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 on: 2021-01-16, 08:58 
Started by Phoenix - Last post by Phoenix

I thought I had lost these next instructions and I'm glad I did not, as I obtained them from Quakesrc.org and that server died a long time ago.  I haven't found them again anywhere on the net so I'm posting them here for posterity.

Here is how to compile Q3A natively in Linux.  These instructions were written for Breezy Badger.  I've had trouble with the linker in later versions complaining about missing "derror" and "dopen", etc.  Supposedly there's a workaround for this by sending a -ldl argument to the linker but my attempts at that were unsuccessful.  I can confirm this compiles under gcc 4.3 and produces a working Linux-native executable, as well as .qvm files.  Please note that I cannot take full credit for these, only the notes at the end.  Some of the links will no longer work, but if you have the Quake 3 1.32b source code this will work.

Versions/Minimum Packages:
debian unstable (sid) or ubuntu hoary
gcc/cpp/g++ 4.0.1-5 (3.3 might work, seems to on ubuntu)
libc6/libc6-dev 2.3.5-3
perl/perl-modules 5.8.7-4
nasm 0.98.38-1.2
libx11-dev/libxxf86dga-dev/libxxf86vm-dev 6.8.2.dfsg.1-5
mesag3/mesag-dev 6.2.1-5

Updated instructions from the web:  04/11/2011

Hi All,

As you probably all know the source for quake III arena has been released. So
i figured i give it a shot. After some googling i found the instructions to
build it. I've tried them, and it indeed worked, i have now a fully working
quake3 on my system.

Here's how i've done it:
1-Download the source (Thanks locke!):

2-unpack and modify the code so it compiles with gcc-3.4.1:

$ unzip -q quake3-1.32b-source.zip

# Phoenix:  note - If you have source unzipped on a Windows install already you can just copy the source
# directory to your linux install and work from within there.

$ cd quake3-1.32b
$ vi code/Construct #Phoenix - vi sucks.  Just edit everything in Kate...

replace this:
  # use -Werror for better QA 
  $BASE_CFLAGS = $COMMON_CFLAGS . '-g -Wall -Werror -O ';
-Dstricmp=strcasecmp ';

by this:
  # use -Werror for better QA 
  $BASE_CFLAGS = $COMMON_CFLAGS . '-g -Wall -O ';
-Dstricmp=strcasecmp ';

$ cd lcc/src/ && perl -pi.bk -e 's/\r//' *.md && cd ../..
$ cd code/game && perl -pi.bk -e 's/\r//' *.c *.h && cd ../..
$ vi lcc/cpp/lex.c

replace this: (line 56)
START,  { ' ', '\t', '\v' },    WS1,
by this:
START, { ' ', '\t', '\v', '\r' }, WS1,

and replace this: (line 170)
WS1,    { ' ', '\t', '\v' },    WS1,
by this:
WS1, { ' ', '\t', '\v', '\r' }, WS1,

$ vi code/cgame/cg_servercmds.c
replace this: (line 942 and 943)
if (cg_noTaunt.integer != 0) {
                if (!strcmp(cmd, VOICECHAT_KILLINSULT)  || !strcmp(cmd,
                        !strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd,
                        !strcmp(cmd, VOICECHAT_PRAISE)) {

by this:
if (cg_noTaunt.integer != 0) {
                if (!strcmp(cmd, VOICECHAT_KILLINSULT)  || !strcmp(cmd,
                        !strcmp(cmd, VOICECHAT_DEATHINSULT) || !strcmp(cmd,
                        !strcmp(cmd, VOICECHAT_PRAISE)) {

3- compile the source:
$ cd lcc/ && make all && cd ..
$ cd q3asm/ && make && cd ..
$ cd code/ && perl unix/cons && cd ..

4- Install the game:
The compiled gamefiles can be found here:

To get a working game, copy the pak?.pk3 files from the windows Quake3 CD to
the directory code/install/baseq3.

To run goto the directory code/install and type ./linuxquake3

I didn't dream up the solution myself, i found them on the following web page.

FAQ: http://www.linuxfromscratch.org/faq/
Unsubscribe: See the above information page

Phoenix - notes:

The executable won't compile the release build executable with the above instructions.  To compile, have to do this from code directory:

sudo perl unix/cons -- release

That's how to run cons in a release build.

linuxquake3 in install directory is the built file.

 on: 2021-01-15, 03:48 
Started by Phoenix - Last post by Kajet
The very first time I played DooM was on my brother's PSX, that seems like forever and a half ago

 on: 2021-01-09, 21:45 
Started by Phoenix - Last post by Woodsman
Yeah there are all sorts of tales about the doom console ports. I've personally played it on the SNES, Jaguar, PSX and GBA. Of those the PSX version was easily the best, particularly for its sound design but even that port had to make some concessions but they weren't too extreme. Final Doom for the PSX was about the same quality. Now Doom 64 is an entirely different animal and a under appreciated classic in my mind and I'm glad the recent doom games made it cannon.

 on: 2021-01-09, 18:15 
Started by Phoenix - Last post by Kajet
Dunno how relevant this is but apparently the Saturn port is much worse than the programmer wanted due to  Carmack wanting it to not use the hardware and it being as similar to the PC version as possible

Source: https://youtu.be/sKk36WKWGUs?t=572

 on: 2021-01-06, 05:42 
Started by Phoenix - Last post by Orbital-S2D
the 3do port was completed in 10 weeks I believe

 on: 2020-12-30, 23:10 
Started by Phoenix - Last post by Woodsman
well apparently doomworld doesn't do ratings or votes any more, so i guess i'll never know

 on: 2020-12-29, 02:15 
Started by Phoenix - Last post by Angst
Spooky scary skeletons, with saaaws in their haands~

 on: 2020-12-25, 02:06 
Started by Phoenix - Last post by Phoenix
Actually, all the weapons get animations for Slipgate and Strogg.  The default "attack" pose with the models doesn't do things like work the pump action on a shotgun, which the Strogg Troopers need.  Slipgate's major animation is the axe, yes, but there's minor tweaks to weapon recoil and hand position.

 on: 2020-12-24, 09:32 
Started by Phoenix - Last post by KAIL333XZ
So, if we take all the animations that still need to be done, we'll have:

  • Klesk's torso animations for Doom Warriors;
  • Blaster, Hand Grenade and (probably) BFG10k animation sets for Strogg Troopers;
  • Axe animation sets for Slipgaters.

Am I right?

 on: 2020-12-23, 02:51 
Started by Phoenix - Last post by Phoenix
I'll have to think on that one.  Slipgate - Ninja

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