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| author | wyatt8740 <wyatt8740@yahoo.com> | 2014-01-06 16:04:45 -0500 |
|---|---|---|
| committer | wyatt8740 <wyatt8740@yahoo.com> | 2014-01-06 16:04:45 -0500 |
| commit | 351627094418255d76e9fe5b84fe9e0106b2ab56 (patch) | |
| tree | b55ad53cf51919527671a4d334af6c013cd02f6a | |
| parent | 45051175f643e6d9c4087a23b931e68448052160 (diff) | |
| download | quake-pum-351627094418255d76e9fe5b84fe9e0106b2ab56.tar.gz | |
Updated readme, organized, split into sections
| -rw-r--r-- | README | 99 |
1 files changed, 76 insertions, 23 deletions
@@ -1,7 +1,10 @@ A brief readme added by Wyatt Ward. -I added this readme and some updated Makefiles, as well as tweaking a few of +Best viewed in a monospace font, like Courier, Courier New, or what I use +for my terminal and nano, 9-point WenQuanYi Micro Hei Mono. I don't know +why it's called that but the font looks really good. +I added this readme and some updated Makefiles, as well as tweaking a few of Quake's source files, to make it work properly on a modern Linux system. @@ -12,41 +15,59 @@ https://github.com/id-Software/Quake A good how-to for arguments and troubleshooting and such is here: http://www.linuxdoc.org/HOWTO/Quake-HOWTO-1.html -The how-to did not mention a few problems, which I created fixes for. These +================================================= +: WHAT THIS IS / GENERAL BACKGROUND INFO : +================================================= -include the mouse not working to allow input and no input whatsoever (not even +The how-to did not mention a few problems, which I created fixes for. These +include the mouse not working to allow input and no input whatsoever (not even the keyboard) working in fullscreen. I also fixed a buffer overflow caused by - the sheer number of OpenGL extensions that modern systems support (the game - tries to print them to the console, and in doing so causes a buffer overflow - because the string containing all of the extensions is larger than the game - expected). The only noticeable difference my tweaks have caused (besides the - fact that you now can play the game) is that this string of OpenGL extensions - is no longer printed to the terminal (which I doubt most people care about, - anyway). I promise I made no tweaks to functionality or controls that would - make it differ from the original. +================================================= +: COMPILING QUAKE FOR LINUX : +================================================= -With that out of the way here is how to compile it: +With that out of the way here is how to compile it: For the OpenGL GLX version (the high-quality version most sane people want), - go to the directory 'WinQuake' and type $ make build_release -If you are missing libraries, headers or whatnot, it will let you know about +The makefile named 'Makefile.linuxi386' is the original one from id, which +does not work anymore. The GLX and X11 makefiles are derived from this one, +but do successfully build. Use them instead! -it quite loudly. You will need a few headers from the linux kernel; if you +The file 'Makefile.Linuxi386.glx' should be the same as the normal 'Makefile'. + + ++++++++++++ + | X11 Port | + ++++++++++++ +For the X11 version, the only version I even tried to port and which works +well, is simpler to build, has fewer dependencies, and has fewer hardcoded +paths, but is lower quality graphics-wise, do + + $ make -f Makefile.Linuxi386.X11 build_release + +================================================= +: POTENTIAL BUILD PROBLEMS : +================================================= + +++++++++++++ + | Libraries | + +++++++++++++ + +If you are missing libraries, headers or whatnot, it will let you know about +it quite loudly. You will need a few headers from the linux kernel; if you use ubuntu or an ubuntu variant, the headers should be under something like /usr/src/linux-headers-3.5.0-44/arch/x86/include @@ -55,25 +76,57 @@ and /usr/src/linux-headers-3.5.0-44-generic/include -These will have to be edited in the makefile if you have a different version + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $ + $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $ + $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $ + ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + ...Although if you do, enable OSS while you are at it. + This can be worked around if you don't compile. + All we need is the source files. We have no reason to + compile it unless that's something you would normally do + anyway. +These will have to be edited in the makefile if you have a different version or architecture of the kernel than I did. Search one of the above strings to - find where I included them. Replace them appropriately with your kernel - versions. If you don't have sources, they are obtainable from most package - managers, including apt. A few other paths may have to be changed in the +Makefile that I hardcoded, but you can figure those out I think. -Makefile that I hardcoded, but you can figure those out I think. Good luck! +(Look for 'wyatt' in the makefile; those paths are hardcoded, but there +may be more. I honestly don't remember. I only know that when I got the +source, id had hardcoded paths in the makefile and i simply changed the +paths to fit my environment.) +Good luck! -After building, it will be in the directory 'releasei386'. +___________________________________________________________________________ -You will need to copy the directory 'id1' from a quake CD-ROM +================================================= +: PROBLEMS AFTER SUCCESSFUL COMPILE : +================================================= + +After building, it will be in the directory 'releasei386'. +You will need to copy the directory 'id1' from a quake CD-ROM and place it in the 'bin' directory that your compiled game is in. --Wyatt Ward, 2013-01-05 23:02 EST +================================================= +: SOUND PROBLEMS : +================================================= + +This game uses OSS; Most modern linux systems (unless you built your own +kernel) do not supply this. To fix, install 'aoss' (ALSA OSS wrapper) and +run the game using + + $ aoss ./glquake.glx <parameters> + +to make it see a fake OSS. The alternative (which will disable sounds but +does not require any more package installations) is to pass '-nosound' to +the game when invoking. + + +-Wyatt Ward, 2013-01-06 16:04 EST |
