
        3.2.2 Create the Installation Directory
        3.2.3 Installing from CD
        3.2.4 Windows to Linux install
        3.2.5 Installing the demo version
     3.3 Adding the Linux Binaries
        3.3.1 Note about the 3.17 distribution
     3.4 Setting Permissions **
        3.4.1 Quake2.conf
     3.5 The X Renderer
     3.6 The SVGAlib Renderer **
     3.7 The OpenGL Renderer
        3.7.1 SVGAlib
        3.7.2 Glide
        3.7.3 Mesa **
     3.8 Linux-Specific Command Line Options
     3.9 Quake II Servers
        3.9.1 Listen Servers
        3.9.2 Dedicated Servers
        3.9.3 Other Sources of Server Information
     3.10 Mods & Addons
        3.10.1 Client Side Mods
           3.10.1.1 Capture the Flag
        3.10.2 Server Side Mods
        3.10.3 Game Source
        3.10.4 Mission Packs

  4. Related Software
     4.1 QStat
     4.2 XQF ++
     4.3 QuickSpy
     4.4 QPlug for Linux
     4.5 qkHacklib
     4.6 GiMd2Viewer
     4.7 QIPX
     4.8 Ice ++
     4.9 Q2getty **
     4.10 rcon ++

  5. Troubleshooting/FAQs

     5.1 General
        5.1.1 OS difference considerations ++
        5.1.2 Glibc, RedHat 5.x, Debian 2 considerations **
        5.1.3 My mouse doesn't work or seems to respond randomly.
        5.1.4 My Microsoft Intellimouse or Logitech MouseMan+ isn't working correctly.
        5.1.5 My mouse is "laggy" and seems much slower than under Windows.
        5.1.6 I have a Voodoo2, and, when I try to run with the gl renderer, it reports that I don't have a Voodoo installed.
        5.1.7 When I'm playing any of the Quake games under SVGAlib or GL and press CTRL-C, the game exits and sometimes leaves my console in an unusable state.
        5.1.8 squake/quake2 fails to start and says "
        5.1.9 Sometimes after  playing one of the Quake games in X, key repeat doesn't work any more.
        5.1.10 Quake/Quake II says "/dev/dsp : device not configured"
     5.2 Quake/QuakeWorld
        5.2.1 Quake dies at startup with a segmentation fault.
     5.3 Quake II
        5.3.1 When I try to run Quake II with the GL renderer, it fails and says "LoadLibrary("ref_gl.so") failed: Unable to resolve symbol"
        5.3.2 I have a RedHat 5.x system.  I just built and installed Mesa 3.0 beta X. Now Quake II segfaults when I try to use the ref_gl renderer.
        5.3.3 I have a RedHat 5.x system and when I try to run Quake II with the GL renderer, it fails with "unable to resolve symbol: IO_putc."
        5.3.4 Quake II fails with the message
        5.3.5 Do I need to have my CD mounted to play the single-player missions?
        5.3.6 When I update the brightness while using the GL renderer, and hit "apply," nothing happens!
        5.3.7 When I try to run
        5.3.8 Quake II and the GL renderer run slower in Linux than in Windows. **

  6. Tips & Tricks

     6.1 Running X and GL games without setuid  **
     6.2 Running SVGA and GL games from X
     6.3 Keeping the mouse inside the window in X
     6.4 3Dfx "tweak" settings work in Linux too
     6.5 The Poor Man's Server Browser

  7. Administrivia

     7.1 New Versions of This Document **
     7.2 Other Formats of This Document
     7.3 Distribution Policy
     7.4 Revision History **


  ______________________________________________________________________

  1.  Introduction **

  Quake, QuakeWorld and Quake II are tremendously popular 3D action
  games developed by id Software.

  If you're not familiar with the Quake games, there are better places
  than this HOWTO to learn about the basics.  See section ``Other
  Sources of Information'' below for a list of some of these better
  places.

  This document assumes you have Linux up and running, and in some cases
  the X Window System as well.  X is not required to run these games,
  but it's a nice way to test a basic installation. If you are not
  running X, you may safely skip over any references to it.

  Sections of this document that were updated in the last revision have
  a ** after the section heading.  Sections updated in the revision
  prior to the last are marked with a ++.



  1.1.  Feedback,Comments, Corrections

  This document certainly does not contain everything there is to know
  about Linux Quake.  With your help, though, we can bring it closer to
  that ideal.  We want this HOWTO to be as complete and accurate as
  possible, so if you notice mistakes or omissions, please bring them to
  our attention.

  Questions, comments, or corrections should be sent to Bob Zimbinski
  (bobz@mr.net) or Mike Hallock (mikeh@medina.net).  Constructive
  criticism is welcome.  Flames are not.


  1.2.  Acknowledgments

  The original version of this document was written by Brett A.Thomas
  (quark@baz.com) and Mike Hallock (mikeh@medina.net).  Bob Zimbinski
  (bobz@mr.net) rewrote and expanded the original document.

  Special thanks to the following people for brining us Quake for Linux:

    John Carmack and the rest of id Software for these great games.

    Dave 'Zoid' Kirsch (zoid@idsoftware.com) for the Linux ports.

    Dave Taylor (ddt@crack.com) for starting this whole wacky Linux
     port business.

    Daryll Strauss (daryll@harlot.rb.ca.us) for the Linux glide ports.

    Brian Paul (brianp@elastic.avid.com) for the Mesa graphics library.

    David Bucciarelli (tech.hmw@plus.it) for the Mesa/glide driver.

  Thanks to the following people for contributions to this Howto:

    Mike Brunson (brunson@l3.net) for the vid_restart tip.

    Joey Hess (joey@kite.ml.org) for info on running svga & gl games
     from X

    Joe S. (jszabo@eden.rutgers.edu) for a steaming pile of suggestions

    Brad Lambert (bradl@dial.pipex.com) for the -noudp reminder.

    agx (gguenthe@iris.rz.uni-konstanz.de) for pointing out QIPX.

    Derrik Pates (dmp8309@silver.sdsmt.edu) for making me think about
     security.

    Michael Dwyer (michael_dwyer@mwiworks.com) for the "OS
     considerations" ideas.





  1.3.  Other Sources of Information



  1.3.1.  Linux-Specific Quake Information


    LQ:Linux Quake & Utilites http://www.linuxquake.com/.

    Linux Quake Page http://captured.com/threewave/linux/

    LinQuake http://www.frag.com/linquake/

    QuakeWorld.net http://www.quakeworld.net

    Linux Quake 2 Mods http://www.renaissoft.com/linuxq2/


  1.3.2.  General Quake Information


    id Software http://www.idsoftware.com

    PlanetQuake http://www.planetquake.com

    QuakeWorld Central http://qwcentral.stomped.com

    3Dfx's GL Quake FAQ http://www.3dfx.com/game_dev/quake_faq.html

    Farenheit 176 http://www.planetquake.com/f176

    rec.games.computer.quake.* newsgroups


  1.3.3.  Linux Gaming Information


    The Linux Game Tome
     http://www.cs.washington.edu/homes/tlau/tome/linux-game.html

    LinuxGames http://www.linuxgames.com/


  2.  Quake/Quakeworld

  To install Quake on your Linux system, you'll need some flavor of the
  official Quake distribution from id.  This will be either the retail
  DOS/Windows CD-ROM that you bought at your favorite software store, or
  the shareware version you downloaded from the net (see ``below'' for
  details on acquiring the shareware version).   Alternatively, if
  you've already got Quake installed on a DOS/Windows machine, you can
  use the relevant files from that installation.


  2.1.  Minimum Requirements

  You will need, as a bare minimum, the following:


    A Pentium 90 or better (133 recommended) computer

    16 MB RAM (24 recommended)

    The Quake CD-ROM or the shareware version (quake106.zip)


    Linux kernel version 2.0.24 or later

    libc 5.2.18 or later

    One of the following:

    X11R5 or later (for xquake)

    SVGAlib 1.2.0 or later (for squake and glquake)

    30-80 megabytes free disk space (depends on how you install)

    Access to the root account of the machine you're installing on


  Optional:

    A supported soundcard

    A 3Dfx VooDoo Graphics or VooDoo2 3D graphics accelerator card.

