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Visitor: #1000026475

What is it?

NEWS:
1.2.2006 The binary was updated again. Sebastian Miele sent me a hint that makes the command line switch -gamma FLOAT work. Thank's a lot Sebastian! Moreover glquake is now much brighter per default.
26.9.2004 The binary was updated. This should fix the issues with recent NVidia cards and the good ol' Voodoo3.

So What is this all about? Basically, it's just the Quake 1 sourcecode compiled as a binary, that works with every 3D-graphics-card that supports the glx X-extension.
Since i released it, i have received quite some mail, asking why i did this, cause there are several other projects, like quakeforge, out there that seem to do the same thing (and even better) as this binary. But, there is in fact a difference: First, all these projects I know, fokus on quakeworld, not quake. This binary is a _quake_ binary, it doesn't have anything to do with quakeworld. Second, most off these projects modify the original quake. That is (almost) not the case with this binary. I made quite some modifications to the Makefile and fixed some "bugs" (Lots of thanks to Ari Jouppi for fixing the issues with 3Dfx Voodoo3 Cards). For a complete list please check the patch in the download section of this page.
Feal free to contact me if you have questions, but pretty-please read the FAQ first! :-)

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Screenshots

This is it :-) Off course you can run it fullscreen, too (it's fullscreen per default). This shot was taken using the commandline-switch "-window -width 640 -height 480"

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Frequently Asked Questions

Here you find some of the usual questions I get. Before you send me a mail, please read this first. If the solutions proposed here did not work for you, and you found a better/alternative way how to fix the problem please drop me a mail. If you have any other tips, that are not yet part of these FAQ, feel free to do so, too.

  • Question: How do I install it?
    Answer: Quite simple: Create a directory (usually: /usr/local/games/quake), copy the binary into it. Create a subdirectory called id1. Copy the pak0.pak and pak1.pak into this subdirectory. Make sure, they are lowercased if you copied the whole thing from your windows-partition, otherwise quake won't find them. Make sure that you have r/w access to the file config.cfg in the id1-subdirectory (it's created when you run glquake the first time along with a glquake subdirectory) otherwise quake won't be able to save any changes.

  • Question: The old binary did work, but the new one segfaults. I have a ancient CPU (AMD K6-III, or the like), that is not PentiumPro-compatible.
    Answer: The new binary is compiled with pentiumpro-optimizations turned on. So it won't work on these CPUs. Compile the sourcecode yourself, it's quite easy. Don't forget to edit the Makefile however, to remove the optimizations ;)

  • Question: Sound does not work, I get something like: Could not mmap /dev/dsp
    Answer: GLQuake only supports oss. If you use alsa, please make sure that oss-emulation is available (lsmod should list snd-pcm-oss). With oss emulation it works fine.
    Furthermore, with some sounddrivers, GLQuake requires exclusive access to /dev/dsp. This means it's not possible to have apps like xmms and GLQuake running at the same time. If you have problems, please stop running sound daemons like arts or esd, too.
    Make sure, that you have your access rights configured correctly. An example would look like this:
    $ ls -l /dev/dsp*
    crw-rw----    1 root     audio     14,   3 2002-03-14 22:51 /dev/dsp
    crw-rw----    1 root     audio     14,  19 2002-03-14 22:51 /dev/dsp1
    ...
    $ grep audio /etc/group
    audio:x:29:homer, bart, maggie, marge, lisa
    
    UPDATE:My laptop is one of those devices that doesn't do hardware mixing. However, I recently configured alsa to use dmix. This works quite good: I succeeded to have quake and an mp3-player run at the same time, if I start glquake first (with the -window switch), and the mp3-player after that. After that I shut down quake and start it again in fullscreen. Voila :)
    (Starting the mp3-player before quake however somehow does not work for me). And the sound quality seems to suffer a little bit.

    If nothing helps, you can start quake with the -nosound command line switch. This will disable sound initalisation.

  • Question: Do mods work?
    Answer: Yes. As stated above I did not modify quake, so all mods written in quake c and/or don't have their own binary should work. Keep in mind however that case matters in linux. This is the most common problem if a mod does not work. So lowercase all files.
    Mods that are reported to work: The official mission packs, reaperbot, more mods... ( Xmen, Zerstorer, Insomnia, OUM and Fantasy Quake are confirmed to be working - Nehahra and Rally Quake dont')
    Some of the mods need more memory, try to pass "-mem 48" to fix this.
    Send me a mail if you have tested one successfully (maybe with a short instruction, if you encoutered problems).

  • Question: I do not have the full version of quake, does it work with the shareware, too?
    Answer: Yes it does (of course only the first episode). You can get the shareware of quake from e.g. idsoftware .

