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.
You will need, as a bare minimum, the following:
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:
The Quake files mentioned in in this section are:
Other software mentioned:
The first thing you'll need to do is decide where you want to install
Quake. The "standard" location is
This is where the
.rpm packages put Quake. If you choose to
install somewhere else, please substitute the appropriate path wherever
/usr/local/games/quake is mentioned.
Note to Redhat users: If you plan on installing QuakeWorld from the
rpm packages, you should probably install Quake in
/usr/local/games/quake, since the
rpms install to this
directory by default.
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
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. Iv'e seen
other CDs that contain version 1.06. You have 1.01 if you see files on
your CD called
quake101.2. If instead
you see a file called
resource.1, you have a newer CD.
Mount your Quake CD now and determine which version you've
got. In the example below, replace
/mnt/cdrom with the device file and mount point appropriate for
mount -t iso9660 /dev/cdrom /mnt/cdrom ls /mnt/cdrom
resource.1file on your CD, you can skip ahead to the next bullet. For a version 1.01 CD, you'll need to download the Quake shareware package to update the
.pakfiles after the installation. The last bullet in this section explains this.
cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1
/mnt/cdrom/resource.1, you should use
resource.1file 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.
When lha is done, your Quake directory will contain a bunch of new files. A directory called
lha e /mnt/cdrom/resource.1
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
*.txtfiles. On my system, I throw all the readmes that accumulate into a
cd /usr/local/games/quake mkdir doc mv *.txt doc rm -f *
id1/pak0.pakfile with the one from the Quake shareware version. Install the shareware version as described in Shareware Version Install, only install it in some temporary directory so you don't overwrite your real Quake files. When you've extracted all the shareware files, copy the
id1/pak0.pakfile from the temporary shareware directory to your
/usr/local/games/quake/id1directory. After that, you can erase the temporary shareware files.
That's it for installing from the CD. You can jump ahead to section " Installing the Linux Binaries" now.
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
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
cd /usr/local/games/quake mkdir id1
cp /win95/games/quake/id1/*.pak id1
cd id1 ln -s /win95/games/quake/id1/*.pak .
/win95/games/quake with the correct path to
your DOS/Windows partition and Quake installation directory.
The Quake data files are now installed. Move ahead to " Installing the Linux Binaries".
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
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
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
cd /usr/local/games/quake mkdir doc mv *.txt doc rm -f *
Now you're ready to install the Linux binaries.
Decide which of the three flavors of Quake you'd like to install:
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
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.
squake is the only Quake client that must be run with root
permissions. With a little work, you can run the X and GL clients without
Running X and GL games without setuid
in the Tips and Tricks section tells how to make this work.
If you plan to run
squake, make it setuid root with the following
chown root squake chmod 4755 squake
If you've decided it's ok to run
setuid root on your system, you can repeat the above commands for these
binaries as well.
If you installed the X11 client, now's a good time to try it out. You
may need to do further configuration for
squake, but at this point
quake.x11 should be ready to
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 your CD is in the drive. If any of this fails to occur, please see the Troubleshooting section for help.
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 Linux 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
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, download it from the location mentioned in the files section above.
If you have a RedHat 5.x or other glibc-based Linux distribution, see Glibc, RedHat 5.x, Debian 2 considerations in the Troubleshooting/FAQs section for important information about compiling libraries for use with Quake. A precompiled libc5 SVGAlib binary is available at http://sunsite.unc.edu/pub/Linux/libs/graphics/svgalib-1.3.0.libc5.bin.tar.gz for those who don't want to deal with the hassle of compiling for libc5.
You should run 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
Running SVGA and GL games from X in the Tips & Tricks section below explains how to launch SVGA and GL Quake from X without manually switching to a virtual console.
Hardware-accelerated OpenGL Quake is Quake the way God intended it to be. There is no substitute, and once you've experienced it there's no going back.
glquake, you need a 3D card with the Voodoo, Voodoo2 or Voodoo Rush
graphics chipset on it. There are specific issues to be dealt with if
you have a Voodoo Rush card, and I won't go into them now because frankly,
I wouldn't know what I was talking about. A future version of this HOWTO
will cover Rush issues (If somebody wants to write about Voodoo Rush
issues, I'll gladly include it here).
