PDA

View Full Version : Getting Quake 1 to work natively. Help!


ZeroXR
May 6th, 2007, 03:59 PM
I saw the article at the following link: http://doc.gwos.org/index.php/Quake_1

I have a few questions.

I have searched my Quake CD and I can't find a game.dat file. Is it somewhere else? I have tried doing a WINE install to see if it installs, but no sign of a game.dat file in the WINE directory.

With the guide, it says to install Jorgen's GLQuake front-end to play, but on running the command in terminal... It has the following errors in the Terminal:

FindFile: can't find gfx/pop.lmp
Playing shareware version.
FindFile: can't find gfx.wad
Error: W_LoadWadFile: couldn't load gfx.wad

What am I doing wrong? Anyone want to shed some light?

Sindwiller
May 6th, 2007, 04:11 PM
GLQuake? Lol? Get Darkplaces instead: http://icculus.org/twilight/darkplaces/

Simply copy over all ID1 stuff into your darkplaces dir respectively the darkplaces binares into the Quake dir. Then run it.

EDIT: And it seems that this guy has a really odd version of Quake, because the standard QC data isn't called game.dat, but progs.dat.

Sockerdrickan
May 6th, 2007, 04:14 PM
pak0.pak and etc not .dat

ZeroXR
May 6th, 2007, 04:57 PM
Alright, I have the darkspaces front end... but on running the command of: ./darkplaces-linux-686-glx -quake I get the following message

"You make want to make want to consider adding
-basedir /path/to/game
to your launch commandline"

My id1 folder is located in /home/zeroxr/darkplaces/ directory, but when I used the command line code of:

./darkplaces-linux-686-glx -quake -basedir id1

It returns a message that it can't find a directory of id1/id1

Am I missing something?

Sockerdrickan
May 6th, 2007, 05:06 PM
Just place the binary and make it a execable binary by setting up permissions and put the id1 next to it containing the 2 .pak files

ZeroXR
May 6th, 2007, 05:36 PM
Tux0r: Could you give an example of how that would work?

Would it be something like below?

/quake/
--id1 folder
--darkplaces binary

DoktorSeven
May 6th, 2007, 10:11 PM
You have a quake directory. Inside it is the binary for darkplaces, and a subdirectory id1.

In the subdirectory id1 is where you have the PAK and cfg files.

So you have
quake (directory)
|_darkplaces-linux-686-glx (binary)
|_id1(directory)
--|_*.PAK (data files)
--|_*.cfg (cfg files)

ZeroXR
May 7th, 2007, 12:04 AM
DoktorSeven: Thanks for the clarification! The only thing is... When I run the binary without the command parameters: -basedir it still gives me the error message of

You make want to make want to consider adding
-basedir /path/to/game
to your launch commandline

But when I add the parameters of -basedir ~/quake/id1/ I get the following

Quake Error: base gamedir /home/zeroxr/quake/id1/id1/ not found!

DoktorSeven
May 7th, 2007, 12:31 AM
basedir should be the directory the executable is in, not the id1 subdirectory.

Try just -basedir /home/zeroxr/quake/

Still, it should work anyway if you're running it from the directory; are you running it as /home/zeroxr/quake/darkplaces-(etc), or after changing to ~/quake and running ./darkplaces-(etc) ?

ZeroXR
May 7th, 2007, 01:08 AM
./darkplaces-linux-686-glx -quake -nocdaudio -window -basedir /home/zeroxr/quake/

That's the command I just used and I got the same message of

You make want to make want to consider adding
-basedir /path/to/game
to your launch commandline

DoktorSeven
May 7th, 2007, 01:17 AM
Strange, since it does work for me. I did compile my own version of darkplaces (an SDL/GL version) from source so the executable has a different name, but it should run the same.

Here's what the directory structure looks like:

$ ls -R
.:
darkplaces-sdl id1

./id1:
autoexec.cfg config.cfg PAK0.PAK PAK1.PAK

ZeroXR
May 7th, 2007, 01:50 AM
Weird...

Did an ls -R on my quake dir...
.:
darkplaces darkplaces-linux-686-glx darkplaces-linux-686-sdl id1

