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  • #31
    Originally posted by Baker View Post
    Yeah, that's for sure.

    My "dead" Linux machine was underpowered and I couldn't, for instance, run GL ProQuake or Qrack with any speed.

    The Mac ProQuake I've been heavily upgrading that was based upons Woods work, OS X being BSD-based, should really ease the ability to make another run at the Linux version when that happens. Who knows, I may end up using SDL for the sound.

    I'm dreaming about Glpro linux version with the support for a gamepad/joystick.
    All that time that you have put in these projects , you are really the man Baker!!!
    We cannot thank u enough !
    My servers for the gamers:
    bigfoot.servequake.com / damage.servequake.com

    port 26000 EuroQuake
    port 26001 EuroQuake Coop


    newyork.quakeone.com
    Offline ATM
    fvf.servequake.com
    flanders.servegame.org / flanders.servequake.com
    Offline ATM
    newdm.servequake.com
    port 26010

    http://bigfoot.servequake.com (EuroQuake)
    sigpic

    Comment


    • #32
      Originally posted by Polarite View Post
      I'm dreaming about Glpro linux version with the support for a gamepad/joystick.
      All that time that you have put in these projects , you are really the man Baker!!!
      We cannot thank u enough !
      Questions for you ....

      Have you tried Sleeperwalker's FitzQuake SDL? I may or may not take the SDL path for future versions of Linux ProQuake, but I was wondering if about how it compares in functionality versus the Linux ProQuake in regard to input, mouse, joystick, video, network.

      FitzQuake SDL Linux questions:

      - Does the joystick work in it?
      - Can it connect to servers even if you have to fiddle with it?
      - I'm under the impression from things that Spirit has said in the past, the sound support in SDL is great.
      - How is the mouse and keyboard input?
      - How is the video?

      I'd like to know these answers even if I don't pursue that direction. I could borrow the joystick code from even Linux JoeQuake or FuhQuake even if I don't do SDL.

      In addition, I don't know what kind of mouse you have, but I was wondering if DarkPlaces on Linux can do 5 mouse buttons. I know FitzQuake_SDL doesn't but the goal of that was a simple port and not to add new features.

      I'm just thinking.

      Futhermore, you can compile Linux ProQuake just fine on your machine right?

      Extra note: Due to Rook's work with curl and some code he wrote for Qrack, I think some standardized "map download from QuakeOne.com" (operating system neutral) will eventually happen.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment


      • #33
        "I was wondering if DarkPlaces on Linux can do 5 mouse buttons" <- it can for me, might be dependant on the xorg.conf.

        From what I know networking stuff works in SDL Fitzquake.
        Sound with SDL is always easy in my experience.
        I don't know what you mean with "video". It works fine for me. In-game changing too. And of course it has full- and overbrights.
        Quake 1 Singleplayer Maps and Mods

        Comment


        • #34
          Originally posted by Spirit View Post
          "I was wondering if DarkPlaces on Linux can do 5 mouse buttons" <- it can for me, might be dependant on the xorg.conf.

          From what I know networking stuff works in SDL Fitzquake.
          Sound with SDL is always easy in my experience.
          I don't know what you mean with "video". It works fine for me. In-game changing too. And of course it has full- and overbrights.
          Ok, I wasn't sure about the mouse part in particular because I had trouble with mouse4 and mouse5 in Kubuntu.

          The reason I asked about the video was just paranoia.

          What is the difference between fullbrights and overbrights? I'm not really sure.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • #35
            Overbright is the contrasty lighting (as in software rendering) where lights can be brighter than 200 or 255 or something, see http://speeds.quaddicted.com/q1light.jpg ( spd in http://www.quaddicted.com/filebase/sm139_pack.zip )

            Fullbrights are the fullbright parts of textures, eg the red glow on the slipgates.
            Quake 1 Singleplayer Maps and Mods

            Comment


            • #36
              Originally posted by Spirit View Post
              Overbright is the contrasty lighting (as in software rendering) where lights can be brighter than 200 or 255 or something, see http://speeds.quaddicted.com/q1light.jpg ( spd in http://www.quaddicted.com/filebase/sm139_pack.zip )

              Fullbrights are the fullbright parts of textures, eg the red glow on the slipgates.
              Prior to recently, I always thought overbright and fullbright were the same thing.

              Ok, so overbright isn't related to fullbright textures at all. :d:d

              Now I know why certain threads I read in the past at Func_Msgboard didn't completely make sense to me.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #37
                Originally posted by Baker View Post
                Questions for you ....

                Have you tried Sleeperwalker's FitzQuake SDL? I may or may not take the SDL path for future versions of Linux ProQuake, but I was wondering if about how it compares in functionality versus the Linux ProQuake in regard to input, mouse, joystick, video, network.

                FitzQuake SDL Linux questions:

                - Does the joystick work in it?
                - Can it connect to servers even if you have to fiddle with it?
                - I'm under the impression from things that Spirit has said in the past, the sound support in SDL is great.
                - How is the mouse and keyboard input?
                - How is the video?