  • Question: It's not possible to switch resolution ingame!
    Answer: No, it's not possible (not my fault). Use the -width x-res and -height y-res commandline switches to set your desired resolution.
    There is a command-line-switch -con-width x-res, too, I'm not quite sure what it does. Use the command-line-switch -window to run the game in a window.

  • Question: How do I enable mouselook?
    Answer: Create a file called autoexec.cfg in your id1-subdir and put the string +mlook in it.

  • Question: My mouse behaviour is kinda strange, it isn't at all smooth like in windows.
    Answer: You probaly haven't enabled dga (It is disabled by default in XFree 4.x). Look for a section looking like this in your XF86Config:
    SubSection  "extmod"
       Option    "omit xfree86-dga"   # don't initialise the DGA extension
    EndSubSection
    
    Delete it, or comment it (make # in front of the 3 lines).

    If that didn't help, you can also open the quake-console an type m_filter 1. (If that worked add it to your autoexec.cfg in the id1 subdirectory). Thanks to "tapeworm" for this tip.

  • Question: GLQuake is so dark, how do I adjust gamma (brightness)?
    Answer: As far as I know, there is no way to do this ingame. For some reason, the brightness slider (and the gamma variable) aren't workin in GLQuake. But it's not necessary to adjust your monitor-brightness every time you play quake ;-)
    If you have a version released on this site after 1.2.2006, you can set the brightness/gamma with the commandline switch -gamma. If this is (for some strange reason) not working for you, you can set the gamma-correction for X. Just open a (linux-)console and type xgamma -gamma value (where value is a float; 1.0 is default, > 1.0 is brighter, < 1.0 is darker). To make life easier, create a shell-script (e.g. /usr/local/bin/glquake):
    #!/bin/bash
    xgamma -gamma 1.7               #set gamma
    cd /usr/local/games/quake       #cd to your quake-dir
    ./glquake                       #exec quake
    xgamma -gamma 1.0               #back to default gamma
    exit 0                          #exit
    Just "chmod a+x /usr/local/bin/glquake" and have fun ;-)

  • Question: Everytime i fire a weapon the screen gets a little brighter/yellowish. I don't like this effect, it didn't appear in the original quake.
    Answer: Setting the variable gl_flashblend to 0 disables this effect. Add it to your autoexec.cfg, if you want to set it permantly.

  • Question: The binary works, but there are lines breaking up the screen, and it's kind of see-through. It reminds me of the wall-hack in Half-life.
    Answer: This is caused by the variable gl_ztrick, it is "1" by default, set it to "0" to fix this issue.

  • Question: The binary works, but some objects like weapons, monsters and even the console don't have any texture, all of them are white. My graphics card is a 3Dfx Voodoo3.
    Answer: Download the most recent binary from this page! Thanks to Ari Jouppi, 3Dfx Voodoo3 Cards should work now!

  • Question: The binary crashes/doesn't work properly on my system!
    Answer: This binary comes with absolutly no warranty, it's just a "updated" version of the original quake sourcecode released under the GPL by idsoftware.
    Feel free to send me an email, if you need help, but I can't guarante that I'm able to help (I'm not a guru-hacker or something).

  • Question: The quake-console won't open (in windows I can open it using the key located under ESCAPE)!
    Answer: I don't know if this is a general problem or just with the german key-layout, but I can open the console using SHIFT + ' (the key right of BACKSPACE) or ALTGR + "+".

  • Question: The commands you provided (like xgamma, -width foo, etc..) are not working! (I get unknown command at the quake-console)
    Answer: These are linux-console commands/commandline-switches! Use them before starting quake/as a parameter for quake. The commands will not work with windows (however, the commandline-switches should do)!

  • Question: I have problems with glquake in windows9x, nt, xp, ... Could you please help me?
    Answer: No! I only answer questions concerning this binary, so don't bother to email me. (sorry, but I simply don't have the time).

  • Question: This is great! Could you please do the same thing with quake2?
    Answer: Please head over to icculus.org.
    Debian users, can even apt-get install quake2. Debian rules! :-)

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Download

(*) I no longer have the source-code on this site, since the changes are so few that it feals kinda senseless. Instead the tarball contains (in addition to the binary) a patch (for the original quake sourcecode). A patch has the advantage, that all changes to the original quake sourcecode are immediatly visible, and I don't have to answer any questions in this regard no more ;-).
If you want to compile it yourself, download the quake 1 sourcecode. Extract it and apply my patch to the WinQuake directory of the archive: patch -p0 < /path/to/mfcns_glquake.patch. Change to the WinQuake directory and type make to compile it. The binary is in the bin subdirectory, after compilation has finished.

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Page by Jörgen Scheibengruber - last updated: 1.2.2006