./darkplaces:
BSDmakefile glquake.h qtypes.h
bspfile.h gl_rmain.c quakedef.h
builddate.c gl_rsurf.c render.h
cdaudio.h gl_textures.c resource.h
cd_bsd.c host.c r_explosion.c
cd_linux.c host_cmd.c r_lerpanim.c
cd_null.c image.c r_lerpanim.h
cd_sdl.c image.h r_light.c
cd_shared.c image_png.c r_light.h
cd_win.c image_png.h r_lightning.c
ChangeLog input.h r_modules.c
cl_collision.c jpeg.c r_modules.h
cl_collision.h jpeg.h r_shadow.c
cl_demo.c keys.c r_shadow.h
client.h keys.h r_sky.c
cl_input.c lhfont.h r_sprites.c
cl_main.c lhnet.c r_textures.h
cl_parse.c lhnet.h sbar.c
cl_particles.c libcurl.c sbar.h
clprogdefs.h libcurl.h screen.h
cl_screen.c makefile server.h
cl_screen.h makefile.inc snd_alsa.c
cl_video.c mathlib.c snd_bsd.c
cl_video.h mathlib.h snd_coreaudio.c
clvm_cmds.c matrixlib.c snd_main.c
cmd.c matrixlib.h snd_main.h
cmd.h mdfour.c snd_mem.c
collision.c mdfour.h snd_mix.c
collision.h menu.c snd_null.c
common.c menu.h snd_ogg.c
common.h meshqueue.c snd_ogg.h
conproc.c meshqueue.h snd_oss.c
conproc.h mingw_note.txt snd_sdl.c
console.c model_alias.c snd_wav.c
console.h model_alias.h snd_wav.h
COPYING model_brush.c snd_win.c
csprogs.c model_brush.h sound.h
csprogs.h model_dpmodel.h spritegn.h
curves.c modelgen.h svbsp.c
curves.h model_psk.h svbsp.h
cvar.c model_shared.c sv_main.c
cvar.h model_shared.h sv_move.c
darkplaces16x16.png model_sprite.c sv_phys.c
darkplaces24x24.png model_sprite.h sv_user.c
darkplaces32x32.png model_zymotic.h svvm_cmds.c
darkplaces48x48.png mprogdefs.h sys.h
darkplaces64x64.png mvm_cmds.c sys_linux.c
darkplaces72x72.png netconn.c sys_sdl.c
Darkplaces.app netconn.h sys_shared.c
darkplaces-dedicated.dev nexuiz.ico sys_win.c
darkplaces-dedicated.dsp nexuiz.rc todo
darkplaces.dev palette.c vid_agl.c
darkplaces.dsp palette.h vid_agl_mackeys.h
darkplaces.dsw polygon.c vid_glx.c
darkplaces.ico polygon.h vid.h
darkplaces.rc portals.c vid_null.c
darkplaces-sdl.dsp portals.h vid_sdl.c
darkplaces.txt pr_comp.h vid_shared.c
dpvsimpledecode.c progdefs.h vid_wgl.c
dpvsimpledecode.h progs.h view.c
draw.h progsvm.h wad.c
filematch.c protocol.c wad.h
fractalnoise.c protocol.h world.c
fs.c prvm_cmds.c world.h
fs.h prvm_cmds.h zone.c
gl_backend.c prvm_edict.c zone.h
gl_backend.h prvm_exec.c
gl_draw.c prvm_execprogram.h

./darkplaces/Darkplaces.app:
Contents

./darkplaces/Darkplaces.app/Contents:
Info.plist PkgInfo Resources

./darkplaces/Darkplaces.app/Contents/Resources:
Darkplaces.icns English.lproj

./darkplaces/Darkplaces.app/Contents/Resources/English.lproj:
InfoPlist.strings

./id1:
config.cfg;1 glquake PAK0.PAK;1 PAK1.PAK;1

./id1/glquake:
15to8.pal;1 flame.ms2;1 h_guard.ms2;1 quaddama.ms2;1 v_rock.ms2;1
armor.ms2;1 gib1.ms2;1 h_ogre.ms2;1 soldier.ms2;1 v_shot2.ms2;1
backpack.ms2;1 gib2.ms2;1 h_player.ms2;1 spike.ms2;1 v_shot.ms2;1
bolt2.ms2;1 gib3.ms2;1 h_wizard.ms2;1 s_spike.ms2;1 w_g_key.ms2;1
bolt3.ms2;1 g_nail.ms2;1 h_zombie.ms2;1 suit.ms2;1 wizard.ms2;1
bolt.ms2;1 grenade.ms2;1 invisibl.ms2;1 v_axe.ms2;1 w_spike.ms2;1
demon.ms2;1 g_rock.ms2;1 lavaball.ms2;1 v_light.ms2;1 zombie.ms2;1
dog.ms2;1 g_shot.ms2;1 missile.ms2;1 v_nail2.ms2;1 zom_gib.ms2;1
eyes.ms2;1 h_demon.ms2;1 ogre.ms2;1 v_nail.ms2;1
flame2.ms2;1 h_dog.ms2;1 player.ms2;1 v_rock2.ms2;1


I can't figure out what is wrong...

DoktorSeven
May 7th, 2007, 03:33 AM
./id1:
config.cfg;1 glquake PAK0.PAK;1 PAK1.PAK;1

My guess is right here. Your PAK files have a ;1 after them for some reason, and I'll bet darkplaces can't find them for that reason. (glquake directory too, but I don't think darkplaces uses it.)

cd to the id1 directory and do

mv PAK0.PAK\;1 PAK0.PAK
mv PAK1.PAK\;1 PAK1.PAK
mv config.cfg\;1 config.cfg

(or just rename them from a GUI file browser)

ZeroXR
May 7th, 2007, 11:37 AM
Doktor Seven: I am not sure what that command did, but it solved it all!

One final question and I'm pretty much done... How to I fix the flickering display? Is it because Beryl is running?

DoktorSeven
May 7th, 2007, 12:32 PM
Probably because of Beryl, yes. Best not to run Beryl when running 3d games.

porphiron
August 15th, 2007, 05:40 AM
lo folks!,

have managed to get darkplaces running, i just unzipped the contents into my home dir, dragged the id1 folder from the cd into the darkplaces directory and after following the quake on linux how-to i managed to get it running ish, I must admit the darkplaces page has very little in the way of help for folk that are stuck, or general info.

Has anyone got the music working??, i've ogg-ed up the cd's soundtrack and placed it all over the darkplaces directory, to no avail

and also, which is the better option glx or sdl??

ThrashJazzAssassin
November 5th, 2007, 04:11 PM
Whenever I get a quad damage, the frame rate drop from about 40fps to 15 fps... What frame rate is everyone else getting?

I've got a sempron 2500+/GeForce FX5600

Surely it should be running >100fps??? It's only quake. I used to play Quake on my 486 10 years ago