    Mesa 2.6 or later (for glquake)


  2.2.  Installing Quake



  2.2.1.  Download the Necessary Files

  All the necessary files for Linux Quake 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:

    ftp.cdrom.com/pub/idgames/idstuff (California, USA)

    ftp.gamesnet.net/idsoftware (California, USA)

    ftp.linuxquake.com/lqstuff (Michigan, USA)

    ftp.stomped.com/pub/mirror/idstuff (Minnesota, USA)

    mirrors.telepac.pt/pub/idgames (Lisbon, Portugal)

    download.netvision.net.il/pub/mirrors/idsoftware (Haifa, Israel)

  The Quake files mentioned in in this section are:

    Shareware Quake for Windows distribution
     ftp://ftp.idsoftware.com/idstuff/quake/quake106.zip

    Quake 1.01 to 1.06 patch program (MS-DOS)
     ftp://ftp.idsoftware.com/idstuff/quake/q101-106.zip

    X11 Quake binary
     ftp://ftp.idsoftware.com/idstuff/unsup/unix/quake.x11-1.0-i386-unknown-
     linux2.0.tar.gz

    SVGAlib Quake binary
     ftp://ftp.idsoftware.com/idstuff/unsup/squake-1.1-i386-unknown-
     linux2.0.tar.gz

    OpenGL/Mesa Quake binary
     ftp://ftp.idsoftware.com/idstuff/unsup/unix/glquake-0.97-i386-unknown-
     linux2.0.tar.gz

    Linux QuakeWorld clients (X11, SVGAlib and GL clients are all in
     this package)
     ftp://ftp.idsoftware.com/idstuff/quakeworld/qwcl2.21-i386-unknown-
     linux2.0.tar.gz

    Linux QuakeWorld server
     ftp://ftp.idsoftware.com/idstuff/quakeworld/qwsv2.21-i386-unknown-
     linux2.0.tar.gz

  Other software mentioned:

    lha compression utility
     ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.

    SVGAlib graphics library
     http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz

    Glide runtime libraries http://glide.xxedgexx.com/3DfxRPMS.html



  2.2.2.  Create the Installation Directory

  The first thing you'll need to do is decide where you  want to install
  Quake.  Lots of folks like to put it in /usr/games/quake.  Anal system
  administrator that I am, I choose to install anything that's not part
  of my Linux distribution under /usr/local.  So for me, Quake goes in
  /usr/local/games/quake.  If you choose to install somewhere else,
  please substitute the appropriate path wherever /usr/local/games/quake
  is mentioned.

  So go ahead and create the directory you'll install Quake in, and cd
  to it.  The rest of these instructions will assume that this is your
  current directory.



            mkdir /usr/local/games/quake
            cd /usr/local/games/quake






  2.2.3.  Installing From a Quake CD

  If you're installing from a Quake CD-ROM, read on.  Otherwise you have
  permission to skip this section.

  There are at least two versions of the Quake CD in circulation.  I've
  got one from the early days that has Quake version 1.01 on it.  I've
  seen other CDs that contain version 1.06.  You have 1.01 if you see
  files on your CD called quake101.1 and quake101.2.  If instead you see
  a file called resource.1 i, your disc is version 1.06.  Take a look at
  your Quake CD now and determine which version you've got.  In the
  example below, replace /dev/cdrom and /mnt/cdrom with the device file
  and mount point appropriate for your sysem:



            mount -t iso9660 /dev/cdrom /mnt/cdrom
            ls /mnt/cdrom



    If you discovered you have a 1.06 CD, you can skip the rest of this
     paragraph.  If your CD is version 1.01, you should probably install
     under DOS or Windows, upgrade to 1.06 and then copy the .pak files
     over as described in section ``DOS/Windows to Linux Install''.
     This is because the patch to upgrade Quake from version 1.01 to
     1.06 is only available as an MS-DOS executable.  If you install
     version 1.01, the unpatched pak0.pak could possibly cause problems
     for you.  On my system, I've succesfully played through a few
     levels with the latest binaries and the unpatched version 1.01 .pak
     files, but your mileage may vary.  (Note: it is possible to run the
     Quake install program and the patch program in a dosemu session.
     I've done it, but I'll leave the specifics of this operation as an
     exercise for the reader.)  I don't recommend it, but if you want to
     live dangerously, or you don't have any other options, follow these
     instructions:


    Concatenate the two resource files from your CD to a single file on
     your hard disk:


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





    Now continue on to the next paragraph, but when I refer to
     /mnt/cdrom/resource.1, you should use
     /usr/local/games/quake/resource.1 instead.




    If you have the version 1.06 CD or you've decided to live
     dangerously in the  previous paragraph, it's time to extract the
     Quake files.  The resource.1 file on your CD is really an lha
     archive (lha is a file compression and archiving format like zip or
     tar).  We'll use the lha(1) command to extract it.  If lha is not
     already installed on your system, you can get it from
     ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.



            lha e /mnt/cdrom/resource.1






  When lha is done, your Quake directory will contain a bunch of new
  files.  A directory called id1/ will also be created.  The files in
  this directory are the only ones that are important for Linux Quake,
  so you can safely remove everything else.  If you're totally new to
  Quake, or even if you're not, you may want to hang on to the *.txt
  files.  On my system, I throw all the readmes that accumulate into a
  doc/ directory.  So:








       cd /usr/local/games/quake
       mkdir doc
       mv *.txt doc
       rm -f *






  That's it for installing from the CD.  You can jump ahead to section
  "``Installing the Linux Binaries''" now.


  2.2.4.  DOS/Windows to Linux Install

  If you have Quake installed under Windows or DOS on a different
  machine, you can transfer the files in quake\id1\ to your Linux system
  via FTP or some other mechanism.  Keep in mind that the filenames on
  your Linux system must be in lower case for Quake to find them, so you
  may have to rename them after the transfer.  Also note that it may be
  necessary to delete your DOS/Win installation after you do this to
  remain in compliance with the terms of id's software license.  It's
  not my fault if you do something illegal.

  If your DOS/Win and Linux systems are on the same machine, you have
  two options: copy the files from your DOS/Windows partition to your
  Linux partition, or link to the necessary files from Linux.  Both
  options will work equally well.  You just save around 50 megabytes of
  disk space when you link instead of copy.

  Whatever you choose to do, start by cd'ing to your Quake directory and
  creating a new directory below it called id1:



            cd /usr/local/games/quake
            mkdir id1






    If you want to copy the files from your DOS/Windows partition, do
     something like this:



            cp /win95/games/quake/id1/*.pak id1






    To create links to your DOS/Windows Quake files instead, do this:



            cd id1
            ln -s /win95/games/quake/id1/*.pak .




  As usual, replace /win95/games/quake with the correct path to your
  DOS/Windows partition and Quake installation.

  The Quake data files are now installed.  Move ahead to "``Installing
  the Linux Binaries''".


  2.2.5.  Shareware Version Install

  The single-episode shareware version of Quake is freely available for
  download from id's ftp site.  It has all the features of the full
  version, with a couple of major limitations:  You can't play
  QuakeWorld with it, and you can't play custom or modified levels.

  Installing the shareware version of Quake isn't really much different
  than installing from the CD.

  See section ``Download the Necessary Files'' for the location of the
  shareware distribution.  Download it and extract it to your Quake
  directory:



            cd /usr/local/games/quake
            unzip -L /wherever/you/put/it/quake106.zip





  Now you've got (among others) a file called resource.1 that's really
  an lha archive (lha is a file compression and archiving format like
  zip or tar).  We'll use the lha(1) command to extract it.  If lha is
  not already installed on your system, you can get it from
  ftp://sunsite.unc.edu/pub/Linux/utils/compress/lha-1.00.tar.Z.



            lha e resource.1





  When lha is done, your Quake directory will contain a bunch of new
  files.  A directory called id1/ will also be created.  The files in
  this directory are the only ones that are important for Linux Quake,
  so you can safely remove everything else.  If you're totally new to
  Quake, or even if you're not, you may want to hang on to the *.txt
  files.  On my system, I throw all the readmes that accumulate into a
  doc/ subdirectory.  So:



            cd /usr/local/games/quake
            mkdir doc
            mv *.txt doc
            rm -f *





  Now you're ready to install the Linux binaries.


  2.3.  Adding the Linux Binaries

  Decide which of the three flavors of Quake you'd like to install:

    X11 Quake allows you to run Quake in a window on your X desktop.
     It's the least exciting client, but it's a great, safe way to test
     your installation.

    Squake is the SVGAlib Quake client.  It runs full screen on your
     console.

    GLQuake is the OpenGL Quake client.  If you've got a 3Dfx card,
     this is a must have!

  Download the packages you want (see section ``Download the Necessary
  Files'') and extract them to your Quake directory like so:



            cd /usr/local/games/quake
            tar -xzf XXXX-i386-unknown-linux2.0.tar.gz






  2.4.  Setting Permissions **

  Quake and QuakeWorld servers can be run by any user.  The Quake
  clients, however,  need access to your sound and graphics cards, which
  requires privileges that normal users don't have.  One (bad) way to
  deal with this is to always run Quake as root.  Responsible system
  administrators will cringe at this filthy suggestion.  Making the
  Quake binaries setuid root is a more acceptable solution.  Quake can
  then be run by regular users and still have the privileges it needs to
  access the sound and graphics devices.  Setuid presents a security
  risk, though.  A clever user could exploit a bug or security hole in
  Quake to gain root access to your system.  Of course, if you don't run
  a multi-user system, this is may not be a big concern.