The SVGAlib, Glide, and Mesa libraries must all be installed and
configured properly on your system for
glquake to work. The
following sections will very briefly cover what you need to do to get
Bernd Kreimeier's ( firstname.lastname@example.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.
glquake uses SVGAlib to get input from the mouse and keyboard, so you'll need to configure it as outlined in section SVGAlib Quake.
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.
Do NOT use the Linux Glide library distributed at 3Dfx's web site. It's more than a year out of date. You're bound to have problems if you try to use 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. PentiumPro/Pentium II users have an
additional incentive for downloading this driver: it can dramatically
increase your framerate. The driver enables support for MTRRs, a
memory-caching feature of these CPUs. See
for a better explanation of this feature.
Once you have glide installed, try out the test program that comes with it. Remember this program: it's a good way to reset your display if you ever have a glide application (like GLQuake) crash and leave your screen switched off. NOTE: run this test from a VC, not X! It's possible for the test app to lose mouse and keyboard focus in X, and then you'll have no way of shutting it down.
Your screen should turn blue and prompt you to hit any key. After you press a key you should be returned to the prompt. 3dfx.glide.linux on 3dfx's news server (news.3dfx.com) is a great source of information for Linux glide-specific problems.
Once glide's installed, you need to install Mesa, a free OpenGL implementation by Brian Paul (email@example.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
The RedHat distribution comes with a (IMO) broken
/usr/local/lib is not part of
search path by default, so anything you install there won't get used.
You can remedy the situation by adding the line
/etc/ld.so.conf file, or including
$LD_LIBRARY_PATH. Alternatively, you could install
all new libraries someplace like
/lib, but this approach seriously
offends my tidy nature.
If you want to upgrade Mesa to a more recent version (Mesa 3.0 is the most recent version as of this writing), you can download the latest from ftp://iris.ssec.wisc.edu/pub/Mesa If you have a RedHat 5.x or other glibc-based Linux distribution, see Glibc, RedHat 5.x, Debian 2 considerations in the Troubleshooting/FAQs section for important information about compiling libraries for Quake.
After you've built it according to the instructions, you will have to do two things:
libMesaGL.so.2.6as described above, you must remove it or Quake may not use the new version.
cd /usr/local/lib/ rm -f 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
This section covers 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.
Specify memory in megabytes to allocate (default is 8MB, which should be fine for most needs).
Don't do any output to stdout. Use this if you don't want all the console output dumped to your terminal.
Mouse device, default is
Mouse baud rate, default is 1200
CD device, default is
Use indicated video mode (squake only)
Don't initialize keyboard
Set sound bit sample size. Default is 16 if supported.
Set sound speed. Usual values are 8000, 11025, 22051 and 44100. Default is 11025.
Set mono sound
Set stereo sound (default if supported)
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 seconds later; and various other difficulties plagued users. After realizing how many people played Quake on the internet, 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. QuakeWorld clients come in the same flavors (X11, SVGAlib and Mesa) as normal Quake, but they're all bundled together in one package, so you only need to download one file. However, you've got four packages to choose from:
Install just one of these packages. Each contains the same files, they're just linked against different libraries. Redhat 5.x users should choose the the glibc rpm package. Users of glibc based systems without rpm support should use the glibc tar package. The libc5 rpm is for Redhat distributions prior to 5.0 and other distributions that use the rpm package format. The libc5 tar.gz package is for Slackware and everyone else.
See the Download the Necessary Files section for the location of the Linux 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.
Installation of the rpm packages should be as simple as:
su root rpm -Uvh qwcl-xxxxx.i386.rpm
glqwcl.glx will be installed
setuid root so that they can access the graphics devices on your system.
The X and GL clients can be run without root privileges if you follow the
Running X and GL games without setuid below.
Rpm may complain that it can't find
Glide library is only necessary if you have a 3Dfx card and want
to run QuakeWorld in GL mode (
glqwcl). If you don't
plan to use the GL mode, you can override the glide dependency
su root rpm -Uvh qwcl-xxxxx.i386.rpm --nodeps
To install, just untar the file in your Quake directory. Do it as root so the proper file permissions get set:
cd /usr/local/games/quake su root tar -xzf qwcl2.21-i386-unknown-linux2.0.tar.gz
glqwcl.glx will be installed
setuid root so that they can access the graphics devices on your system.
