2. General Info
2.1 Getting Started
Installing Quake requires a few basic steps.
- Get the Game Data Files
-
Getting the game data files is normally done by installing the game (or game demo) using Microsoft Windows, or an emulator such as Wine or Dosbox, and then copying the id1 directory of the installed game to your Linux Quake directory - making sure all files are in lowercase.
Alternatively, you can use the lha utility to extract the data files. For early CDs, you must first
cat /mnt/cdrom/quake101.1 /mnt/cdrom/quake101.2 > resource.1
Once you have the resource.1 file, then type
cd /usr/local/games/quake lha e {some directory}/resource.1
Later versions of the game, including WinQuake, come with the data files in an uncompressed form and the id1 directory can be directly copied from the CD.
- Install a Quake Executable
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The program you execute to run Quake is known as the game engine. There are several to choose from, but the simplest choice is either TyrQuake, or the more enhanced QuakeSpasm. After downloading or compiling a game engine, place this binary in your Quake directory alongside the id1 directory.
- Summary
-
Finally, you should have a directory structure similar to this, with all files being in lowercase:
/usr/local/games/quake +- quakespasm (or another game engine) | +- progs.dat | +- id1 -+- pak0.pak | +- pak1.pakNow, from an xterm window, type (for example)
./quakespasm -fullscreen -width 800 -height 600
to start the game. - Help
-
This sounds simple, but if you are new to Linux and you are not familiar with the command line, try one of these links for more information:
- Trouble-shooting section
- The old version of this how-to
- Linuxgamers Quake How-To
- Quake wiki
- The Linux Game Tome
2.2 Command Line Options
Command Line Options are extra parameters that are typed on the Linux command line following the program's name. Quake has a large number of them, some of which vary from engine to engine. The most useful/common ones are:
- -window
-
Run the game in windowed mode
- -fullscreen
-
Run the game in fullscreen mode
- -game NAME
-
Load the mod NAME.
- -mem N
-
Reserve N megabytes of memory for the internal heap. This generally defaults to 8 or 16 meg, but must be increased when playing larger mods.
- -width WIDTH
-
window/fullscreen width
- -height HEIGHT
-
window/fullscreen height
- -basedir DIRECTORY
-
Use this directory by default
- -sndspeed MHz
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Set sound sampling rate (eg. 44100, 22050, 11025)
- -sndbits N
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Set sound bits to N = 8 or 16
- -nosound
-
Disable sound. Necessary when sound is absent/unconfigured to stop the game from crashing.
- -nomtex
-
Disable GL multitextures.
- -listen N
-
Allow a maximum of N players/bots to join multiplayer games.
- -cddev DEVICE
-
Use DEVICE for playing the cd music
- -nocdaudio
-
Disable cd audio
You can also append Quake commands to the Linux command line by prefixing them with a plus sign. For example, to automatically start a new game at hard skill, use
quakespasm +skill 2 +map e1m1
2.3 Game Console Commands
For more info see http://www.planetquake.com/console/commands/quake.html
The console is an in-game command line at which you can issue commands, change variables and cheat. It is toggled by pressing the tilde "~" key when in a game. The main commands include -
- god
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Invulnerability
- noclip
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Walk through walls
- notarget
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Enemies won't attack player
- timedemo DEMO
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Play DEMO (eg. "demo1") at top speed and show frame rate
- impulse N
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Issue "impulse N"
These are in-game commands which can be given special uses. A few usefull ones are:
- impulse 9 Give all weapons
- impulse 12 Select previous weapon (eg bind MWHEELUP "impulse 12")
- impulse 10 Select next weapon
- impulse 255 Give Quad damage
- bind key "COMMAND"
-
Bind a key to perform a command
- map MAP
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Load MAP
- changelevel MAP
-
Load MAP without resetting player settings
- quit
-
Exit to system
- skill VALUE
-
value = 0 (easy) - 3 (impossible)
Degree of difficulty. Level must be restarted to take effect
- r_wateralpha VALUE
-
value = 0.0 - 1.0
Opacity of water in maps with transparent water support (See Watervis)
- _snd_mixahead VALUE
-
value = 0.1 - 1.0
Raising this value is a good way to speed up the game at the expense of some sound lag. I use 0.3 on my slower computers
- gl_texturemode VALUE
-
value = gl_nearest | gl_nearest_mipmap_nearest | gl_linear_mipmap_nearest | gl_linear_mipmap_linear
Worst to best texture quality.
- r_shadows FLAG
-
flag = 0 | 1
Display model shadows
- vid_wait FLAG
-
flag = 0 | 1
Sync video output with screen refresh
- chase_active FLAG
-
flag = 0 | 1
Show player from third person perspective
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