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Quake III Arena FAQ
Last Updated on: 2000-10-23 15:09:25
This is where you will find useful information about Quake III Arena for Linux. The following are answers to some frequently asked questions about this game. Please read these before e-mailing Loki Technical Support - Chances are your question is answered here too!
This FAQ is modelled on the Linux HOWTO documents for consistency and ease of navigation.
glibc-2.0
based system if you have a 3D card based on a 3Dfx chipset. Matrox G200/G400 users who want to use the provided libGL
must install Quake III on a glibc-2.1
based system. Please remember that you should upgrade your glibc-2.0
system to XFree86 SVGA 3.3.6 and the latest matching Glide2. You should really upgrade to glibc-2.1
as soon as feasible.
Note: Quake 3: Arena releases, beginning with the 1.27 point release, will no longer provide glibc 2.0
support. Starting with 1.27, Quake 3: Arena now requires glibc 2.1
or later.
There have been reports of success using XFree86 4.0 and DRI (http://www.xfree86.org/ and http://dri.sourceforge.net/, respectively).
cvs -d :pserver:anonymous@cvs.mesa3d.org:/cvs/mesa3d login
cvs -d :pserver:anonymous@cvs.mesa3d.org:/cvs/mesa3d co -r mesa_3_3_dev Mesa
pak0.pk3
file from the CD's baseq3
directory into the baseq3 directory of your Quake III installation.#!/bin/sh # Needed to make symlinks/shortcuts work. cd "/usr/local/games/quake3" quake="./quake3.x86" "$quake" $* exit $?
ln -s /usr/local/games/quake3/quake3 /usr/bin/quake3
We also have reports of success running the client under FreeBSD. [More information forthcoming.]
sh linuxq3ademo-1.11-6.x86.gz.sh
chmod +x bash2 linuxq3ademo-1.11-6.x86.gz.sh
chmod -R a+r /usr/local/games/quake3 chmod a+x /usr/local/games/quake3/quake3 chmod a+x /usr/local/games/quake3/q3ded chmod a+x /usr/local/games/quake3/libMesaVoodooGL.so.3.2 chmod a+x /usr/local/games/quake3/libMesaMatroxGL.so.3.2The above example assumes the Quake III binaries are in
/usr/local/games/quake3/
.You can manually install Quake III on a glibc-2.0 system with a 3dfx card as follows:
cp bin/x86/glibc-2.1/* /usr/local/games/quake3/ cd /usr/local/games/quake3/ ln -s libMesaVoodooGL.so.3.2 libMesaVoodooGL.so ln -s libMesaVoodooGL.so.3.2 libGL.soThe above example assumes the Quake III binaries are in
/usr/local/games/quake3/
.+set in_dgamouse 1 /commandline in_dgamouse 1 /console seta in_dgamouse "1" /q3config.cfg
/usr/local/games/quake3/
(or wherever you chose to install Quake 3).Look for a file in your home directory called ".Xmodmap". Keep a backup of that file, just in case.
Use an editor of your choice to change the line starting with "keycode 0x4E", if it is already present, or add it:
keycode 0x4E = asciitildeLog out of X and log back in again (or use $ xmodmap ~/.Xmodmap).
You should be able to use scroll lock as the console key. If you want to play around with the xkeycaps tool (http://www.jwz.org/xkeycaps/) it is possible to write a wrapper around q3a that remaps the key:
[/usr/local/bin/q3german.sh] #!/bin/sh ps2speed 200 cd /usr/local/games/q3demoTEST xmodmap -e "keycode 49 = asciitilde" sudo ./linuxquake3 $* xmodmap -e "keycode 49 = asciicircum" ...This maps "the key beneath ESC" (which is "^" on german keyboards) to "~" and everything works as expected (except that you can't type "^" anymore...).
If you took advantage of the original pre-order shipping option, the CD Key is on a sticker on the cardboard sleeve in which the CD was shipped.
+set snddevice <name>The default is: "
/dev/dsp
". Any changes made will be archived in the config file.You will need to make certain that you have your 3D drivers configured. We have an additional FAQ on setting up and troubleshooting OpenGL with XFree86 4.0.
