Porting Quake II to MS-DOS pt1

(In this series, I’m going to go over the process of porting Quake II to MS-DOS.  Now of course the question will pop up why? And the answer is simple enough, after [HCI]Mara’akate added in gamespy support, something was noticeably off, and that is fewer and fewer people are playing Quake 1 these days.  So what to do?

Well apparently Quake II has an active following, so it’s time to move our creeky but favorite OS, MS-DOS into the Quake II Arena!

So the first thing to do is to grab a copy of the GPL source to Quake 2, along with a copy of the game, and get started on making a ‘null’ version of the game.  Null versions of the game have no graphical output, no sound, and ‘function’ at a very basic level.  It’s something to strive for as a first base in hitting that home run of a functional port.  Thankfully iD wrote really portable and modular software.  Unfortunately they tended to let their ports drift as they were writing the engine so the null code doesn’t actually work out of the box.  And the project makfiles leave a little to be desired for me, as they have a bunch of i386/Dec Alpha magic which doesn’t leave much in the room for weird ports like MS-DOS.

Now I should mention that before I’d gotten started the first thing I decided that like QuakeWorld for MS-DOS (and OS/2) I would use GCC as it is a known working compiler out of the box.  If you can, don’t fight so many battles of unknowns at once.  Another thing is that I am going to cross compile from OS X and test with DOSBox.  Of course you may want to use something else, and I know my tastes drift, but for now this is what I’m using. I’m using my old OSX to DJGPP cross compiler with GCC 2.95.3, which serves me well.

So the first thing was to compile and run the null version with native tools on OS X.  After a bit of struggle I got here:

$ ./q2
Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
Console initialized.
Sys_Error: ref_soft::R_BeginFrame() – catastrophic mode change failure

Well that’s great, how to figure this one out?

One thing I did to make it easier to work with the flow of Quake is to make the Sys_Error procedure contain a divide by zero.  Now why would I purposely put a divide by zero in the code?  Simple it lets me back trace the code when Quake catches it’s own faults so I can see what went wrong where, vs what would look like a clean exit.  From my example:

(lldb) bt
* thread #1: tid = 0xf14f9, 0x000c0853 q2`Sys_Error(error=0x000c17d4) + 98 at sys_null.c:28, queue = ‘com.apple.main-thread’, stop reason = EXC_ARITHMETIC (code=EXC_I386_DIV, subcode=0x0)
* frame #0: 0x000c0853 q2`Sys_Error(error=0x000c17d4) + 98 at sys_null.c:28
frame #1: 0x0003a0cb q2`Com_Error(code=0, fmt=0x000c17d4) + 368 at common.c:215
frame #2: 0x000c0523 q2`VID_Error(err_level=0, fmt=0x000cc8a8) + 81 at vid_null.c:45
frame #3: 0x000a6d38 q2`R_BeginFrame(camera_separation=0) + 592 at r_main.c:1145
frame #4: 0x000a4cfc q2`R_Init(hInstance=0x00000000, wndProc=0x00000000) + 276 at r_main.c:333
frame #5: 0x000c0740 q2`VID_Init + 362 at vid_null.c:122
frame #6: 0x00007900 q2`CL_Init + 55 at cl_main.c:1795
frame #7: 0x0003c2cb q2`Qcommon_Init(argc=1, argv=0xbffffc40) + 754 at common.c:1469
frame #8: 0x000c09ac q2`main(argc=1, argv=0xbffffc40) + 24 at sys_null.c:128
frame #9: 0x000019ad q2`_start + 212
frame #10: 0x000018d8 q2`start + 40
(lldb)

Now I know that R_BeginFrame was where the error was occurring, and looking at the code:

if ( ( err = SWimp_SetMode( &vid.width, &vid.height, sw_mode->value, vid_fullscreen->value ) ) == rserr_ok )
{

else
{
ri.Sys_Error( ERR_FATAL, “ref_soft::R_BeginFrame() – catastrophic mode change failure\n” );
}

We can see that the vid.width/vid.height aren’t being setup correctly.  Turns out there was a bunch more work to be done setting up vid_null!

