Package Details: quake2 r0.16.2-6

Git Clone URL: https://aur.archlinux.org/quake2.git (read-only, click to copy)
Package Base: quake2
Description: Quake 2 engine. You need the retail .pak files to play.
Upstream URL: http://www.icculus.org/quake2/
Licenses: GPL
Submitter: None
Maintainer: Slash
Last Packager: Slash
Votes: 34
Popularity: 0.006209
First Submitted: 2005-12-27 03:05 (UTC)
Last Updated: 2021-10-20 02:25 (UTC)

Latest Comments

Slash commented on 2021-10-20 02:26 (UTC)

@m3thodic - Thanks, I updated the PKGBUILD

m3thodic commented on 2021-10-19 23:13 (UTC)

Here is a diff that fix the build process, tested with gcc version 11.1.0: https://gist.github.com/tonylambiris/d843f92f0450e61461f24e43f103da27

Morlac commented on 2019-02-19 20:53 (UTC) (edited on 2019-02-19 20:54 (UTC) by Morlac)

The compilation fails:

In file included from src/rogue/dm_ball.c:5:

src/rogue/g_local.h:25:10: fatal error: bits/nan.h: No such file or directory

#include <bits/nan.h>

selfsick commented on 2018-11-04 16:11 (UTC)

The compilation fails:

compilation terminated. make[1]: [Makefile:1374: releasex86_64/rogue/dm_ball.o] Error 1 make: [Makefile:413: build_release] Error 2 ==> ERROR: A failure occurred in build(). Aborting... Error making: quake2

Slash commented on 2018-02-03 01:57 (UTC)

@Tristero - Thanks for figuring that problem out. I updated the PKGBUILD with the patch and updated the mirrors, since ftp.idsoftware.com seems to be down.

Tristero commented on 2018-02-02 20:05 (UTC)

Oops, sorry, pasted the wrong version, paths in the header are not appropriate, please use this instead:

https://pastebin.com/8YAuC7hr

Tristero commented on 2018-02-02 19:33 (UTC)

I had the same problem: "ERROR: Couldn't load maps/ntro.inn.bsp"

I solved it with the following patch from h3xx: https://sourceforge.net/p/quake/patches/13/

This patch seems to need some altering in the line numbers to apply to r0.16.2. I added the changes manually in r0.16.2, re-generated the patch, re-ran makepkg, re-installed the game and succeeded in completing Outer Base.

Find my version of h3xx' patch for r0.16.2: https://pastebin.com/5CYjZdp9

I saved in ${startdir} and applied it by:

/usr/bin/patch -p1 < "${srcdir}"/map_command_fix.patch

vladimir1922 commented on 2017-02-27 14:48 (UTC)

The game fails to start: ERROR: Couldn't load maps/ntro.inn.bsp There is a patch to fix it, but I don't really know how to patch the engine

Slash commented on 2014-12-24 02:19 (UTC)

This discussion seems to imply there is a stray line in the config file: http://ubuntuforums.org/showthread.php?t=1046844

tombenko commented on 2014-12-23 09:39 (UTC)

@Slash: Yes. It's an Asus X551 with Intel HD 4000 VGA and the driver is xf86-video-intel. What else do I need?

Slash commented on 2014-12-23 03:40 (UTC)

@tombenko: The notable error there is "./opengl32: cannot open shared object file: No such file or directory". Do you have your video card drivers setup on your system?

tombenko commented on 2014-12-23 00:25 (UTC)

For me didn't created the ref_softx.so file. The exact message is: ------- Loading ref_glx.so ------- LoadLibrary("./ref_glx.so") rfx_gl version: GL 0.01 ./opengl32: cannot open shared object file: No such file or directory rfx_gl::R_Init() - could not load "opengl32" Cmd_RemoveCommand: joy_advancedupdate not added ------- Loading ref_softx.so ------- LoadLibrary("ref_softx.so") failed: No such file or directory Refresh failed recursive shutdown Error: Couldn't fall back to software refresh! It is installed on a 64bit system.