  If you plan to run squake, make it setuid root with the following
  commands:


            chown root squake
            chmod 4755 squake





  If you've decided it's ok to run quake.x11 and glquake setuid root on
  your system, you can repeat the above commands for these binaries and
  skip the rest of this section.  If you'd rather configure your system
  to run quake.x11 and/or glquake without setuid permissions,  see
  ``Running X and GL games      without setuid'' in the Tips and Tricks
  section below.


  2.5.  X11 Quake

  If you installed the X11 client, now's a good time to try it out.  You
  may need to do further configuration for glquake and squake, but at
  this point quake.x11 should be ready to go.

            cd /usr/local/games/quake
            ./quake.x11





  If all is well, a small Quake window should 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 the
  ``Troubleshooting'' section for help.


  2.6.  SVGAlib Quake **

  Both squake and glquake require SVGAlib to run (glquake uses SVGAlib
  to process keyboard and mouse input, in case you're wondering).
  SVGAlib comes with most modern distributions, and must be properly
  configured before squake or glquake will run correctly.

  libvga.config is SVGAlib's configuration file.  On most systems you'll
  find it in either /etc or /etc/vga.  Make sure the mouse, monitor, and
  video card settings in this file are correct for your system.  See the
  SVGAlib documentation for more details.

  If you don't already have SVGAlib on your system, it's available at
  http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz 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.

  Note: you should run squake from a virtual console.  It won't run from
  X unless you're root when you start it.  And running a game as the
  root user is something that should be avoided.  So if you're in X, do
  a CTRL+ALT+F1, login and then:



            cd /usr/local/games/quake
            ./squake






  2.7.  GLQuake **

  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.

  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).

  Bernd Kreimeier's (bk@gamers.org) 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.


  2.7.1.  SVGAlib

  glquake uses SVGAlib to get input from the mouse and keyboard, so
  you'll need to configure it as outlined in section ``SVGAlib Quake''.


  2.7.2.  Glide

  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 /dev/3dfx module and
  you can play GLQuake as a regular user.

  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.



            /usr/local/glide/bin/test3Dfx





  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.


  2.7.3.  Mesa **

  Once glide's installed, you need to install Mesa, a free OpenGL
  implementation by Brian Paul (brianp@elastic.avid.com).  Luckily, you
  won't have to look far, because Mesa 2.6 is included with the QLQuake
  & QuakeWorld binaries.  All you have to do is move it to the right
  place:



            cd /usr/local/games/quake
            cp libMesaGL.so.2.6 /usr/local/lib
            ldconfig





  If you want to upgrade Mesa to a more recent version (Mesa 3.0 should
  be released very soon), 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:


    Remove your old Mesa installation.  If you previously installed a
     libMesaGL.so.2.6 as described above, you must remove it or Quake
     may not use the new version.



            cd /usr/local/lib/
            rm -f libMesaGL.so.2*






    If the new Mesa has a major version number that's greater than 2,
     you need to create a link to it with the name libMesaGL.so.2:



            cd /usr/local/lib/
            ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2
            ldconfig






  Now switch to a VC (CTRL+ALT+F1)  and start glquake.



            cd /usr/local/games/quake
            ./glquake







  2.8.  Linux-Specific Command Line Options

  This section will cover command line options that are specific to the
  Linux versions of Quake.  There are plenty of other Quake 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.


     -mem num
        Specify memory in megabytes to allocate (default is 8MB, which
        should be fine for most needs).


     -nostdout
        Don't do any output to stdout.  Use this if you don't want all
        the console output dumped to your terminal.


     -mdev device
        Mouse device, default is /dev/mouse


     -mrate speed
        Mouse baud rate, default is 1200


     -cddev device
        CD device, default is /dev/cdrom


     -mode num
        Use indicated video mode (squake only)


     -nokdb
        Don't initialize keyboard


     -sndbits 8 or 16
        Set sound bit sample size.  Default is 16 if supported.


     -sndspeed speed
        Set sound speed.  Usual values are 8000, 11025, 22051 and 44100.
        Default is 11025.


     -sndmono
        Set mono sound


     -sndstereo
        Set stereo sound (default if supported)


  2.9.  QuakeWorld

  http://www.quakeworld.net says it better than I could:


       QuakeWorld is an Internet multi-player specific version of
       Quake.  While the original version of Quake can be played
       over the Internet, modem users - the majority of players,
       had less than satisfactory play. Symptoms like excessive lag
       - actions actually happening much later than you did them;
       packet loss - the game would freeze and resume several sec
       onds later; and various other difficulties plagued users.
       After realizing how many people played Quake on the inter
       net, and how many wanted to, but couldn't due to the play
       being unsatisfactory, John Carmack of id Software decided to
       create a version of Quake that was optimized for the average
       modem Internet player. This Internet specific version does
       only 1 thing, play deathmatch games over a TCP/IP network
       such as the Internet. It has no support for solo play, and
       you can't do anything with out connecting to a special
       server.


  You need the full, registered or retail version of Quake to play
  QuakeWorld, and a Linux QuakeWorld client.  Like the regular Quake
  clients for Linux, QuakeWorld clients also come in three flavors: X11,
  SVGAlib and Mesa/GL.  This time, though, they're all in the same
  package, so you only need to download one file.  See the section
  ``Download the Necessary Files'' for the location of the Linux
  Quakeworld files.

  The prerequisites and configuration for these binaries are the same as
  for Quake, so refer to the previous sections for help on setting up
  SVGAlib or glide/Mesa.

  To install, just untar the file in your Quake directory and set the
  right permissions on the binaries:



            cd /usr/local/games/quake
            tar -xzf qwcl2.21-i386-unknown-linux2.0.tar.gz
            su root
            chown root glqwcl qwcl qwcl.x11
            chmod 4755 glqwcl qwcl qwcl.x11





  And you're done! QuakeWorld is now installed.  To connect to a
  QuakeWorld server, start it up like so:



            ./qwcl +connect some.server.address





  See section ``Related Software'' for info about some nifty front ends
  for QuakeWorld.


  2.10.  Servers

  It's beyond the scope of this document to try to say all there is
  about QuakeWorld servers.  That's already covered elsewhere, and done
  better than I could do it.  Most, if not all, information about
  running a DOS/Windows QW server is equally applicable to running a
  Linux server.

  To start a QuakeWorld server, simply do:



            ./qwsv





  The official QuakeWorld server manual lives at
  http://qwcentral.stomped.com.


  2.11.  Mods & Addons

  One of the very cool things about the Quake games is that the authors
  made them easily extensible.  End users can create their own levels,
  add new weapons or monsters, or even completely change the rules of
  the game.


  2.11.1.  Capture the Flag

  This is my favorite variation of both Quake and Quake 2.  Instead of
  just running around and killing everyone you meet (which definitely
  has its merits, don't get me wrong!), CTF is team-based and more
  strategic.  Dave 'Zoid' Kirsch, also the maintainer of the Linux Quake
  ports, created this mod.

  Everything you need to know about CTF can be found at
  http://captured.com/threewave/  You need
  ftp://ftp.cdrom.com/pub/quake/planetquake/threewave/ctf/client/3wctfc.zip
  to play.  To install the client piece of CTF, simply create a
  directory called ctf in your Quake directory and unzip the 3wctfc.zip
  file there.  The accompanying readme.txt file is chock full of good
  information.



            cd /usr/local/games/quake
            mkdir ctf
            cd ctf
            unzip -L /wherever/you/put/it/3wctfc.zip





  For information on running a CTF server, see the web pages mentioned
  above.


  2.11.2.  Mission Packs

  Activision released two add-on packs of extra levels for Quake,
  Scourge of Armagon and Dissolution of Eternity.


    Mission Pack 1: The Scourge of Armagon Assuming your CD is mounted
     on /mnt/cdrom and Quake is installed in /usr/local/games/quake:



            cd /usr/local/games/quake
            mkdir hipnotic
            cp /mnt/cdrom/hipnotic/pak0.pak hipnotic
            cp /mnt/cdrom/hipnotic/config.cfg hipnotic






  Play the mission pack like this:


            cd /usr/local/games/quake
            ./quake.x11 -game hipnotic






    Mission Pack 2: Dissolution of Eternity I don't have this mission
     pack, so I can't give you specifics.  No doubt you can use the
     instructions for Mission Pack 1 and improvise.  If somebody has
     this CD and wants to share their knowledge, please let me know.


  2.11.3.  Quake Tools

  Anybody care to contribute some info about qcc, bsp and all that?



