Quake on PBP
#1
Curious to know if anyone has gotten snap quake-shareware to work on the PBP and if so, how?
It starts fine, runs smooth, but there are major texture/graphical glitches.
#2
I have successfully gotten Quake/Quakeworld, Quake II and Quake III Arena all to run on the Pinebook Pro over the last week. These steps can be easily repeated by anyone with basic skills. 

Quake/QuakeWorld

The Quakespasm package in the repo is sufficient to run Quake, and it makes a pretty good Quakeworld client also (I tested it with QuakeOnLAN itself, it even works for the bots - extremely well as it happens). If you apt-get install quakespasm you can then run the Linux installer for nQuake (https://www.nquake.com/) and copy the pak files (including the GPL'd maps) from ~/nquake/id1 to ~/.quakespasm/id1. Be sure to extract the pk3 file with the deathmatch maps as Quakespasm can't read this file format (even though a pk3 file is just a zip file). If you have the pak files from the retail version of the game, use those instead.

I also copied some texture files from the Quake "Epsilon" build (you might want to again extract pk3 files into the id1 directory) and downloaded the appropriate .lit files for the maps. The results are very nice.


[Image: EU6P2t7WoAE0bJ7.jpeg]

Quake II

For Quake II, you are better to build the latest Yamagi Quake II yourself. This is the usual affair with a Makefile provided, but if you leave curl enabled (for downloading of maps and other assets over http) you may need to install some required libraries first (for example, sudo apt-get install libcurl4-openssl-dev). For content files, again unless you own the original pak files, run the Linux installer for nQuake2 and copy to ~/.yq2/id1 as appropriate (the HD textures pkz file is worth copying over also). I also like to use HD models for weapons etc, all widely available online.


[Image: EVK76mbU4AYSWdj.jpeg]

Quake III Arena


For Q3A, compile ioquake3 from source, then importantly, launch with DBUS_FATAL_WARNINGS=0 ./ioquake3.aarch64 +set cl_renderer opengl1 +set r_mode -1 +set r_customwidth 1920 +set r_customheight 1080 +set r_fullscreen 1 +set r_overbrightbits 0 or else it will just crash out. The " r_overbrightbits 0" is to compensate for the screen being too dark, but you could also use "r_gamma 1.3". Pak files (pk3 format) can be taken from the numerous demo copies of the game out there, or from the retail version if you own it. They go in ~/.q3a. You will be prompted for the license key of the game, but ioquake3 let's you skip this simply by hitting ESC. You could also generate a key. HD textures can be acquired here.

[Image: shot0001.jpg]

That's all, but any updates to this will appear on the QuakeOnLAN Twitter feed over time. I'm not subscribing to this post, so DM me on Twitter with any questions... and check out the project if you want a quick and easy server on your home LAN Cool
#3
(03-19-2020, 03:29 PM)GloriousCoffee Wrote: Curious to know if anyone has gotten snap quake-shareware to work on the PBP and if so, how?
It starts fine, runs smooth, but there are major texture/graphical glitches.

Most of these issues have been fixed in Mesa for a long time, but it seems that Snap uses its own copy of Mesa.

I don't think there is any way to get Snap to use a different Mesa version, so you will have to try compiling Quake yourself.


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