 

After looking closer at the files, I notice as I’m stitching them together is that Quake II relies on DLL’s as part of it’s base functionality.  I drifted out of Quake after Quake 1, so I never played II before.  So I didn’t know this.  Obviously DJGPP doesn’t support DLL’s that can be loaded and un-loaded at will (Yes I know about DXE’s, but as the FAQ states, they cannot be un-loaded.  And I’m not going to fight DJGPP’s LIBC).  So looking further in the source, I saw these fun defines:

-DREF_HARD_LINKED -DGAME_HARD_LINKED

So at one point there was support for ‘hard linking’ in the ‘REF’ video driver, and the ‘game’ logic driver.  But it did kind of drift out of the code.  But looking at the Win32 version I could see that putting this functionality back in should be easy.  And to be honest if I learned any lesson from this, is that I should have been pulling the Win32 version apart by injecting null into it until it ran as a null platform, then use that as the basis.  Lesson learned.  Always start with a known good!  Quake II was built with Visual C++ 6, but I only have Visual C++ 4.2 installed on Crossover.  Yes I know again this is me being difficult.  But it didn’t take much time to get a simple project that has two DLL’s and a Win32 exe running.  Then I took on the ‘ref’ video driver and got that linking inside of the main EXE.  Now with one DLL ‘eliminated’ it was time to work on the game dll.

The game DLL posed the biggest challenge because it passes a reference to internal functions to it, and exports various functions back to the game engine.  So I ended up altering the engine to not call the game import/export directly but setting it up myself.  The hardest thing was that I couldn’t pull in the game header file, but rather I had to copy the prototypes myself.  Another interesting thing with the way Quake II works is that the game dll has to be able to be unloaded and loaded at will.  It wasn’t hard to simulate this, but I wasn’t expecting it.  Again this is probably because I never really played Quake II.

Now that I had Quake II building without DLL’s I could then take the next step of removing all the IO and re-replacing it with the null code, and now I had something that looked like it was doing something.

Added packfile ./baseq2/pak0.pak (3307 files)
Added packfile ./baseq2/pak1.pak (279 files)
Added packfile ./baseq2/pak2.pak (2 files)
execing default.cfg
execing config.cfg
NULLsock Initialized
Console initialized.
768k surface cache
ref_soft version: SOFT 0.01
——- sound initialization ——-
Sys_FindFirst [./baseq2/autoexec.cfg]: UNIMPLEMENTED!
==== InitGame ====
——- Server Initialization ——-
0 entities inhibited
0 teams with 0 entities
————————————-
====== Quake2 Initialized ======
loopback: client_connect
==== ShutdownGame ====
Sys_Error: Draw_Pic: bad coordinates

This turns out because I didn’t allocate the screen properly.  Looking at the code:

if ((x < 0) || (x + w > vid.width) ||
(y + h > vid.height))
{
ri.Sys_Error (ERR_FATAL,”Draw_Pic: bad coordinates”);
}

We can see it pretty plainly.

Now since we were going somewhere I started to write some MS-DOS code, and switch out of the null set of mind!

First a simple VGA mode 13 setup which gives us 320×200 resolution with 256 available colours.  And for good measure I did a simple VGA palette setup that I knew worked from a prior program.  Next we just blit our buffer onto the screen, and we get this:

Quake II on MS-DOS first screen

Quake II on MS-DOS first screen

Which is exciting and disappointing at the same time.  I then took the palette code from DOS Quake, and got something just as ugly.  I tried the code from OS/2. Same thing.  I tried all kinds of things and was going nowhere.

At this point Mara’akate added in the Linux clock code, and now we had this!

Quake II with a bad palette

Quake II with a bad palette

It wasn’t until much more digging around I saw some 320×240 screen setups that I realized there was something wrong there, and then I saw this gem in the linux port’s code:

/*
** SWimp_SetPalette
**
** System specific palette setting routine. A NULL palette means
** to use the existing palette. The palette is expected to be in
** a padded 4-byte xRGB format.
*/

In traditional VGA palette setups it’s 768 bytes that needs to be read/and pushed to the card.  I even checked Quake 1 is 768 bytes, but now in Quake II, it’s 1024 bytes!  OOPS!  Sometimes (ok a lot of times) you really need to check other ports or a ‘known good’ to see how they did things.