                I'd like to know these answers even if I don't pursue that direction. I could borrow the joystick code from even Linux JoeQuake or FuhQuake even if I don't do SDL.

                In addition, I don't know what kind of mouse you have, but I was wondering if DarkPlaces on Linux can do 5 mouse buttons. I know FitzQuake_SDL doesn't but the goal of that was a simple port and not to add new features.

                I tested fitzquake last night ,there is no joystick support
                Connecting to servers is no problem.
                Mouse and keyboard works ok.
                I can change video modes with no problem.
                No options to unlock fps , no ping scoreboard.

                Client works ok but I still prefer the glpro linux one.

                My gamepad works in darkplaces linux.
                My servers for the gamers:
                bigfoot.servequake.com / damage.servequake.com

                port 26000 EuroQuake
                port 26001 EuroQuake Coop


                newyork.quakeone.com
                Offline ATM
                fvf.servequake.com
                flanders.servegame.org / flanders.servequake.com
                Offline ATM
                newdm.servequake.com
                port 26010

                http://bigfoot.servequake.com (EuroQuake)
                sigpic

                Comment


                • #38
                  Thanks for info, that'll help me decide what to do to add joystick support to Linux ProQuake.

                  I might use SDL for the sound only then and get the joystick support elsewhere.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #39
                    Hey guys,

                    I hope you won't mind helping a n00b set this up. I'm running Ubuntu 8.04 and have gotten the source to compile and everything, but I believe I'm just missing some files in the right place. When I try to run quake_x11 I get this:
                    Code:
                    FindFile: can't find gfx/pop.lmp
                    Playing shareware version.
                    FindFile: can't find gfx.wad
                    Error: W_LoadWadFile: couldn't load gfx.wad
                    VID_Shutdown
                    Segmentation fault
                    I don't have the full original Quake game but I do have the shareware download (1.06) so I should have all the right files to just play the shareware episode for now, right? I don't see gfx.wad or pop.lmp anywhere in the directories for the shareware game where I unzipped it.

                    Sorry if these are lame questions - I have read through the readme files that came with the download, but they all refer to the Windows version. I have never played Quake before so just trying to catch up with FPS history. Also, if there's a better/easier Linux port out there let me know, I'm not looking for crazy new features really, just a faithful version of the original game that will run well on my system. I don't have a crazy system, just a dell laptop.

                    Thanks!
                    appleshampoo

                    Comment


                    • #40
                      Originally posted by appleshampooid View Post
                      Hey guys,

                      I hope you won't mind helping a n00b set this up. I'm running Ubuntu 8.04 and have gotten the source to compile and everything, but I believe I'm just missing some files in the right place. When I try to run quake_x11 I get this:
                      Code:
                      FindFile: can't find gfx/pop.lmp
                      Playing shareware version.
                      FindFile: can't find gfx.wad
                      Error: W_LoadWadFile: couldn't load gfx.wad
                      VID_Shutdown
                      Segmentation fault
                      I don't have the full original Quake game but I do have the shareware download (1.06) so I should have all the right files to just play the shareware episode for now, right? I don't see gfx.wad or pop.lmp anywhere in the directories for the shareware game where I unzipped it.

                      Sorry if these are lame questions - I have read through the readme files that came with the download, but they all refer to the Windows version. I have never played Quake before so just trying to catch up with FPS history. Also, if there's a better/easier Linux port out there let me know, I'm not looking for crazy new features really, just a faithful version of the original game that will run well on my system. I don't have a crazy system, just a dell laptop.

                      Thanks!
                      appleshampoo
                      Shareware is a pak0.pak; make sure it is in quake\id1 directory.

                      When you start Quake, make sure you change dir into the quake directory. Otherwise it isn't a guarantee that it will find pak0.pak because if the current directory is somewhere else, it will look in the id1 folder of THAT directory and not find pak0.pak and then you get "can't find gfx.wad" error.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #41
                        Originally posted by Baker View Post
                        Shareware is a pak0.pak; make sure it is in quake\id1 directory.

                        When you start Quake, make sure you change dir into the quake directory. Otherwise it isn't a guarantee that it will find pak0.pak because if the current directory is somewhere else, it will look in the id1 folder of THAT directory and not find pak0.pak and then you get "can't find gfx.wad" error.
                        Aha, looks like I had some case sensitivity problems since I had originally installed the shareware under dosbox, which capitalizes everything (so I had ID1/PAK0.PAK). It's now running, but in a tiny window with no sound. Is there a list of all of the command line options somewhere?

                        Comment


                        • #42
                          Originally posted by appleshampooid View Post
                          Aha, looks like I had some case sensitivity problems since I had originally installed the shareware under dosbox, which capitalizes everything (so I had ID1/PAK0.PAK). It's now running, but in a tiny window with no sound. Is there a list of all of the command line options somewhere?
                          You add like -winsize 800 600 to the command line.

                          I don't know too much about Linux and the Linux version of ProQuake is not up to par vs. the Windows and Mac versions yet. (Hence version 3.60 vs. 3.99).