Guts commented on 2014-02-25 06:35 (UTC)

It looks like the cesium sources are out of date, so I found these which are consistent with the first ftp source. ftp://ftp.idsoftware.com/idstuff/quake2/source/roguesrc320.shar.Z ftp://ftp.idsoftware.com/idstuff/quake2/source/xatrixsrc320.shar.Z Just replace the 'http://cesium...'/ lines with 'ftp://ftp.idsoftware...'/ in the PKGBUILD. First time the makepkg had an error, but the second time worked (sp error?). After following the install instructions and running it I get a window titled quake2. I havent got the game running quite yet, but close.

swiftgeek commented on 2013-01-17 07:44 (UTC)

http://ftp.freebsd.org/pub/FreeBSD/distfiles/quake2-extras/

swiftgeek commented on 2012-01-15 13:43 (UTC)

Please add some mirror for q2-3.20-x86-full-ctf.exe... id servers are connected to network through 54.6kbps modem! We still have md5sum and others, so no need to worry ;) (But please, do not delete link to id servers just hash it in case of doomsday etc...)

archman commented on 2011-08-01 08:43 (UTC)

[offtopic,noob] Can I invert the mouse x-axis movement, so the mouse can behave naturally (as default in all FPS') and move the view left if I pull the mice left and vice versa?

Slash commented on 2011-07-06 01:00 (UTC)

@Birkov: ref_soft.so nor ref_softx.so build for me under 64bit. However, you solved the issue of why the GL versions weren't working- they are in the wrong place. I updated the PKGBUILD to put the renderer .so files in the root of the Quake 2 directory. I also updated the launcher to use the GL driver by default. Q2 now works for me under 64bit.

Birkov commented on 2011-07-04 22:45 (UTC)

@Slash I found ref_soft.so in /opt/quake2/baseq2. I did: # mv /opt/quake2/baseq2/*.so /opt/quake2 and that problem was fixed. Installed the quake2-retexture pack from aur and started playing. Game randomly crashes now. Could be the texture pack.

Birkov commented on 2011-07-04 22:19 (UTC)

@Slash I found ref_soft.so in /opt/quake2/baseq2. I did: # mv /opt/quake2/baseq2/*.so /opt/quake2 and that problem was fixed. Installed the quake2-retexture pack from aur and started playing. Game randomly crashes now. Could be the texture pack.

Slash commented on 2011-06-11 21:12 (UTC)

For some reason it's not building ref_softx.so. It looks like it should if BUILD_X11 is set to "YES"- which it is by default. I tried setting it to "NO" and the binary still complains about it. It might be a 64bit issue. When I was on 32bit, this worked (although that was along time ago). I now have 64bit and I get the same error. If anyone could figure this out, it would be appreciated.

commented on 2011-06-11 14:04 (UTC)

I have the same issue as DarwinSurvivor. I tried using the glx renderer instead, same issue: sdlquake2 +set vid_ref glx Quake 2 -- Version 3.21+r0.16 using /home/wmoxam/.quake2/baseq2/ for writing couldn't exec default.cfg couldn't exec config.cfg Console initialized. ------- sound initialization ------- sound sampling rate: 11025 ------------------------------------ ------- Loading ref_glx.so ------- LoadLibrary("ref_glx.so") failed: No such file or directory ------- Loading ref_softx.so ------- LoadLibrary("ref_softx.so") failed: No such file or directory Refresh failed recursive shutdown Error: Couldn't fall back to software refresh!

DarwinSurvivor commented on 2011-05-16 05:13 (UTC)

It seems to be missing ref_softx.so Quake 2 -- Version 3.21+r0.16 Added packfile ./baseq2/pak1.pak (279 files) Added packfile ./baseq2/pak2.pak (2 files) Added packfile ./baseq2/pak10.pak (806 files) Added packfile ./baseq2/pak11.pak (47 files) Added packfile ./baseq2/pak12.pak (79 files) Added packfile ./baseq2/pak13.pak (16 files) Added packfile ./baseq2/pak14.pak (46 files) Added packfile ./baseq2/pak16.pak (30 files) Added packfile ./baseq2/pak17.pak (22 files) Added packfile ./baseq2/pak19.pak (13 files) Added packfile ./baseq2/maxpak.pak (40 files) using /home/doug/.quake2/baseq2/ for writing Added packfile /home/doug/.quake2/baseq2/pak0.pak (3307 files) execing default.cfg couldn't exec config.cfg Console initialized. ------- sound initialization ------- sound sampling rate: 11025 ------------------------------------ ------- Loading ref_softx.so ------- LoadLibrary("ref_softx.so") failed: No such file or directory Refresh failed recursive shutdown Error: Couldn't fall back to software refresh!