Quake II running on MS-DOS!

Quake II running on MS-DOS!

Pretty awesome!

So where to go from here? Obviously things like better keyboard input, the mouse, sound and networking need to be done.

Continued in pt2, pt3pt4, and part5.

Quake One blocked

Is this happening to everyone else?

Screen Shot 2015-05-04 at 11.40.58 AM

Google blockinig

Screen Shot 2015-05-04 at 12.02.16 PM

Sophos warning

Apparently, according to Sophos, it’s Mal/HTMLGen-A, which is just some generic placeholder thing.

Safari blocking Quake One now

Safari blocking Quake One now

The generic blocked by Safari message.

Which is a shame, they just had an interesting interview with John Romero.  Oh well when this gets sorted out, for those who are brave (lol) the link is right here.

Screen Shot 2015-05-04 at 10.44.56 PM

It’s short, but an interesting read none the less.

Setting up a Co-op QuakeWorld Server

I went with MVDsv, which I could just unpack the i386 executable on my VPS, allowing me to go ahead with my lovingly stock id1 pak files.  MVDsv requires  just paste this into the console, or add it to the server.cfg

sv_progsname spprogs
deathmatch 0
coop 1
map e1m1
samelevel “0”

MVDsv also requires spprogs.dat.  I forget where I got mine, but if you need it, you can use mine.

And firing it up..

Added packfile ./id1/pak0.pak (339 files)
Added packfile ./id1/pak1.pak (85 files)
IP address 62.113.213.65:27500
UDP Initialized
Initialized default mod messages.
Total: 60 messages.
16.0 megabyte heap
MVDSV 0.27 rev.643 (l), build 2772
Build date: Jul 24 2007, 19:53:52

MVDSV Project home page: http://mvdsv.sourceforge.net

======== QuakeWorld Initialized ========
execing server.cfg
couldn’t open accounts
VM_Load: “spprogs”
Client MS-dos connected
Couldn’t download skins/base.pcx to MS-dos
MS-dos entered the game

Now when I jump in I get monsters!

Co-Op QuakeWorld!

Co-Op QuakeWorld!

One thing I had screwed up was the samelevel command on my server, setting it to two would kill the player if they tried to exit the level.  Ugh.  There is a guide here, but of course co-op isn’t the same as death match!

QuakeWorld Clients

I thought Id’ take a few hours to update some builds based on the latest QWDOS source.

So I spent a few hours updating some QuakeWorld clients.. for reproducibility sakes, I built out the MS-DOS one and that worked fine.  The OS/2 one ‘works’ but the keyboard isn’t working.  Not so sure why not.  The Win32 version works fine, although I’m building with Visual C++ 4.0, and no assembly or DirectX.  Just straight GDI.

Next will be Linux with svgalib.

So my work is here.  I could go more into how to build, but I don’t know if anyone cares.

Building a super stock QuakeWorld server for Linux

I know this may sound silly, but I’m a silly person.  And yes, QuakeWorld used to build cleanly and fine on Linux.  However it doesn’t anymore, things have changed a *LOT* in the world of Linux, since the birth of QuakeWorld in 1996.  A different LIBC standard or two, and all kinds of other changes in the compiler.  Not to mention I have a x86_64 machine, and I want a pure 32bit binary, so the best way to go about that is to setup a 32bit virtual machine, and build from there.  I know I could cross compile, but on the otherhand I don’t want to install all this kind of crap on my server if I don’t have to.  So there is all kinds of reasons why you may want to build your own.  Not to mention if you are running Linux, but on a non x86 platform.  I guess the Raspberry Pi would be a good choice now that it is over two million units sold.

The first thing you need of course is the source code to Quake, from iD (my mirror).  Next you’ll need a more up to date Makefile.  I used the one from the LinuxGL-QuakeWorld-mini-HOWTO.  Don’t worry about the client stuff, it doesn’t matter the first thing it does anyways is build the server.