-rw-r--r-- 1 root root 479493658 Jul 14 15:58 pak0.pk3 -rw-r--r-- 1 root root 374405 Jul 14 17:13 pak1.pk3 -rw-r--r-- 1 root root 7511182 Jul 14 17:13 pak2.pk3 -rw-r--r-- 1 root root 276305 Jul 14 17:13 pak3.pk3
1197ca3df1e65f3c380f8abc10ca43bf pak0.pk3 48911719d91be25adb957f2d325db4a0 pak1.pk3 d550ce896130c47166ca44b53f8a670a pak2.pk3 968dfd0f30dad67056115c8e92344ddc pak3.pk3These are the files as of the Q3 1.17 point-release.
quake3 +set r_gldriver /path/to/your/preferred/libGL.so(specifying the correct path in place of the placeholder, of course)
/usr/X11R6/lib/X11/XF86Config
or /etc/X11/XF86Config
. If you try to use 532x384 or below, you also need those lines. You can try
+set r_mode 4 (or 5 or above).Below is a sample. Do not copy these, as they vary depending on your monitor. Chances are you have a modeling, but have not listed it in the SubSection "Display":modes
# 640x400 @ 70 Hz, 31.5 kHz hsync Modeline "640x400" 25.175 640 664 760 800 400 409 411 450 # The Colour SVGA server Section "Screen" Driver "svga" Device "G400" Monitor "Optiquest V95" Subsection "Display" Depth 16 Modes "640x480" "800x600" "1024x768" "1152x864" ViewPort 0 0 EndSubsection EndSectionYou also have to have the following if you are using GLX:
Section "Module" Load "glx.so" EndSection
r_gamma
variable. From the command-line, you can set this manually, e.g.:
quake3 +set r_gamma 1.5This is a floating point value (and much past 1.8 is unbearably bright, even on really dark cards with really dark monitors), and the default is 1.0.
You can also change it in-game by bringing down the console and typing:
/set r_gamma x.y /vid_restartNote that you have to do the
vid_restart
for the change to correctly take effect.baseq3/pak0.pk3
file. Quake will not give an error message if the pack file is missing, it will just run in restricted mode, and look for demoq3/pak0.pk3
. If it can't find the demo pack, it will again not complain, but just tell you that it could not find the very first file it expected -- which happens to be default.cfg
.
Make sure baseq3/pak0.pk3
still exists in your install directory and has not been moved or renamed.
If this file is in place, the error is most likely caused by your Quake III wrapper script being overwritten. Your install directory should contain both a quake3
file and a quake3.bin
or quake3.x86
file. The quake3
file should be a small shell script and the other is the Quake III binary executable. If the script shows a size of 916340, the script has been overwritten with the binary. You'll need to replace /usr/local/games/quake3/quake3
with the following script (making certain that there is still a quake3.x86
in /usr/local/games/quake3
):
#!/bin/sh # Needed to make symlinks/shortcuts work. cd "/usr/local/games/quake3" quake="./quake3.x86" "$quake" $* exit $?
If you have installed the point release, and you are attempting to use a non-Linux CD with the Linux binary, make certain that you copied the pak0.pk3
from the CD-ROM's baseq3
directory to the location where you installed the Q3 point release for Linux.
+set fs_cdpath /mnt/cdrom <-- command line seta fs_cdpath /mnt/cdrom <-- config file
#!/bin/sh # Needed to make symlinks/shortcuts work. cd "/usr/local/games/quake3" quake="./quake3.x86" "$quake" $* exit $?
Firstly, check for the installed packages and whether the files exist, have proper permissions and are the correct version:
ls -l /dev/3dfx grep 3dfx /etc/conf.modules ldconfig -v | grep glide ldconfig -v | grep GLMake sure that you have the proper version of the SDK installed. In the
/usr/local/glide/bin
directory, use "detect" as normal user, and, if it doesn't work, then try as root. If it works as root only, /dev/3dfx
is either missing or has wrong permissions. Next, use test3Dfx
as a normal user and then as root. If this does not work, your Glide library might have the wrong version, wrong permission, can't be handled by ld, or may not even be installed. Next, you might want to try a Mesa demo like demos/gears
. If this works with your 3dfx in fullscreen, then any remaining problem will be Q3A specific. If Mesa renders in software mode in a window, then Mesa is not compiled for Glide and 3dfx.127.0.0.1 franknputer1 localhost 10.1.1.2 franknputer2 10.1.1.3 franknputer3Your machine name should be listed with its ethernet IP address instead of with the loopback address, like this:
127.0.0.1 localhost 10.1.1.1 franknputer1 10.1.1.2 franknputer2 10.1.1.3 franknputer3Thanks to Craig Block for this information
quake3 +set fs_game mod_dirwhere
mod_dir
should be replaced with the directory in which the mod resides.
Mod have to edit the function ui_main.c:vmMain
in both ui/
and q3_ui/
(depending what your mod is based upon). The following lines:
case UI_HASUNIQUECDKEY: // mod authors need to observe this return qtrue;have to be changed so that **
qfalse
** is returned for mods (unless a mod requires its own CD key). In other words, this is a mod issue, not an actual engine bug.
Support inquries should be addressed to support@lokigames.com.
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