  3.  Quake II

  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.


  3.1.  Prerequisites

  You will need, as a bare minimum, the following:


    A Pentium 90 or better (133 recommended) computer

    16 MB RAM (24 recommended)

    The Quake 2 CD-ROM or the demo version (q2-314-demo-x86.exe)

    Linux kernel version 2.0.24 or later

    libc 5.2.18 or later (libc6+ will not work)

    One of the following:

    X11 server that supports the MITSM shared memory extension. 8 and
     16 bit displays are supported.   (for X renderer)

    SVGAlib 1.2.10 or later (for SVGA and GL renderer)

    25-400 megabytes free disk space (depends on how you install)

    Access to the root account of the machine you're installing on


  Optional:

    A supported soundcard

    A 3Dfx VooDoo Graphics or VooDoo2 3D graphics accelerator card.

    3Dfx glide libraries installed (for GL renderer)

    Mesa 2.6beta3 or later (for GL renderer)


  3.2.  Installing Quake II




  3.2.1.  Download the Necessary Files

  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:

    ftp.cdrom.com/pub/idgames/idstuff (California, USA)

    ftp.gamesnet.net/idsoftware (California, USA)

    ftp.stomped.com/pub/mirror/idstuff (Minnesota, USA)

    mirrors.telepac.pt/pub/idgames (Lisbon, Portugal)

    download.netvision.net.il/pub/mirrors/idsoftware (Haifa, Israel)

  The Quake II files mentioned in in this section are:

    Quake II Linux Binaries
     ftp.idsoftware.com/idstuff/quake2/unix/quake2-317-i386-unknown-
     linux2.0.tar.gz

    Quake II Demo Version for Windows
     ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe

    Quake II Game Source
     ftp://ftp.idsoftware.com/idstuff/quake2/source/q2source-3.14.shar.Z

    Quake II Capture the Flag
     ftp://ftp.idsoftware.com/idstuff/quake2/ctf/102.zip

  Other software mentioned:

    SVGAlib graphics library
     http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz

    Glide runtime libraries http://glide.xxedgexx.com/3DfxRPMS.html

    Mesa 3D graphics library http://www.ssec.wisc.edu/~brianp/Mesa.html


  3.2.2.  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 /usr/games/quake.  Anal
  system administrator that I am, I choose to install anything that's
  not part of my Linux distribution under /usr/local.  So for me, Quake
  II goes in /usr/local/games/quake2.  If you choose to install
  somewhere else, please substitute the appropriate path wherever
  /usr/local/games/quake2 is mentioned.

  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.



            mkdir /usr/local/games/quake2
            cd /usr/local/games/quake2







  3.2.3.  Installing from CD

  Place your Quake II CD in your CD ROM drive, and mount it:



            mount -t iso9660 /dev/cdrom /mnt/cdrom





  If your CDROM is typically mounted elsewhere, substitute its location
  for /mnt/cdrom.  If you're not sure where your CDROM is mounted,
  please see the documentation for your particular distribution.


    Full Install The simplest install method is a "full" install, which
     involves copying the contents of your CD to your hard drive.  This
     takes about 350 MB, and is accomplished by issuing the following
     commands:



            cd /usr/local/games/quake2
            cp -r /mnt/cdrom/Install/Data/* .






  There'll be a bunch of unnecessary Windows files hanging around that
  you can safely delete:



            rm -f /usr/local/quake2/*.dll
            rm -f /usr/local/quake2/quake2.exe
            rm -f /usr/local/quake2/baseq2/gamex386.dll







    Medium Install If 450 MB is too much space for you to devote to
     Quake II, you can skip installing the movie cutscenes and link to
     them on the CD-ROM instead.  This will reduce the space
     requirements to about 200 MB:



            cd /usr/local/games/quake2
            mkdir baseq2
            cp /mnt/cdrom/Install/Data/baseq2/pak0.pak baseq2
            cp -r /mnt/cdrom/Install/Data/baseq2/players baseq2
            ln -s /mnt/cdrom/Install/Data/baseq2/video baseq2/video







  3.2.4.  Windows to Linux install

  If you have Quake II installed under Windows on a different machine,
  you can transfer the files in quake2\baseq2\ to your Linux system via
  FTP or some other mechanism.  Keep in mind that the filenames on your
  Linux system must be in lower case for Quake II to find them, so you
  may have to rename them after the transfer.  Also note that it may be
  necessary to delete your Windows installation after you do this to
  remain in compliance with the terms of id's software license.  It's
  not my fault if you do something illegal.

  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 /win95/games/quake2 in the
  examples above with the correct path to your Windows partition and
  Quake II installation.


    If you want to copy the files from your Windows partition, do
     something like this:



            cd /usr/local/games/quake2
            cp -r /win95/games/quake2/baseq2 .






    To create links to your Windows Quake II files instead, do this:



            cd /usr/local/games/quake2
            ln -s /win95/games/quake2/baseq2 .






  This method requires that the Windows partition you're installing from
  be writeable by users, which may not be appropriate for all systems.
  By making your Windows partition writeable, you are giving all users
  the opportunity to destroy your entire Windows installation.  If
  that's ok with you (you fool!), modify your /etc/fstab to mount the
  Windows partition with the options umask=002,gid=XXX, where XXX is the
  group id number of the "users" group.  Look in /etc/group for this
  information.  When fstab is updated, umount and re-mount the Windows
  partition and you're done.

  You're done installing the Quake II data files.  Move ahead to
  "``Installing the Linux Binaries''".



  3.2.5.  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.  I can't speak for its
  features or lack thereof at this time, because I don't have it to
  install on my system.
  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, it's available at
  http://sunsite.unc.edu/pub/Linux/utils/compress/unzip-5.31.tar.gz.

  cd to your Quake II directory and extract the archive:



            cd /usr/local/games/quake2
            unzip q2-314-demo-x86.exe





  Now we've got to delete some things and move some other things around:


            rm -rf Splash Setup.exe
            mv Install/Data/baseq2 .
            mv Install/Data/DOCS docs
            rm -rf Install
            rm -f baseq2/gamex86.dll





  The Quake II demo is now installed.  You just need to add the Linux
  binaries.


  3.3.  Adding the Linux Binaries

  Download the Quake II Linux distribution and extract it to your Quake
  II directory like so:



            cd /usr/local/games/quake2
            tar -xzf quake2-317-i386-unknown-linux2.0.tar.gz






  3.3.1.  Note about the 3.17 distribution

  Two text files (quake2.conf and fixperms.sh) in the 3.17 distribution
  were inadvertently saved in MS-DOS CR/LF text-file format instead of
  the unix LF format.  This means there's an extra carriage return
  character at the end of each line in these files and they're not going
  to behave right until you fix them.

  Fix the first one by deleting it.  We'll re-create it in just a
  second.



       rm -f quake2.conf





  The other file we'll run through tr(1) to strip out the CR's.



            mv fixperms.sh fixperms.bak
            tr -d '\r' < fixperms.bak > fixperms.sh






  3.4.  Setting Permissions **

  The fixperms.sh script sets permissions on the quake2 executable and
  the ref_*.so libraries.  It makes quake2 setuid root, so that the
  SVGAlib renderer can access your graphics card.  Run the fixperms.sh
  script now to set proper permissions on quake2 and the libraries:


           sh fixperms.sh





  If you plan to only run Quake II with the GL or X renderers, you
  quake2 doesn't need to be setuid root.  See ``Running     X and GL
  games without setuid'' in the Tips and Tricks section below for infor
  mation on running Quake II without root permissions.


  3.4.1.  Quake2.conf

  For security reasons, there is a quake2.conf file, which tells Quake
  II where to find certain files it needs (ref_*.so).  It has only one
  line in it, which should be the path to your Quake II installation.
  Quake II looks for this file in /etc.  Create it like so:



            cd /usr/local/games/quake2
            pwd > /etc/quake2.conf






  3.5.  The X Renderer

  Quake II should be ready to run under X now.  Give it a try:



            cd /usr/local/games/quake2
            ./quake2 +set vid_ref softx



  If all is well, after a pretty significant pause, a small Quake II
  window should 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.


  3.6.  The SVGAlib Renderer **

  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.

  libvga.config is SVGAlib's configuration file.  On most systems you'll
  find it in either /etc or /etc/vga.  Make sure the mouse, monitor, and
  video card settings in this file are correct for your system.  See the
  SVGAlib documentation for more details.

  If you don't already have SVGAlib on your system, it's available at
  http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.tar.gz 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.

  Note: you should run Quake 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:



            cd /usr/local/games/quake2
            ./quake2






  3.7.  The OpenGL Renderer

  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.

  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, I'll glady include it here).