The GL and X clients can be run without root privileges if you follow the
Running X and GL games without setuid below.
Once QuakeWorld is installed alongside your Quake files, you can start it up like:
./qwcl +connect some.server.address
See section Related Software for info about some nifty front ends for QuakeWorld that make finding servers easy.
With Quakeworld version 2.30, an alternative to the Mesa library is
lib3dfxgl.so is a mini-GL driver optimized
for Quake that provides slightly better framerates than Mesa.
This is a port of a driver that 3Dfx developed for Quake
under Windows, and apparently not all of its features work
properly yet. So hopefully we can expect its performance to
improve with time.
lib3dfxgl.so requires Glide in order to
access your 3Dfx card. The Quakeworld packages come with a script,
glqwcl.3dfxgl for running Quakeworld with this
library on glibc systems. The next paragraph explains how to run
lib3dfxgl.so on a libc5 system. On a
glibc system in order for this script to work,the
executable must not be setuid, nor should you run it as
glqwcl will silently load Mesa rather than
lib3dfxgl.so if it runs with root permissions. This
non-root requirement implies that you have the
On a libc5 system, you need to create a symbolic link to
libMesaGL.so.2 like so:
Then start Quakeworld from a script that tells
cd /usr/local/games/quake ln -sf lib3dfxgl.so libMesaGL.so.2
$LD_LIBRARY_PATHto look in the current directory:
#!/bin/sh LD_LIBRARY_PATH=".:$LD_LIBRARY_PATH" ./glqwcl $*
You can tell which driver is being loaded by looking for output like the following in your console as Quakeworld starts:
GL_VENDOR: 3Dfx Interactive Inc. GL_RENDERER: 3Dfx Interactive Voodoo^2(tm) GL_VERSION: 1.1 GL_EXTENSIONS: 3DFX_set_global_palette WGL_EXT_swap_control GL_EXT_paletted_texture GL_EXT_shared_texture_palette GL_SGIS_multitexture
Brian Paul rather than
3Dfx Interactive Inc., that means Mesa is still being
used rather than the miniport dirver.
glqwcl.glx is linked against standard OpenGL libraries
instead of Mesa. This allows Quakeworld to run on other 3D
hardware that is supported by other OpenGL implementations. At
this time, I dont' know of any OpenGL implementations that
support hardware other than 3Dfx, but this renderer ensures that
when they appear, we'll be able to play Quakeworld with them.
Use of the GLX interface also removes GL Quake II's dependency on SVGAlib for keyboard and mouse input.
This is a GLX application, and as such, must be run from X.
You can use this client with Mesa/3Dfx if you install Mesa and
Glide as explained in the previous section, then set the
$MESA_GLX_FX environment variable to "fullscreen" before
export MESA_GLX_FX=fullscreen ./glqwcl.glx +_windowed_mouse 1
+_windowed_mouse 1 option? Remember that
this is an X application which happens to use your 3Dfx card.
Even though the display takes up your entire screen, Quakeworld is
stil running in a window. This means that if you're not
very careful, you could move the mouse pointer outside
the Quakeworld window, and Quakeworld will suddenly stop responding
to mouse and keyboard input.
avoids this problem by telling
glqwcl.glx to grab the mouse
and not let it move outside its window.
Most, if not all, existing information about running a DOS/Windows QW server is equally applicable to running a Linux server.
To start a QuakeWorld server, simply do:
The official QuakeWorld server manual lives at http://qwcentral.stomped.com.
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.
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
file there. The accompanying
readme.txt file is chock full of
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.
Activision released two add-on packs of extra levels for Quake, Scourge of Armagon and Dissolution of Eternity.
/mnt/cdromand Quake is installed in
Play the mission pack like this:
cd /usr/local/games/quake mkdir hipnotic cp /mnt/cdrom/hipnotic/pak0.pak hipnotic cp /mnt/cdrom/hipnotic/config.cfg hipnotic
cd /usr/local/games/quake ./quake.x11 -game hipnotic
config.cfgstep, as this file isn't included on the Mission Pack 2 CD.
Anybody care to contribute some info about qcc, bsp and all that?