For the sake of preserving it, here is the makefile:

#
# QuakeWorld Makefile for Linux 2.0
#
# Apr '98 by Zoid &lt;zoid@idsoftware.com&gt;
#
# GNU Make required
#
# ELF only
#

MAINDIR=.

BUILD_RELEASE_DIR=bin
CLIENT_DIR=$(MAINDIR)/client
SERVER_DIR=$(MAINDIR)/server

CC=gcc
BASE_CFLAGS=-Wall -Dstricmp=strcasecmp -I$(CLIENT_DIR) -I$(SERVER_DIR)
RELEASE_CFLAGS=$(BASE_CFLAGS) -m486 -ffast-math -fexpensive-optimizations
GLCFLAGS=-DGLQUAKE -DGL_EXT_SHARED

LDFLAGS=-lm
XLDFLAGS=-L/usr/X11R6/lib -lX11 -lXext
GL_X11_LDFLAGS=-L/usr/X11R6/lib -lm -lGL -lX11 -lXext

DO_CC=$(CC) $(CFLAGS) -o $@ -c $&lt;
DO_O_CC=$(CC) -O $(CFLAGS) -o $@ -c $&lt;
DO_GL_CC=$(CC) $(CFLAGS) $(GLCFLAGS) -o $@ -c $&lt;
DO_SERVER_CC=$(CC) -DSERVERONLY $(CFLAGS) -o $@ -c $&lt;

DO_AS=$(CC) $(CFLAGS) -DELF -x assembler-with-cpp -o $@ -c $&lt;
DO_GL_AS=$(CC) $(CFLAGS) $(GLCFLAGS) -DELF -x assembler-with-cpp -o $@ -c $&lt;

#############################################################################
# SETUP AND BUILD
#############################################################################

TARGETS=$(BUILDDIR)/qwsv #$(BUILDDIR)/glqwcl.glx $(BUILDDIR)/qwcl.x11

build_release:
  @-mkdir $(BUILD_RELEASE_DIR) \
    $(BUILD_RELEASE_DIR)/client \
    $(BUILD_RELEASE_DIR)/glclient \
    $(BUILD_RELEASE_DIR)/server
  $(MAKE) targets BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(RELEASE_CFLAGS)"

all: build_release

targets: $(TARGETS)

#############################################################################
# SERVER
#############################################################################

QWSV_OBJS = \
   $(BUILDDIR)/server/pr_cmds.o \
   $(BUILDDIR)/server/pr_edict.o \
   $(BUILDDIR)/server/pr_exec.o \
   $(BUILDDIR)/server/sv_init.o \
   $(BUILDDIR)/server/sv_main.o \
   $(BUILDDIR)/server/sv_nchan.o \
   $(BUILDDIR)/server/sv_ents.o \
   $(BUILDDIR)/server/sv_send.o \
   $(BUILDDIR)/server/sv_move.o \
   $(BUILDDIR)/server/sv_phys.o \
   $(BUILDDIR)/server/sv_user.o \
   $(BUILDDIR)/server/sv_ccmds.o \
   $(BUILDDIR)/server/world.o \
   $(BUILDDIR)/server/sys_unix.o \
   $(BUILDDIR)/server/model.o \
   $(BUILDDIR)/server/cmd.o \
   $(BUILDDIR)/server/common.o \
   $(BUILDDIR)/server/crc.o \
   $(BUILDDIR)/server/cvar.o \
   $(BUILDDIR)/server/mathlib.o \
   $(BUILDDIR)/server/md4.o \
   $(BUILDDIR)/server/zone.o \
   $(BUILDDIR)/server/pmove.o \
   $(BUILDDIR)/server/pmovetst.o \
   $(BUILDDIR)/server/net_chan.o \
   $(BUILDDIR)/server/net_udp.o

$(BUILDDIR)/qwsv : $(QWSV_OBJS)
  $(CC) $(CFLAGS) -o $@ $(QWSV_OBJS) $(LDFLAGS)