  As of this writing, the 3Dfx HOWTO
  (http://sunsite.unc.edu/LDP/HOWTO/3Dfx-HOWTO.html) is somewhat out of
  date, but it may still prove helpful.  And although some people there
  will hate me for saying this, 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.




  3.7.1.  SVGAlib

  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.


  3.7.2.  Glide

  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.  3dfx.glide.linux on 3dfx's news server
  (news.3dfx.com) is a great source of information for Linux glide-
  specific problems.

  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 /dev/3dfx module and
  you can play GLQuake as a regular user.

  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.



            /usr/local/glide/bin/test3Dfx





  Your screen should turn blue and prompt you to hit any key.  After you
  press a key you should be returned to the prompt.


  3.7.3.  Mesa **

  Once glide's installed, you need to install Mesa, a free OpenGL
  implementation by Brian Paul (brianp@elastic.avid.com).  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:



            cd /usr/local/games/quake2
            cp libMesaGL.so.2.6 /usr/local/lib
            ldconfig





  If you want to upgrade Mesa to a more recent version (Mesa 3.0 should
  be released very soon), 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:


    Remove your old Mesa installation.  If you previously installed a
     libMesaGL.so.2.6 as described above, you must remove it or Quake II
     may not use the new version.



            cd /usr/local/lib/
            rm -f libMesaGL.so.2*






    If the new Mesa has a major version number that's greater than 2,
     you need to create a link to it with the name libMesaGL.so.2:



            cd /usr/local/lib/
            ln -s /wherever/you/installed/it/libMesaGL.so.3.0 libMesaGL.so.2
            ldconfig






  Now switch to a VC (CTRL+ALT+F1)  and start Quake II:



            cd /usr/local/games/quake2
            ./quake2 +set vid_ref gl






  3.8.  Linux-Specific Command Line Options

  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 +set on the command line, like:



            ./quake2 +set cd_dev /dev/hdc




     cd_dev device
        Name of the CD-ROM device.


     nocdaudio value
        Disable CD audio if value is nonzero


     sndbits num
        Set  sound bit sample size.  Default is 16.


     sndspeed num
        Set sound sample speed.  Usual values are 8000, 11025, 22051 and
        44100.  If set to zero, causes the sound driver to attempt
        speeds in the following order: 11025, 22051, 44100, 8000.


     sndchannels num
        Indicates stereo or mono sound.  Defaults to 2 (stereo). Use 1
        for mono.


     nostdout value
        Don't do any output to stdout.  Use this if you don't want all
        the console output dumped to your terminal.


  3.9.  Quake II Servers

  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.


  3.9.1.  Listen Servers

  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.


  3.9.2.  Dedicated Servers

  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 +set
  dedicated 1.  You can set additional server parameters either on the
  command line or in a config file that you +exec on the command line.
  Your config file should reside in the baseq2 directory.

  A few common server options are listed below.  To set options on the
  command line, do +set fraglimit 30.  Options are set the same way in a
  config file, only you don't want the + before the set.  Invoke your
  config file like this: +exec server.cfg.


     fraglimit
        Number of frags required before the map changes

     timelimit
        Time in minutes that must pass before the map changes

     hostname
        The name of your Quake II server.  This is an arbitrary string
        and has nothing to do with your DNS hostname.

     maxclients
        The maximum number of players that can connect to the server at
        once.

  For enough Quake II console and command line information to choke a
  horse, see Farenheit 176 (http://www.planetquake.com/f176).


  3.9.3.  Other Sources of Server Information


    The Q2 Server FAQ has a basic step-by-step guide to set up a Q2
     Server under Linux: http://www.bluesnews.com/faqs/q2s-faq.html

    Grant Cornelius Reticulus Copernicus Sperry (flubber@xmission.com)
     has some basic Q2 server config files and startup scripts at
     http://www.atomicage.com:80/quake/server/server_cfg/.



  3.10.  Mods & Addons

  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 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
  your quake2 directory before you can play.


  3.10.1.  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 client package.  Also be aware that
  all mods may not be available for Linux.

  Client-side mod packages usually contain a new gamei386.so file and
  one or more .pak files.  Other new files may be included as well.
  These new files will be installed in a subdirectory below your Quake
  II directory.  Use +set game mod-dir on the command line to run the
  mod.  Rocket Arena 2, for example, gets installed in a directory
  called arena.  To play RA2, start your client like so:


             ./quake2 +set game arena





  3.10.1.1.  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 and install like so:



            cd /usr/local/games/quake2
            mkdir ctf
            cd ctf
            unzip -L /wherever/you/put/it/q2ctf102.zip





  Start Quake II with +set game ctf to play CTF.


  3.10.2.  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 gamei386.so
  and server.cfg files in a new subdirectory and then start your server
  like


            ./quake2 +set game XXXX +set dedicated 1 +exec server.cfg





  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 docu
  mentation for specific details.


  3.10.3.  Game Source

  The entire game, with the exception of the engine itself, resides in a
  shared library, gamei386.so.  Quake II mods are created by changing
  the contents of this file.  The C source is freely available (section
  ``Download the Necessary Files'' above) for anyone to download and
  modify.

  After you've downloaded the source, here's how to get started with it:



             cd /usr/local/games/quake2
             mkdir mymod
             cd mymod
             gunzip /wherever/you/put/it/q2source-3.14.shar.Z
             sh /wherever/you/put/it/q2source-3.14.shar





  You'll be presented with a bunch of legalese that you must answer yes
  to, then the game source will be extracted.  Building a new
  gamei386.so out of these sources is accomplished with a simple make.
  You can run Quake II with the newly compiled library like so:
             cd /usr/local/games/quake2
             ./quake2 +set game mymod





  Not too exciting yet, since what you just built is identical to the
  "stock" gamei386.so, but this should be good information for aspiring
  mod authors.


  3.10.4.  Mission Packs


    Mission Pack 1: The Reckoning This is currently the only official
     mission pack available for Quake II.  It requires Quake II version
     3.15 or later to run.  You'll need at least 95 MB for a minimum
     installation.  Another 90 MB are required if you want to install
     the video sequences as well.  Assuming your CD is mounted on
     /mnt/cdrom and Quake II is installed in /usr/local/games/quake2:



            cd /usr/local/games/quake2
            cp -r /mnt/cdrom/Data/all/* xatrix/
            rm -f xatrix/gamex86.dll






  If you want to install the video sequences:



            cp -r /mnt/cdrom/Data/max/xatrix/video xatrix






  Play The Reckoning like this:


            cd /usr/local/games/quake2
            ./quake2 +set game xatrix







  4.  Related Software



  4.1.  QStat

  Qstat is a command line based program that returns the status of
  internet Quake, QuakeWorld, and Quake 2 servers created by Steve
  Jankowski mailto:steve@activesw.com.

  Here's the feature summary from the QStat homepage:

    Supports Windows 95, NT, and most Unixes

    Comes with C source code and a binary for Windows

    Supports old Quake (NetQuake), QuakeWorld, Hexen II, and Quake II
     servers

    Can display all available statistics, including player info and
     server rules

    Output templates for automatic HTML generation

    Raw display mode for integration with HTML page generators

    Built-in host name cache

    Sort by ping time, game, or both

    More options than you can wiggle a mouse at

  Qstat is a must-have tool if you're planning on doing any net play.  A
  number of front-ends for qstat have been written as well.  Some of
  them are listed later in this section.

  You can get the latest version of qstat from the QStat Homepage
  (http://www.activesw.com/people/steve/qstat.html.


  4.2.  XQF ++

  XQF is a graphical front-end to QStat that uses the GTK toolkit.  This
  is the best QuakeWorld/Quake2 server browser that currently exists,
  and Roman Pozlevich (roma@botik.ru), is still cranking out revisions
  at the rate of about one per month.

  If you're familiar with GameSpy for the Windows platform, this is the
  closest thing to it for Linux.

  The XQF homepage is at http://www.linuxgames.com/xqf.


  4.3.  QuickSpy

  QuickSpy is a text-based QuakeWorld server browser.  It's another
  front-end to QStat and it works pretty well.  If you don't run X and
  you don't have Quake II, this is a decent option.  Beware though, it's
  no longer under development.


  You can get QuickSpy at
  http://diana.ecs.soton.ac.uk/~rht96r/quake/quickspy/.


  4.4.  QPlug for Linux

  Qplug is a Netscape plugin which retrieves and displays QuakeWorld and
  Quake II server information embedded in a web page. A Windows Qplug
  has been around for some time.  The author, Olivier Debon
  (odebon@club-internet.fr) wrote the Linux version from scratch without
  ever having seen the Windows version.

  QPlug for Linux can be got at
  http://www.geocities.com/TimesSquare/Labyrinth/5084/qplug.html.