Slash commented on 2010-07-28 23:00 (UTC)

Updated with additional changes suggested by swiftgeek.

swiftgeek commented on 2010-07-09 13:42 (UTC)

It's hard to get a real soft render, because EXA/XRender use hardware 3D acceleration to 2D things (much faster than using 2D hw accel if 3D exist...) Today almost entire X server use OpenGL ;)

swiftgeek commented on 2010-07-09 08:24 (UTC)

BTW. Inside my desktop http://img35.imageshack.us/img35/1019/dsc00066vh.jpg ;] If that is not scary... Producer of this power supply (300W) is codegen :D --- @30fps is playable... with godmode - multiplayer needs ideal vsync (60Hz in my case) :D To play @1080p i edited source of vid_so and vid_menu... i don't know how simple is compilation in windows (without sdl etc) And on windows i have lower fps than linux... for example quake4 looks like a slideshow on win xp, but with linux is quite playable (at lowest video settings of course and easy level)

swiftgeek commented on 2010-07-09 02:10 (UTC)

I have nvidia geforce3 Ti200 connected to 1080p monitor... the result is ~30 fps ;D My machine is probably a little too old to maintain this package :(

Slash commented on 2010-07-08 22:33 (UTC)

@swiftgeek: Do you want to adopt this PKGBUILD? I haven't had time to install it since I adopted it, so the PKGBUILD hasn't been maintained in years.

swiftgeek commented on 2010-07-08 14:33 (UTC)

softaa render is buggy for me :( works only under tty

swiftgeek commented on 2010-07-08 06:37 (UTC)

Changes: Fix for libjpeg, some broken paths, missing dedicated server binary, joystick support is not needed for most/99,99% users ;) and added better code to unpack *.shar.Z http://aur.pastebin.com/yAiJqjZb My previous post: *patchfile TODO=retexture disabled/enabled by one var in pkgbuild... or sth like this ;P extra pak10-19.pak is mirror of retexture...

swiftgeek commented on 2010-07-08 04:48 (UTC)

probably QMAX causing some problems... A little snippet to unpack *.shar.Z (inspired by gen2 ;) ) http://aur.pastebin.com/pxJ0jeR5 I preparing pathfile for new resolutions (fullhd etc) too ;)

Slash commented on 2010-07-08 04:36 (UTC)

@swiftgeek: I still can't get it to build with libjpeg6 or 7 installed. I attempted to fix the PKGBUILD problems anyways, I don't know if it'll work. I included the extra pak files, but 15 and 18 are missing. I don't know if that's correct :)

swiftgeek commented on 2010-07-08 03:20 (UTC)

Slash: You have to install older version of libjpeg (7 or 6, but 7 more probably) Line "cp * $pkgdir/opt/quake2/" is broken because wildcard * pointing at the catalogs too. I don't know which version is truly newest... And what about files pak10-19.pak from http://www.icculus.org/quake2/files/?M=A ? And please use /opt/quake2/sdlquake2 in scripts... this fix a lot of problems.

Slash commented on 2010-07-08 02:23 (UTC)

I can't seem to compile the new version, some libjpeg issue, it appears: src/ref_candygl/gl_image.c:779:6: error: conflicting types for ‘jpeg_mem_src’ /usr/include/jpeglib.h:959:14: note: previous declaration of ‘jpeg_mem_src’ was here src/ref_candygl/gl_image.c: In function ‘jpeg_mem_src’: src/ref_candygl/gl_image.c:783:35: warning: assignment from incompatible pointer type src/ref_candygl/gl_image.c: In function ‘GL_FreeUnusedImages’: src/ref_candygl/gl_image.c:1789:3: warning: pointer targets in passing argument 2 of ‘qglDeleteTextures’ differ in signedness src/ref_candygl/gl_image.c:1789:3: note: expected ‘const GLuint *’ but argument is of type ‘int *’ src/ref_candygl/gl_image.c: In function ‘GL_ShutdownImages’: src/ref_candygl/gl_image.c:1944:3: warning: pointer targets in passing argument 2 of ‘qglDeleteTextures’ differ in signedness src/ref_candygl/gl_image.c:1944:3: note: expected ‘const GLuint *’ but argument is of type ‘int *’ make[1]: *** [releasei386/ref_gl/gl_image.o] Error 1 make: *** [build_release] Error 2

swiftgeek commented on 2010-07-04 18:21 (UTC)

Please update http://www.icculus.org/quake2/files/quake2-r0.16.2.tar.gz And fix line "cp * $pkgdir/opt/quake2/"

widowild commented on 2010-06-28 13:25 (UTC)

Hello, http://www.icculus.org/quake2/files/quake2-r0.16.2.tar.gz md5sums=('872fee27fb13a2a4c8876d5973c3c691')