$(BUILDDIR)/server/pr_cmds.o :   $(SERVER_DIR)/pr_cmds.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/pr_edict.o :  $(SERVER_DIR)/pr_edict.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/pr_exec.o :   $(SERVER_DIR)/pr_exec.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_init.o :   $(SERVER_DIR)/sv_init.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_main.o :   $(SERVER_DIR)/sv_main.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_nchan.o :  $(SERVER_DIR)/sv_nchan.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_ents.o :   $(SERVER_DIR)/sv_ents.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_send.o :   $(SERVER_DIR)/sv_send.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_move.o :   $(SERVER_DIR)/sv_move.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_phys.o :   $(SERVER_DIR)/sv_phys.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_user.o :   $(SERVER_DIR)/sv_user.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sv_ccmds.o :  $(SERVER_DIR)/sv_ccmds.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/world.o :     $(SERVER_DIR)/world.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/sys_unix.o :  $(SERVER_DIR)/sys_unix.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/model.o :     $(SERVER_DIR)/model.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/cmd.o :       $(CLIENT_DIR)/cmd.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/common.o :    $(CLIENT_DIR)/common.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/crc.o :       $(CLIENT_DIR)/crc.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/cvar.o :      $(CLIENT_DIR)/cvar.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/mathlib.o :   $(CLIENT_DIR)/mathlib.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/md4.o :       $(CLIENT_DIR)/md4.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/zone.o :      $(CLIENT_DIR)/zone.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/pmove.o :     $(CLIENT_DIR)/pmove.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/pmovetst.o :  $(CLIENT_DIR)/pmovetst.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/net_chan.o :  $(CLIENT_DIR)/net_chan.c
  $(DO_SERVER_CC)

$(BUILDDIR)/server/net_udp.o :   $(CLIENT_DIR)/net_udp.c
  $(DO_SERVER_CC)

#############################################################################
# CLIENT
#############################################################################

QWCL_OBJS = \
  $(BUILDDIR)/client/cl_demo.o \
  $(BUILDDIR)/client/cl_ents.o \
  $(BUILDDIR)/client/cl_input.o \
  $(BUILDDIR)/client/cl_main.o \
  $(BUILDDIR)/client/cl_parse.o \
  $(BUILDDIR)/client/cl_pred.o \
  $(BUILDDIR)/client/cl_tent.o \
  $(BUILDDIR)/client/cl_cam.o \
  $(BUILDDIR)/client/cmd.o \
  $(BUILDDIR)/client/common.o \
  $(BUILDDIR)/client/console.o \
  $(BUILDDIR)/client/crc.o \
  $(BUILDDIR)/client/cvar.o \
  $(BUILDDIR)/client/d_edge.o \
  $(BUILDDIR)/client/d_fill.o \
  $(BUILDDIR)/client/d_init.o \
  $(BUILDDIR)/client/d_modech.o \
  $(BUILDDIR)/client/d_part.o \
  $(BUILDDIR)/client/d_polyse.o \
  $(BUILDDIR)/client/d_scan.o \
  $(BUILDDIR)/client/d_sky.o \
  $(BUILDDIR)/client/d_sprite.o \
  $(BUILDDIR)/client/d_surf.o \
  $(BUILDDIR)/client/d_vars.o \
  $(BUILDDIR)/client/d_zpoint.o \
  $(BUILDDIR)/client/draw.o \
  $(BUILDDIR)/client/keys.o \
  $(BUILDDIR)/client/mathlib.o \
  $(BUILDDIR)/client/md4.o \
  $(BUILDDIR)/client/menu.o \
  $(BUILDDIR)/client/model.o \
  $(BUILDDIR)/client/net_chan.o \
  $(BUILDDIR)/client/net_udp.o \
  $(BUILDDIR)/client/nonintel.o \
  $(BUILDDIR)/client/pmove.o \
  $(BUILDDIR)/client/pmovetst.o \
  $(BUILDDIR)/client/r_aclip.o \
  $(BUILDDIR)/client/r_alias.o \
  $(BUILDDIR)/client/r_bsp.o \
  $(BUILDDIR)/client/r_draw.o \
  $(BUILDDIR)/client/r_edge.o \
  $(BUILDDIR)/client/r_efrag.o \
  $(BUILDDIR)/client/r_light.o \
  $(BUILDDIR)/client/r_main.o \
  $(BUILDDIR)/client/r_misc.o \
  $(BUILDDIR)/client/r_part.o \
  $(BUILDDIR)/client/r_sky.o \
  $(BUILDDIR)/client/r_sprite.o \
  $(BUILDDIR)/client/r_surf.o \
  $(BUILDDIR)/client/r_vars.o \
  $(BUILDDIR)/client/sbar.o \
  $(BUILDDIR)/client/screen.o \
  $(BUILDDIR)/client/skin.o \
  $(BUILDDIR)/client/snd_dma.o \
  $(BUILDDIR)/client/snd_mem.o \
  $(BUILDDIR)/client/snd_mix.o \
  $(BUILDDIR)/client/view.o \
  $(BUILDDIR)/client/wad.o \
  $(BUILDDIR)/client/zone.o \
  $(BUILDDIR)/client/cd_linux.o \
  $(BUILDDIR)/client/sys_linux.o \
  $(BUILDDIR)/client/snd_linux.o \