  4.5.  qkHacklib

  David Bucciarelli (tech.hmw@plus.it), author of the 3Dfx driver for
  Mesa, has written a library called qkHack, which tries to emulate all
  the SVGAlib/fxMesa functions used by Quake and Quake II.  This would
  remove the need for SVGAlib when running glquake or Quake II with
  ref_gl.  Other features from the qkHacklib README:


    You can dynamically switch between fullscreen rendering and the in
     window rendering just pressing the TAB key (you must start your X
     server in 16 bpp mode in order to use this feature)

    You can press Ctrl-C in the shell or kill the Quake process without
     problems

    you can enable/disable the mouse and keyboard 'grabbing' pressing
     F11/F12

    you can iconify and pause Quake pressing the F10 (it will not eat
     more CPU cycles). You can restart everything with a double click in
     the "****" icon

    you can run Quake with any Mesa driver (for example with the X11
     driver but you must recompile the Mesa without the Voodoo driver)

    you can run Quake under any Linux box and get the hardware
     acclerated output on a SGI box (OK, this is a bit exotic and
     theoretical as feature but it is an example of how powerful can be
     an GLX/OpenGL application)

  I've tried qkHacklib and it works great for Quake on my system.  In
  Quake II, however, the mouse response becomes really slow.  Others
  report complete success, though, so give it a try it it sounds like
  something you need.

  David Bucciarelli's qkHacklib web page is at http://www-
  hmw.caribel.pisa.it/fxmesa/fxqkhack.html.


  4.6.  GiMd2Viewer

  GiMd2Viewer is a Quake 2 model viewer written for Gtk and OpenGL by
  Lionel Ulmer (bbrox@mygale.org). It loads models and textures from
  either plain files or .PAK files.  It will also animate the models
  (with frame interpolation).

  This program is still under developement and I haven't tried it yet,
  but it sounds pretty nifty.  Check it out at
  http://www.mygale.org/~bbrox/GiMd2Viewer/.


  4.7.  QIPX

  QIPX is a set of programs that allow Linux Quake clients (using
  TCP/IP) to connect with DOS Quake clients (using IPX).  I guess this
  is useful if you're playing netquake on a LAN.  QIPX is available at
  http://www.geocities.com/SiliconValley/Park/6083/qipx.html.


  4.8.  Ice ++

  Ice is a Quake map editor for UN*X created by C.J. Beyer and John
  Watson.  I haven't used this program, nor do I know what its
  development status is.  The Ice homepage is at
  http://styx.phy.vanderbilt.edu/~ice/.
  4.9.  Q2getty **

  Q2getty is a hack of mingetty by Mike Gleason (mgleason@ncftp.com)
  that allows you to automatically run and respawn a program (like a
  Quake server) on a virtual console.  This program is available in the
  files section at //www.ncftpd.com/unixstuff/q2getty.html.


  4.10.  rcon ++

  Rcon is a pair of tools that allow remote administration of a Quake II
  server using the RCON protocol.  Michael Dwyer
  (michael_dwyer@mwiworks.com) is the author.  Rcon 1.1 is available at
  .


  5.  Troubleshooting/FAQs



  5.1.  General



  5.1.1.  OS difference considerations ++


    Case sensitivity - In DOS and Windows, case is not important.
     BASE1.TXT is the same as base1.txt.  Under Linux and other unices,
     case IS significant.  MOTD.TXT and motd.txt are different files.
     This can cause problems with player models and skin files if
     they're installed with upper- or mixed-case filenames.
     players/male/santa.PCX needs to be renamed to santa.pcx in order to
     work in Linux.  The fixskins.sh script included with quakeworld
     will convert all filenames in a directory to lowercase. It's
     reproduced below for your convenience:


            #!/bin/sh
            for x in *; do
               y=`echo $x | tr '[A-Z]' '[a-z]'`
               if [ $x != $y ]; then
                  mv $x $y
               fi
            done






    Path delimiters - DOS and Windows use the backslash "\" character
     to separate file pathname elements.  In Unix, the backslash is an
     escape character.  If you use file pathnames in your config files
     (or your mod code, or anywhere else, for that matter), be sure
     you're using "/" and not "\".

    End of line characters - Under DOS/Windows, each line of a text
     file ends with a carriage return character (CR) and a linefeed
     character (LF).  Unix textfiles just have a linefeed at the end of
     each line.  Using DOS/Win formatted textfiles in Unix can cause all
     kinds of mysterious Quake problems.  Using the incorrectly
     formatted quake2.conf file from the Quake2 3.17 package, for
     example, gives the error "LoadLibrary("ref_XXX.so") failed: No such
     file or directory".  LMCTF-TE reports a floating point exception.
     If you've got an problem you can't explain, try removing the CRs
     from your text files:


            mv file.txt file.bak; tr -d '\r' < file.bak > file.txt






  5.1.2.  Glibc, RedHat 5.x, Debian 2 considerations **

  All of the Quake executables (and the Q2 ref_*.so libraries) were
  compiled with libc5.  Newer Linux distributions like RedHat 5.1 and
  Debian 2.0 use the incompatible glibc or libc6 as their default C
  library.  If you're running Quake on a glibc system, there are a few
  things to watch out for:


    Both RedHat 5 and Debian 2 have libc5 compatibility packages that
     allow you to run libc5-based applications.  Make sure you have
     these packages installed.  Both distributions put the libc5-based
     libraries in /usr/i486-linux-libc5/lib, I believe.

    Make sure Quake uses the correct libraries.  Create a script like
     the one below that points $LD_LIBRARY_PATH to your compatibility
     libraries directory before it runs Quake.

     ___________________________________________________________________
          #!/bin/sh
          export LD_LIBRARY_PATH=/usr/i486-linux-libc5/lib
          ./quake2 +set vid_ref gl $*

     ___________________________________________________________________



    If you are going to upgrade a library like SVGAlib or Mesa, it must
     be compiled with libc5 and friends.  Simply building a new library
     according its installation instructions will result in a library
     that is linked against your default library, glibc.  You must
     ensure your new library is linked only with libc5 and libc5-based
     libraries so it will be compatible with Quake.  See your
     distribution's documentation for information on linking to the non-
     default libraries.



  5.1.3.  My mouse doesn't work or seems to respond randomly.


    Is gpm running?  gpm is a program that enables you to cut and paste
     with the mouse in virtual consoles.  Many distributions enable it
     by default.  It may be interfering with Quake.  Check if it's
     running with the following command:


            ps aux | grep gpm





  If you get output like


       root      6115  0.0  0.4   832   316  ?  S   17:54   0:00 gpm -t PS/2





  then gpm is running and interfering with Quake.  gpm -k (as root)
  ought to stop gpm.  If it doesn't (gpm -k doesn't always work on my
  system),  kill gpm with the command killall gpm.

  If you never use gpm, you may want to stop it from running at startup.
  See the documentation for your distribution for information on how to
  do this.


    Is your mouse defined properly in libvga.config?  This file usually
     lives in /etc or /etc/vga.  Open it up and look for a line like


            mouse Microsoft





  On my system, this is the first option in the file.  Make sure the
  mouse type is appropriate for your hardware.


  5.1.4.  My Microsoft Intellimouse or Logitech MouseMan+ isn't working
  correctly.

  SVGAlib, which handles mouse input for SVGA and GL Quake/QW/Q2, didn't
  directly support the Intellimouse until version 1.3.0.  If you have a
  version of SVGAlib prior to 1.3.0, you should upgrade, then use mouse
  type IntelliMouse (for serial mice) or IMPS2 (for PS/2 mice) in your
  libvga.config file.


  5.1.5.  My mouse is "laggy" and seems much slower than under Windows.


    For many people, just cranking up the value of sensitivity in the
     game console cures the problem.

    From Zoid's 1/7/98 .plan update:

       If you are experience video 'lag' in the GL renderer (the
       frame rate feels like it's lagging behind your mouse move
       ment) type "gl_finish 1" in the console. This forces update
       on a per frame basis.



    The latest version of SVGAlib (1.3.0) provides a slew of parameters
     in libvga.config that you can use to customize the behavior of your
     mouse.  With the proper settings it should be possible to make your
     mouse feel any way you want.  On my system, just changing
     mouse_accel_type to normal (default is power) gave me the results I
     wanted.  I haven't messed with the other settings, and I don't
     pretend to have a clue about what they all do.





  5.1.6.  I have a Voodoo2, and, when I try to run with the gl renderer,
  it reports that I don't have a Voodoo installed.

  There are different versions of Glide for Voodoo and Voodoo 2 cards.
  Be sure you downloaded the correct one for your system.



  5.1.7.  When I'm playing any of the Quake games under SVGAlib or GL
  and press CTRL-C, the game exits and sometimes leaves my console in an
  unusable state.