                          I assume since you are using X11 you don't have OpenGL.

                          You might consider a using a different Quake port on Linux, as I haven't had the time to get this one to a respectable level yet.

                          Operating under the assumption you can't use a Linux GLX client like FitzQuake SDL, I'd say maybe try:

                          TyrQuake http://disenchant.net/engine.html (pretty confident there is a software renderer version)

                          FTEQW http://www.fteqw.com (has software renderer)

                          And I'm not really that sure of any others with Linux software renderer versions.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #43
                            Originally posted by appleshampooid View Post
                            Aha, looks like I had some case sensitivity problems since I had originally installed the shareware under dosbox, which capitalizes everything (so I had ID1/PAK0.PAK). It's now running, but in a tiny window with no sound. Is there a list of all of the command line options somewhere?
                            http://tldp.org/HOWTO/Quake-HOWTO.html

                            .

                            ...

                            Um, Steven, why list Proquake, FTEQW etc. under "Multiplayer" instead of "Engines"...

                            Joequake, Proquake, FTEQW, EZQuake etc. can play singleplayer just as well as Tyrquake can. They're all just engines.

                            No matter the amount of speedrunning or multiplayer fixes you cram into an engine, it's still Quake and it can run singleplayer.

                            I'm not aware of any engines that really only do multiplayer.
                            Last edited by golden_boy; 12-06-2008, 07:24 PM.
                            Scout's Journey
                            Rune of Earth Magic

                            Comment


                            • #44
                              Originally posted by Baker View Post
                              You add like -winsize 800 600 to the command line.

                              I don't know too much about Linux and the Linux version of ProQuake is not up to par vs. the Windows and Mac versions yet. (Hence version 3.60 vs. 3.99).

                              I assume since you are using X11 you don't have OpenGL.

                              You might consider a using a different Quake port on Linux, as I haven't had the time to get this one to a respectable level yet.

                              Operating under the assumption you can't use a Linux GLX client like FitzQuake SDL, I'd say maybe try:

                              TyrQuake http://disenchant.net/engine.html (pretty confident there is a software renderer version)

                              FTEQW http://www.fteqw.com (has software renderer)

                              And I'm not really that sure of any others with Linux software renderer versions.
                              Oh cool, the GL version does work, I just hit the first executable I saw that started with 'quake.'

                              Thanks for the advice...I'm well on my way :-)

                              Comment


                              • #45
                                Originally posted by Baker View Post
                                And I'm not really that sure of any others with Linux software renderer versions.
                                Well, just for the record:

                                Tyrquake
                                Joequake
                                Proquake
                                FTEQW
                                EZQuake
                                FuhQuake
                                QuakeForge

                                Off the top of my head.

                                Since the Linux engine options seem to be still unclear, even though we have Steven's HOWTO, I'll list them for anyone who's searching. These are the _practical_ options - you can probably run NPRquake or Tenebrae, or Qudos' old port of Qrack - but I can't really see the point there.

                                Tyrquake is remarkably clean and speedy, and just overall very well done. It has the cleanest codebase I've ever seen in a normal engine. Only problem is, it's in dire need of upgrades (and multiplayer fixes are clearly not a priority). I have long worked on patches to support bigger maps etc, I also have a Tyrquake manpage (!) on my HD, but other things eat all my time and Tyrann is ... not very active ... It could be a kickass singleplayer engine one day, and a tolerable online client, but it needs work.

                                Joequake is just your all around nice Quake engine, but also not really cutting edge... lots of neat little features though...

                                Proquake was historically focused on multiplayer, but you can kill monsters just fine in it, too... maybe not the hardcore SP fans (who need special lighting, higher limits etc)

                                FTEQW is a NQ (Net/Normal Quake) capable Quakeworld engine, with a lot of cutting edge stuff, similar to Darkplaces. Like an oversized, bleeding-edge Tyrquake (with bugs, though).

                                EZQuake is mainly focused on Quakeworld multiplayer, but (so far) it still supports singleplayer (I'd not be surprised to see that go, though). EZQuake reportedly supports/is going to support/whatever "Normal Quake", too.

                                FuhQuake is an older QW engine, but trusty and rugged. It used to be very popular and influential. It can't run NQ afaik, though. Still in a lot of repos.

                                QuakeForge is apparently dead. Plain simple. It probably runs, though. It's still in some distros' package repos, too.

                                All these are cross platform, thankfully, and all of them have software renderers like good little boys.

                                Then you have some GL-only options:

                                Darkplaces is the obvious one, anyone should really know what this is (perhaps most impressive engine ever).

                                Fitzquake SDL is an SDL version of a Windows-based GL-only engine, which might work if you have SDL installed. Apparently there are still some bugs. I seem to remember the author saying that his main reason for doing the port was to play Fitzquake on the Mac, which seems to work well enough.

                                And that's it, practically. So most Linux Quake engines actually DO support software (I'm singing an old song here by now) and the GL-only engines are the exception to the rule.

                                It's quite different from the Windows Quake universe.
                                Scout's Journey
                                Rune of Earth Magic

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