  QWCL_AS_OBJS = \
  $(BUILDDIR)/client/d_copy.o \
  $(BUILDDIR)/client/d_draw.o \
  $(BUILDDIR)/client/d_draw16.o \
  $(BUILDDIR)/client/d_parta.o \
  $(BUILDDIR)/client/d_polysa.o \
  $(BUILDDIR)/client/d_scana.o \
  $(BUILDDIR)/client/d_spr8.o \
  $(BUILDDIR)/client/d_varsa.o \
  $(BUILDDIR)/client/math.o \
  $(BUILDDIR)/client/r_aclipa.o \
  $(BUILDDIR)/client/r_aliasa.o \
  $(BUILDDIR)/client/r_drawa.o \
  $(BUILDDIR)/client/r_edgea.o \
  $(BUILDDIR)/client/r_varsa.o \
  $(BUILDDIR)/client/snd_mixa.o \
  $(BUILDDIR)/client/surf16.o \
  $(BUILDDIR)/client/surf8.o \
  $(BUILDDIR)/client/sys_dosa.o

QWCL_X11_OBJS = $(BUILDDIR)/client/vid_x.o

$(BUILDDIR)/qwcl.x11 : $(QWCL_OBJS) $(QWCL_AS_OBJS) $(QWCL_X11_OBJS)
  $(CC) $(CFLAGS) -o $@ $(QWCL_OBJS) $(QWCL_AS_OBJS) $(QWCL_X11_OBJS) \
    $(LDFLAGS) $(XLDFLAGS)

$(BUILDDIR)/client/cl_demo.o :        $(CLIENT_DIR)/cl_demo.c
  $(DO_CC)

$(BUILDDIR)/client/cl_ents.o :        $(CLIENT_DIR)/cl_ents.c
  $(DO_CC)

$(BUILDDIR)/client/cl_input.o :       $(CLIENT_DIR)/cl_input.c
  $(DO_CC)

$(BUILDDIR)/client/cl_main.o :        $(CLIENT_DIR)/cl_main.c
  $(DO_CC)

$(BUILDDIR)/client/cl_parse.o :       $(CLIENT_DIR)/cl_parse.c
  $(DO_CC)

$(BUILDDIR)/client/cl_pred.o :        $(CLIENT_DIR)/cl_pred.c
  $(DO_CC)

$(BUILDDIR)/client/cl_tent.o :        $(CLIENT_DIR)/cl_tent.c
  $(DO_CC)

$(BUILDDIR)/client/cl_cam.o :         $(CLIENT_DIR)/cl_cam.c
  $(DO_CC)

$(BUILDDIR)/client/cmd.o :            $(CLIENT_DIR)/cmd.c
  $(DO_CC)

$(BUILDDIR)/client/common.o :         $(CLIENT_DIR)/common.c
  $(DO_CC)