  Yes.  This bites.  SVGAlib catches the CTRL-C and decides what to do
  with it instead of allowing Quake to handle it.  I know of no way
  around this short of hacking SVGAlib.

  If you run your Quake games from a script like the one below, you'll
  run less chance of ending up with a hosed terminal if this does
  happen, though.



            #!/bin/sh
            ./quake2 $*
            kbd_mode -a
            reset






  5.1.8.  squake/quake2 fails to start and says " svgalib: cannot get
  I/O permissions"

  The Quake executables must run as root, so you must either run them as
  root or make them setuid root.  See the installation instructions in
  this document for details.


  5.1.9.  Sometimes after  playing one of the Quake games in X, key
  repeat doesn't work any more.

  For some reason, the X11 versions of Quake disable key repeat while
  they're running.  If the program exits abnormally for some reason, key
  repeat never get turned back on. Do


            xset r on





  to reenable it.


  5.1.10.  Quake/Quake II says "/dev/dsp : device not configured"

  Your sound hardware is not properly configured.  You may simply need
  to do a insmod sound, or it may be necessary to rebuild your kernel.
  RedHat users may need to invoke the sndconfig(8) utility.  See the
  documentation for your Linux distribution and/or the Linux Sound HOWTO
  for information on configuring your system's sound hardware.


  5.2.  Quake/QuakeWorld


  5.2.1.  Quake dies at startup with a segmentation fault.

  This usually means your network setup isn't right.  Try starting quake
  with the -noudp option and see if the error goes away.  If that fixes
  it, check your /etc/hosts file and verify there's an entry for your
  machine in it.  Use 127.0.0.1 for your IP address if you have a dialup
  account that gives you a different address each time you connect.


  5.3.  Quake II


  5.3.1.  When I try to run Quake II with the GL renderer, it fails and
  says "LoadLibrary("ref_gl.so") failed: Unable to resolve symbol"

  If immediately prior to the "Unable to resolve symbol" line, you have
  messages like "can't resolve symbol 'fxMesaCreateContext'", your Mesa
  library doesn't have glide support compiled in.  See section ``The GL
  renderer'' in the Quake II installation section for information on
  installing Mesa and glide.


  5.3.2.  I have a RedHat 5.x system.  I just built and installed Mesa
  3.0 beta X. Now Quake II segfaults when I try to use the ref_gl ren
  derer.

  Did you read Mesa's README.QUAKE before you installed Mesa?  This is a
  glibc problem.  Quake II was compiled with lib5.  All the libraries it
  loads must also have been built with libc5.

  David Bucciarelli (tech.hmw@plus.it) reported in 3dfx.glide.linux:

       I'm using the Mesa-3.0beta7 and the RedHat 5.1 and QuakeII
       is working fine for me.  I had only to make a small change
       to the Mesa-3.0/mklib.glide file, from:

       GLIDELIBS="-L/usr/local/glide/lib -lglide2x
       -L/usr/i486-linux-libc5/lib -lm"

       to:

       GLIDELIBS="-L/usr/i486-linux-libc5/lib -lglide2x"

       and to make two symbolic links:

       [david@localhost Mesa]$ ln -s libMesaGL.so libMesaGL.so.2
       [david@localhost Mesa]$ ln -s libMesaGLU.so libMesaGLU.so.2


  After correctly compiling the library, you should set your
  $LD_LIBRARY_PATH to /usr/i486-linux-libc5/lib before you run Quake II.
  There's a nice Quake II startup script in the README.QUAKE.


  5.3.3.  I have a RedHat 5.x system and when I try to run Quake II with
  the GL renderer, it fails with "unable to resolve symbol: IO_putc."

  Make sure you're loading the right libc.  Try:





       export LD_LIBRARY_PATH=/usr/i486-linux-libc5/lib
       ./quake2 +set vid_ref gl






  5.3.4.  Quake II fails with the message LoadLibrary("ref_XXX.so")
  failed: No such file or directory


    /etc/quake2.conf doesn't have the correct path to your Quake II
     directory in it.  This file should contain one line that is the
     directory Quake II lives in.

    If /etc/quake2.conf does contain the correct path, try removing the
     file and re-creating it by hand.  Some versions of Quake II for
     Linux included an incorrectly formatted quake2.conf file.


    Do you have SVGAlib installed?  Check /lib, /usr/lib and
     /usr/local/lib for a file called libvga.so.1.X.X, where the X's are
     some numbers.  If nothing turns up, you need to get and install
     SVGAlib to run Quake II outside of X.

    If the renderer in question is ref_gl.so, Mesa may not be properly
     installed.  Did you copy libMesaGL.so.2.6 to a library directory
     like the installation instruactions told you to?


    If the renderer in question is ref_gl.so, did you install the glide
     libraries?


  5.3.5.  Do I need to have my CD mounted to play the single-player mis
  sions?


  It depends.  The readme.linux says you do, and you do if you're using
  3.13 or earlier.  However, beginning with 3.15 (on all platforms) this
  checking was taken out, and you don't have to have your CD mounted in
  order to play single-player.



  5.3.6.  When I update the brightness while using the GL renderer, and
  hit "apply," nothing happens!


  Type vid_restart in the console to make the changes take affect.



  5.3.7.  When I try to run fixperms.sh , it says Command not found .

  fixperms.sh has MS-DOS line endings in 3.17.  See section ``Note about
  the 3.17 distribution'' for details on how to fix this.


  5.3.8.  Quake II and the GL renderer run slower in Linux than in Win
  dows. **

  Yes it is.  The simple fact of the matter is that, right now, the
  Windows GL "Quake II miniport" is heavily optimized for the things
  Quake II does.  Mesa on the other hand, is more general and less
  optimized As a result, Linux Quake II runs slower than under Windows.
  This isn't a limitation of Linux, but a limitation of the current
  drivers.  Regardless, we all owe a big debt to Daryll Strauss, who
  brought us the 3Dfx drivers, and Brian Paul, who brought us Mesa.
  Without them, we'd be stuck in software-rendering land, which is MUCH
  slower than what we have now.

  Additionally, for Pentium Pro and Pentium II users, there are some
  tweaks than can be done with memory buffering - the latest /dev/3dfx
  device driver has support for automatically setting this up for you.

  See http://glide.xxedgexx.com/MTRR.html for some more detailed
  information about this.

  Dave 'Zoid' Kirsch said in his 13 Aug 1998 .plan update that he has
  ported 3Dfx's OpenGL miniport to Linux.  This will be used in place of
  Mesa for GL Quake and Quake II.  Good news!


  6.  Tips & Tricks




  6.1.  Running X and GL games without setuid  **

  If you only run the X and GL versions of Quake, QuakeWorld or Quake
  II, you don't need to run them with root permissions.  SVGA is the
  only mode that must be run as root.  The X versions just need access
  to /dev/dsp, the sound device.  The GL versions need access to the
  3Dfx card as well as to /dev/dsp.

  /dev/dsp needs to be readable and writeable by Quake.  Most
  distributions give it 662 (rw-rw--w-) permissions by default.  The
  simplest solution is to just chmod 666 /dev/dsp.  On most systems, the
  ability to read from the sound device will not pose a significant
  security threat.  If this approach is unacceptable for your system,
  create a group that owns /dev/dsp and make your Quake players members
  of that group.

  You need the /dev/3dfx driver from Daryll Strauss' glide page
  (http://glide.xxedgexx.com/3DfxRPMS.html) in order run glide
  applications (like GLQuake) non-root.  Download the Device3Dfx.xxx.rpm
  package and install according to the instructions on the web page.

  When /dev/dsp and /dev/3dfx are properly set up, you can remove the
  setuid bit from your Quake/QW/Q2 executables.  Just do (as root) chmod
  0755 XXXXX, where XXXXX is either glquake, quake.x11, or quake2.


  6.2.  Running SVGA and GL games from X

  This is based on a Linux Gazette 2 Cent Tip by Joey Hess
  (joey@kite.ml.org) The original is at
  http://www.ssc.com/lg/issue20/lg_tips20.html#squake

  Yes, it's possible to run the Quake games from X if you're root, but
  such behavior is naughty, and you still run the risk of having Quake
  crash and leave the console unresponsive.  With a little work you can
  make it possible for a regular user to run SVGA and GL Quake from X
  AND automatically switch back to X when the program is finished,
  regardless of whether it exited normally or not.

  Note: when I say "Quake" in the text below, I really mean "quake,
  glquake squake, qwcl, glqwcl, qwcl.x11 or quake2".

