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Thread: QuakeForge.... How to make it work?

  1. #1
    Join Date
    May 2005
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    54

    QuakeForge.... How to make it work?

    Good day.



    After trying to compile it from source (with help of the documents) several times with always an error message making it stop, I learned that there is a synaptic repository for quakeforge. I have now installed the necessary packages and tried running the game. It does run, but I have no idea to set it up properly. These are my issues:

    - Where do I put the pak files so I can run the single player version (I don't need quakeworld as I run that in another client)?

    - Where to put the config files?? How can you set them up for autorun?

    - Is there anyone out there who has tried to run the original Quake 1 mission packs (Scourge of Armagon and Dissolution of Eternity) run with QuakeForge? I have read it SHOULD be possible, but I guess it's nightmare.

    So, does anyone have some tips?

    Thanks.

  2. #2
    Join Date
    May 2005
    Beans
    54

    Re: QuakeForge.... How to make it work?

    Ok, problems solved.... was a piece of cake actually. The pak files are in /usr/share/games/quake/id1, you can put the mission pack paks there as well and then run the game with command line parameters -game hipnotic or -game rogue.

    All in all it took me 30 minutes to find this out.

  3. #3
    Join Date
    Jan 2007
    Beans
    11

    Re: QuakeForge.... How to make it work?

    Quote Originally Posted by Muiske View Post
    Good day.



    After trying to compile it from source (with help of the documents) several times with always an error message making it stop, I learned that there is a synaptic repository for quakeforge. I have now installed the necessary packages and tried...

    Can you give me a URL for this repository? Seems my quakeforge 0.5.5 src compile won't build on edgy.

    Compile error:

    gcc -DHAVE_CONFIG_H -I. -I. -I../../../include -I../../../include -g -march=i686 -O2 -frename-registers -finline-limit=32000 -Winline -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations -fstrict-aliasing -pipe -Wall -fno-common -MT cd_file.lo -MD -MP -MF .deps/cd_file.Tpo -c cd_file.c -fPIC -DPIC -o .libs/cd_file.o
    cd_file.c:87: error: static declaration of 'bgmvolume' follows non-static declaration
    ../../../include/QF/sound.h:126: error: previous declaration of 'bgmvolume' was here
    make[3]: *** [cd_file.lo] Error 1
    make[3]: Leaving directory `/usr/src/quakeforge-0.5.5/libs/audio/cd'
    make[2]: *** [all-recursive] Error 1
    make[2]: Leaving directory `/usr/src/quakeforge-0.5.5/libs/audio'
    make[1]: *** [all-recursive] Error 1
    make[1]: Leaving directory `/usr/src/quakeforge-0.5.5/libs'
    make: *** [all-recursive] Error 1

    Thanks!
    Last edited by ardya; April 14th, 2007 at 09:38 PM.

  4. #4
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    Ok this is very weird why this is no longer included in any distributions.

    but u can get .deb binaries here
    http://www2.informatik.hu-berlin.de/...an/quakeforge/
    dpkg -i *common*
    dpkg -i *qfcc*
    dpkg -i *deb

    if these files are gone you can always use alien to convert rpms to debs?

    For quake 1 cd install heres one way...

    Insert original quake cd.
    Open with wine ... diece.exe. Install to drive C when prompted.

    open terminal

    cd ~/.wine/drive_c/QUAKE
    wine resource.exe
    cd ID1
    mv PAK0.PAK pak0.pak
    mv PAK1.PAK pak1.pak
    sudo bash
    mkdir -pv /usr/share/games/quake/id1
    mv *pak /usr/share/games/quake/id1
    rm -rf ~/.wine/drive_c/QUAKE
    ln -sv /usr/share/games/quake/id1 /usr/share/games/quakeforge/id

    this game may or may not need alsa and osscompat?
    apt-get install oss-compat alsa-oss

  5. #5
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    Attaching quakeforge debs...
    Attached Files Attached Files

  6. #6
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    Still attaching...
    Attached Files Attached Files

  7. #7
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    ...
    Attached Files Attached Files

  8. #8
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    Hopefully this helps anyone else looking for the QuakeForge files.
    Attached Files Attached Files

  9. #9
    Join Date
    Jul 2007
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    42

    Re: QuakeForge.... How to make it work?

    If sound is choppy remove the alsa-plugin and try
    echo "nq-sdl 0 0 direct" >/proc/asound/card0/pcm0p/oss

  10. #10
    Join Date
    Jan 2009
    Beans
    1

    Re: QuakeForge.... How to make it work?

    It returns Missing GFX.WAD.

    Can you help?

    Thanks

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