File: README.Debian

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quakespasm 0.93.2%2Bdfsg-2
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Providing Quake data files
==========================

As with any Quake engine, you will need the data files in order to use it.

The first episode of Quake is available gratis as shareware from iD.
Of course the data from the full version of the game will also work fine,
if you have it.

Using the quake and game-data-packager packages
-----------------------------------------------

The Debian package "quake" contains a wrapper script which expects the
"quake-data" package to have been built and installed, using
the "game-data-packager" package.  This is recommended.

Running the engine manually
---------------------------

The engine looks for the data in the *current directory* by default, so it
expects to find 'id1/pak0.pak' wherever you started the game.  You can
specify another directory using the -basedir option.

  # use the quake-data package
  quakespasm -basedir /usr/share/quake
  # use some data files in your home directory
  quakespasm -basedir ~/my-quake-install

Please see this thread for discussion of Quakespasm:
http://www.celephais.net/board/view_thread.php?id=60452

There is lots of free beer content available on the above site also.

Audio output
============

Quakespasm uses SDL for sound by default.  It doesn't know about Pulseaudio and
such.  To use Pulse with Quakespasm, you can create the 'pulse' device as shown
in [1], and then start quakespasm setting the AUDIODEV environment variable.
Like so:

  AUDIODEV=pulse quakespasm

This channels sound through SDL, to ALSA, then to the Pulseaudio server.

[1] http://www.pulseaudio.org/wiki/PerfectSetup#ALSAApplications