    First, you'll need the open(1) package by Jon Tombs. This is a set
     of two very small programs that allow you to switch between virtual
     consoles and start programs on them.  Download open from
     http://sunsite.unc.edu/pub/Linux/utils/console/.  You shouldn't
     have to do much more than make;make install to compile and install
     it. Once it's installed, you need to make the open and switchto
     executables setuid root.  So do this:


            cd /usr/local/bin
            chown root open switchto
            chmod 4755 open switchto






    Next, save the following code to a file called getvc.c:


               /* getvc.c
                * Prints the number of the current VC to stdout. Most of this code
                * was ripped from the open program, and this code is GPL'd
                *
                * Joey Hess, Fri Apr  4 14:58:50 EST 1997
                */

                #include <sys/vt.h>
                #include <fcntl.h>

                main () {
                  int fd = 0;
                  struct vt_stat vt;

                  if ((fd = open("/dev/console",O_WRONLY,0)) < 0) {
                    perror("Failed to open /dev/console\n");
                    return(2);
                  }
                  if (ioctl(fd, VT_GETSTATE, &vt) < 0) {
                    perror("can't get VTstate\n");
                    close(fd);
                    return(4);
                  }
                  printf("%d\n",vt.v_active);
                }

                /* End of getvc.c */





  Compile it and install it somewhere in your $PATH:


            gcc getvc.c -o getvc
            strip getvc
            mv getvc /usr/local/bin







    Now create a script called runvc: your $PATH:


            #!/bin/sh
            # Run something on a VC, from X, and switch back to X when done.
            # GPL Joey Hess, Thu, 10 Jul 1997 23:27:08 -0400
            exec open -s -- sh -c "$* ; chvt `getvc`"





  Make it executable and put it somewhere in your $PATH:


            chmod 755 runvc
            mv runvc /usr/local/bin






  Now when you want to run Quake, use runvc to do it, and you'll auto
  matically switch to a VC, run Quake and then switch back to X when
  it's done!



  6.3.  Keeping the mouse inside the window in X

  From the Quake II readme.linux file:

       By default, the mouse will not be 'tied' to the Quake2 win
       dow.  To cause Quake2 to grab the mouse, select 'Windowed
       Mouse' from the video menu, or type '_windowed_mouse 0' at
       the console.  Do the reverse to release it.  You can bind
       keys to grab and release the mouse in the console, like so:
       bind i "_windowed_mouse 1" bind o "_windowed_mouse 0" Then
       "i" will grab the mouse and "o" will release it.



  6.4.  3Dfx "tweak" settings work in Linux too

  You may have seen or heard mention of ways to "tweak" Quake's OpenGL
  performance by setting various environment variables.  These variables
  are equally valid under Linux. You just set them slightly differently.
  If a Windows/DOS "tweak" guide tells you to:


            SET SST_GRXCLK=59





  Under Linux, do it like this:


            export SST_GRXCLK=59





  6.5.  The Poor Man's Server Browser

  Joe S. (jszabo@eden.rutgers.edu) suggests:


            a trick I do with qstat:
            I make a file of my favorite servers, then do
            qstat -f /C/quake2/file.txt | less





  hit control z to suspend, then copy the ip address or hostname I want
  with gpm to a command line like:



            ./quake2 +connect expert.eqclans.com





  Then I can use fg to go back to the list later...



  7.  Administrivia



  7.1.  New Versions of This Document **

  New versions of this document will be periodically posted to
  rec.games.computer.quake.misc and comp.os.linux.misc.

  The latest version of the Linux Quake HOWTO can always be found at the
  following sites:


    http://www.linuxquake.com/

    http://webpages.mr.net/bobz/

    http://www.linuxgames.com/quake


  7.2.  Other Formats of This Document


  This document is available in a variety of different formats.  Far
  more than is necessary, actually.  You can find them at
  http://www.linuxquake.com/howto/other-formats.

    ASCII text

    ASCII text with backspace-overstrikes , suitable for viewing with
     man(1)

    HTML all zipped up and ready to be dropped into your web site

    Postscript

    PRC for viewing on your Palm Pilot with Aportis Doc

    SGML

    LaTeX

    All of the above are also available in a single convenient package


  7.3.  Distribution Policy


  Copyright (c) 1998, Bob Zimbinski, Brett A. Thomas and Mike Hallock.
  This document may be distributed under the terms set forth in the LDP
  license at sunsite.unc.edu/LDP/COPYRIGHT.html.

  This HOWTO is free documentation; you can redistribute it and/or
  modify it under the terms of the LDP license.  This document is
  distributed in the hope that it will be useful, but without any
  warranty; without even the implied warranty of merchantability or
  fitness for a particular purpose.  Heck, even if this document kills
  your dog, it's not our fault.

  See the LDP license for more details.


  7.4.  Revision History **

  Sections of this document that were updated in the last revision have
  a ** after the section heading.  Sections updated in the revision
  prior to the last are marked with a ++.

  Below is the full revision history of this document.  It is not
  intended to be useful to anyone but the document authors.


































  ______________________________________________________________________
       $Log: Quake-HOWTO.sgml,v $
       Revision 1.0.1.11  1998/08/15 19:28:49  bobz
       Added glibc topic in Troubleshooting/FAQ section
       Moved non-setuid info to Tips & Tricks section
       Moved rcs log into Revision Hist section
       Changed distribution info a little until LDP wakes up
       Changed references to quake.medina.net to www.linuxquake.com
       Added linuxgames.com to list of places to get current version
       Changed 3dfx Howto pointer
       Moved explanation of change markings (** and ++) to intro section where they'll be noticed
       Mentioned zoid's GL driver port in the Win vs Linux FAQ
       Fixed credit and URL in q2getty

       Revision 1.0.1.10  1998/08/07 19:07:02  bobz
       Changed XQF url
       Added comments to the revision history section
       Started marking changed sections
       Added OS Considerations to troubleshooting section
       Added rcon to Other Software section
       Added ICE to Other Software section

       Revision 1.0.1.9  1998/08/04 21:06:22  bobz
       Updated Acknowledgements
       Added discussion of Quake security
       Added QIPX to "Related Software"
       Added ts topic about -noudp

       Revision 1.0.1.8  1998/08/03 22:09:28  bobz
       Updated and restructured the q2 mods section
       Minor change to gpm troubleshooting info
       Changed sound ts info
       Changed intellimouse ts info

       Revision 1.0.1.7  1998/08/03 04:55:21  mikeh
       Added "Playing" section of Q2 Mods & Addons section.
       Added "Intelimouse" section of Troubleshooting section
       Added RedHat sndconfig part to Troubleshooting section
       Fixed a few spacing problems, and one error message

       Revision 1.0.1.6  1998/08/03 02:01:13  bobz
       Changed abstract.

       Revision 1.0.1.5  1998/07/31 16:07:11  bobz
       Added gpm -k mention in mouse troubleshooting
       mentioned 'sensitivity' in mouse lag troubleshooting
       Added qstat|less tip
       Added "/dev/dsp not configured" to troubleshooting
       Slightly reworded part of the mod compiling section
       Added bit about running mods server side
       corrected required version # in q2 mission pack 1
       Updated acknowledgements section

       Revision 1.0.1.4  1998/07/30 21:08:46  bobz
       Fixed a problem with broken lines in <sect> tags

       Revision 1.0.1.3  1998/07/30 17:40:29  bobz
       Fixed broken link to Latex version.

       Revision 1.0.1.2  1998/07/30 15:46:40  bobz
       Test update.

       Revision 1.0.1.1  1998/07/30 15:43:59  bobz
       Changed version numbering scheme.

       Revision 1.10  1998/07/30 13:51:24  bobz
       Minor version reporting change

       Revision 1.9  1998/07/29 20:42:03  bobz
       Added some server links

       Revision 1.8  1998/07/29 17:37:15  bobz
       Added a Quake II model viewer to the Other Programs section

       Revision 1.7  1998/07/29 16:02:23  bobz
       Added some relative links in Other Formats to make it
       more portable.

       Revision 1.6  1998/07/29 15:18:12  bobz
       Version and date stamps back to the way they were

       Revision 1.5  1998/07/29 14:52:03  bobz
       Added tags for automatic timestamping

       Revision 1.4  1998/07/29 13:17:51  bobz
       Changed captured.com's web address per webmaster's request

       Revision 1.3  1998/07/29 02:11:02  bobz
       Ooops again.  Made "Other formats" a <sect> instead of a <sect1>.

       Revision 1.2  1998/07/29 01:55:41  bobz
       Oops.  I deleted the doctype tag...

       Revision 1.1  1998/07/29 01:48:34  bobz
       Added Other Formats section.
       Changed acknowledgments slightly
       Added ftp.medina.net to list of ftp sites.

       Revision 1.0 1998/07/28
       First publicly released version

       Revision 0.9 1998/07/25
       Restructured,rewritten and expanded by Bob Zimbinski.

       Revision 0.01 1998/06/16
       First Pre-Release version v0.01by Brett A. Thomas and Mike Hallock.

  ______________________________________________________________________
