$(BUILDDIR)/client/console.o :        $(CLIENT_DIR)/console.c
  $(DO_CC)

$(BUILDDIR)/client/crc.o :            $(CLIENT_DIR)/crc.c
  $(DO_CC)

$(BUILDDIR)/client/cvar.o :           $(CLIENT_DIR)/cvar.c
  $(DO_CC)

$(BUILDDIR)/client/d_edge.o :         $(CLIENT_DIR)/d_edge.c
  $(DO_CC)

$(BUILDDIR)/client/d_fill.o :         $(CLIENT_DIR)/d_fill.c
  $(DO_CC)

$(BUILDDIR)/client/d_init.o :         $(CLIENT_DIR)/d_init.c
  $(DO_CC)

$(BUILDDIR)/client/d_modech.o :       $(CLIENT_DIR)/d_modech.c
  $(DO_CC)

$(BUILDDIR)/client/d_part.o :         $(CLIENT_DIR)/d_part.c
  $(DO_CC)

$(BUILDDIR)/client/d_polyse.o :       $(CLIENT_DIR)/d_polyse.c
  $(DO_CC)

$(BUILDDIR)/client/d_scan.o :         $(CLIENT_DIR)/d_scan.c
  $(DO_CC)

$(BUILDDIR)/client/d_sky.o :          $(CLIENT_DIR)/d_sky.c
  $(DO_CC)

$(BUILDDIR)/client/d_sprite.o :       $(CLIENT_DIR)/d_sprite.c
  $(DO_CC)

$(BUILDDIR)/client/d_surf.o :         $(CLIENT_DIR)/d_surf.c
  $(DO_CC)

$(BUILDDIR)/client/d_vars.o :         $(CLIENT_DIR)/d_vars.c
  $(DO_CC)

$(BUILDDIR)/client/d_zpoint.o :       $(CLIENT_DIR)/d_zpoint.c
  $(DO_CC)

$(BUILDDIR)/client/draw.o :           $(CLIENT_DIR)/draw.c
  $(DO_CC)

$(BUILDDIR)/client/keys.o :           $(CLIENT_DIR)/keys.c
  $(DO_CC)

$(BUILDDIR)/client/mathlib.o :        $(CLIENT_DIR)/mathlib.c
  $(DO_CC)

$(BUILDDIR)/client/md4.o :            $(CLIENT_DIR)/md4.c
  $(DO_CC)

$(BUILDDIR)/client/menu.o :           $(CLIENT_DIR)/menu.c
  $(DO_CC)

$(BUILDDIR)/client/model.o :          $(CLIENT_DIR)/model.c
  $(DO_CC)

$(BUILDDIR)/client/net_chan.o :       $(CLIENT_DIR)/net_chan.c
  $(DO_CC)

$(BUILDDIR)/client/net_udp.o :        $(CLIENT_DIR)/net_udp.c
  $(DO_CC)

$(BUILDDIR)/client/nonintel.o :       $(CLIENT_DIR)/nonintel.c
  $(DO_CC)

$(BUILDDIR)/client/pmove.o :          $(CLIENT_DIR)/pmove.c
  $(DO_CC)

$(BUILDDIR)/client/pmovetst.o :       $(CLIENT_DIR)/pmovetst.c
  $(DO_CC)

$(BUILDDIR)/client/r_aclip.o :        $(CLIENT_DIR)/r_aclip.c
  $(DO_CC)

$(BUILDDIR)/client/r_alias.o :        $(CLIENT_DIR)/r_alias.c
  $(DO_CC)

$(BUILDDIR)/client/r_bsp.o :          $(CLIENT_DIR)/r_bsp.c
  $(DO_CC)

$(BUILDDIR)/client/r_draw.o :         $(CLIENT_DIR)/r_draw.c
  $(DO_CC)

$(BUILDDIR)/client/r_edge.o :         $(CLIENT_DIR)/r_edge.c
  $(DO_CC)

$(BUILDDIR)/client/r_efrag.o :        $(CLIENT_DIR)/r_efrag.c
  $(DO_CC)

$(BUILDDIR)/client/r_light.o :        $(CLIENT_DIR)/r_light.c
  $(DO_CC)

