
{HELP} windows copy on linux
{HELP} windows copy on linux
I was recently robbed, and they took both on my windows computers. It will be a few weeks till I get a new computer through insurance, so I need some help in order to play quake 3. I want to run a windows/mac copy of quake 3 on a linux computer. They didn't steal this computer, because I only used it for a server, so they probably didn't see it. I know there is a way to get the linux version of quake 3 to run on a windows computer, is there anyway to reverse this? 

[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
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[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
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Re: {HELP} windows copy on linux
Easy. Download and run the Windows installer from iD's FTP site and you are set. You'll still need the pak0.pk3 file from your CD, though,
Re: {HELP} windows copy on linux
I'm a bit confused. I want to play quake 3 on linux with a windows version of the game. I've never used linux before, except to set up a server.
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
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Re: {HELP} windows copy on linux
Ah sorry, misread your question. The same principle still applies though: download the (linux) installer from iD and run it. You'll need to manually copy the pak0.pk3 from your CD, the default location is /usr/local/games/quake3/baseq3
Re: {HELP} windows copy on linux
Then just get the latest point release for linux.
Basically the only thing the CD provides is pak0.pk3. Everything else is updated by PRs. Copy pak0 off your CD into /wherever/baseq3 and then install the latest linux PR into /wherever.
Done.
Basically the only thing the CD provides is pak0.pk3. Everything else is updated by PRs. Copy pak0 off your CD into /wherever/baseq3 and then install the latest linux PR into /wherever.
Done.
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Re: {HELP} windows copy on linux
Hah. Beat you to it, creep.
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Re: {HELP} windows copy on linux
Okay, I have everything in place. I copied the pak0.pk3 file, and I updated to the latest point release, but I still can't get quake 3 to run.
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
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Re: {HELP} windows copy on linux
Error message?
Re: {HELP} windows copy on linux
No, nothing happens. I click on the executable file, and nothing comes up.
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
Re: {HELP} windows copy on linux
No ideas?
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
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Re: {HELP} windows copy on linux
Run it from a shell and post the full output here.
Re: {HELP} windows copy on linux
I got it to run from the shell, but I don't have any sound.
Wintergreen:/usr/local/games/Quake3# strace -o ~/strace.log ./quake3.x86
Q3 1.32b linux-i386 Nov 14 2002
----- FS_Startup -----
Current search path:
/root/.q3a/baseq3
/usr/local/games/Quake3/baseq3/pak8.pk3 (9 files)
/usr/local/games/Quake3/baseq3/pak7.pk3 (4 files)
/usr/local/games/Quake3/baseq3/PAK6.PK3 (64 files)
/usr/local/games/Quake3/baseq3/pak6.pk3 (64 files)
/usr/local/games/Quake3/baseq3/PAK5.PK3 (7 files)
/usr/local/games/Quake3/baseq3/pak5.pk3 (7 files)
/usr/local/games/Quake3/baseq3/PAK4.PK3 (272 files)
/usr/local/games/Quake3/baseq3/pak4.pk3 (272 files)
/usr/local/games/Quake3/baseq3/PAK3.PK3 (4 files)
/usr/local/games/Quake3/baseq3/pak3.pk3 (4 files)
/usr/local/games/Quake3/baseq3/PAK2.PK3 (148 files)
/usr/local/games/Quake3/baseq3/pak2.pk3 (148 files)
/usr/local/games/Quake3/baseq3/PAK1.PK3 (26 files)
/usr/local/games/Quake3/baseq3/pak1.pk3 (26 files)
/usr/local/games/Quake3/baseq3/PAK0.PK3 (3539 files)
/usr/local/games/Quake3/baseq3
./quake3.x86/baseq3
----------------------
4594 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
------- Input Initialization -------
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
...loading libGL.so.1: Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 640x480
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5500/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
XF86 Gamma extension initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/PCI/SSE2
GL_VERSION: 1.5.1 NVIDIA 61.11
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmaxGL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distanceGL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restartGL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normalGL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
------- sound initialization -------
/dev/dsp: Device or resource busy
Could not open /dev/dsp
------------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: Wintergreen.tampabay.rr.com
Alias: Wintergreen
IP: 192.168.2.2
Started tty console (use +set ttycon 0 to disable)
Wintergreen:/usr/local/games/Quake3# strace -o ~/strace.log ./quake3.x86
Q3 1.32b linux-i386 Nov 14 2002
----- FS_Startup -----
Current search path:
/root/.q3a/baseq3
/usr/local/games/Quake3/baseq3/pak8.pk3 (9 files)
/usr/local/games/Quake3/baseq3/pak7.pk3 (4 files)
/usr/local/games/Quake3/baseq3/PAK6.PK3 (64 files)
/usr/local/games/Quake3/baseq3/pak6.pk3 (64 files)
/usr/local/games/Quake3/baseq3/PAK5.PK3 (7 files)
/usr/local/games/Quake3/baseq3/pak5.pk3 (7 files)
/usr/local/games/Quake3/baseq3/PAK4.PK3 (272 files)
/usr/local/games/Quake3/baseq3/pak4.pk3 (272 files)
/usr/local/games/Quake3/baseq3/PAK3.PK3 (4 files)
/usr/local/games/Quake3/baseq3/pak3.pk3 (4 files)
/usr/local/games/Quake3/baseq3/PAK2.PK3 (148 files)
/usr/local/games/Quake3/baseq3/pak2.pk3 (148 files)
/usr/local/games/Quake3/baseq3/PAK1.PK3 (26 files)
/usr/local/games/Quake3/baseq3/pak1.pk3 (26 files)
/usr/local/games/Quake3/baseq3/PAK0.PK3 (3539 files)
/usr/local/games/Quake3/baseq3
./quake3.x86/baseq3
----------------------
4594 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
------- Input Initialization -------
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
...loading libGL.so.1: Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 640x480
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
GL_RENDERER: GeForce FX 5500/PCI/SSE2
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
XF86 Gamma extension initialized
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/PCI/SSE2
GL_VERSION: 1.5.1 NVIDIA 61.11
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmaxGL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distanceGL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restartGL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normalGL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----
------- sound initialization -------
/dev/dsp: Device or resource busy
Could not open /dev/dsp
------------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Opening IP socket: localhost:27960
Hostname: Wintergreen.tampabay.rr.com
Alias: Wintergreen
IP: 192.168.2.2
Started tty console (use +set ttycon 0 to disable)
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
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- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Re: {HELP} windows copy on linux
Yeah. Q3 uses OSS and OSS requires exclusive access to the sound card. Check out ioquake3, it has support for anything SDL supports plus OpenAL.
Re: {HELP} windows copy on linux
Thanks, I got it working. Now I have to remake the config I lost.
[url]http://www.nerdtests.com/ft_cg.php[/url]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]
[img]http://www.nerdtests.com/images/ft/cg.php?val=0848[/img]
[color=#FF0000]Did you mean:[/color][color=#FFFF00]French Military Defeats?[/color]