$(BUILDDIR)/client/r_main.o :         $(CLIENT_DIR)/r_main.c
  $(DO_CC)

$(BUILDDIR)/client/r_misc.o :         $(CLIENT_DIR)/r_misc.c
  $(DO_CC)

$(BUILDDIR)/client/r_part.o :         $(CLIENT_DIR)/r_part.c
  $(DO_CC)

$(BUILDDIR)/client/r_sky.o :          $(CLIENT_DIR)/r_sky.c
  $(DO_CC)

$(BUILDDIR)/client/r_sprite.o :       $(CLIENT_DIR)/r_sprite.c
  $(DO_CC)

$(BUILDDIR)/client/r_surf.o :         $(CLIENT_DIR)/r_surf.c
  $(DO_CC)

$(BUILDDIR)/client/r_vars.o :         $(CLIENT_DIR)/r_vars.c
  $(DO_CC)

$(BUILDDIR)/client/sbar.o :           $(CLIENT_DIR)/sbar.c
  $(DO_CC)

$(BUILDDIR)/client/screen.o :         $(CLIENT_DIR)/screen.c
  $(DO_CC)

$(BUILDDIR)/client/skin.o :           $(CLIENT_DIR)/skin.c
  $(DO_CC)

$(BUILDDIR)/client/snd_dma.o :        $(CLIENT_DIR)/snd_dma.c
  $(DO_CC)

$(BUILDDIR)/client/snd_mem.o :        $(CLIENT_DIR)/snd_mem.c
  $(DO_CC)

$(BUILDDIR)/client/snd_mix.o :        $(CLIENT_DIR)/snd_mix.c
  $(DO_CC)

$(BUILDDIR)/client/view.o :           $(CLIENT_DIR)/view.c
  $(DO_CC)

$(BUILDDIR)/client/wad.o :            $(CLIENT_DIR)/wad.c
  $(DO_CC)

$(BUILDDIR)/client/zone.o :           $(CLIENT_DIR)/zone.c
  $(DO_CC)

$(BUILDDIR)/client/cd_linux.o :       $(CLIENT_DIR)/cd_linux.c
  $(DO_CC)

$(BUILDDIR)/client/sys_linux.o :      $(CLIENT_DIR)/sys_linux.c
  $(DO_CC)

$(BUILDDIR)/client/snd_linux.o :      $(CLIENT_DIR)/snd_linux.c
  $(DO_CC)

$(BUILDDIR)/client/d_copy.o :         $(CLIENT_DIR)/d_copy.s
  $(DO_AS)

$(BUILDDIR)/client/d_draw.o :         $(CLIENT_DIR)/d_draw.s
  $(DO_AS)

$(BUILDDIR)/client/d_draw16.o :       $(CLIENT_DIR)/d_draw16.s
  $(DO_AS)

$(BUILDDIR)/client/d_parta.o :        $(CLIENT_DIR)/d_parta.s
  $(DO_AS)

$(BUILDDIR)/client/d_polysa.o :       $(CLIENT_DIR)/d_polysa.s
  $(DO_AS)

$(BUILDDIR)/client/d_scana.o :        $(CLIENT_DIR)/d_scana.s
  $(DO_AS)

$(BUILDDIR)/client/d_spr8.o :         $(CLIENT_DIR)/d_spr8.s
  $(DO_AS)

$(BUILDDIR)/client/d_varsa.o :        $(CLIENT_DIR)/d_varsa.s
  $(DO_AS)

$(BUILDDIR)/client/math.o :           $(CLIENT_DIR)/math.s
  $(DO_AS)

$(BUILDDIR)/client/r_aclipa.o :       $(CLIENT_DIR)/r_aclipa.s
  $(DO_AS)

$(BUILDDIR)/client/r_aliasa.o :       $(CLIENT_DIR)/r_aliasa.s
  $(DO_AS)

$(BUILDDIR)/client/r_drawa.o :        $(CLIENT_DIR)/r_drawa.s
  $(DO_AS)

$(BUILDDIR)/client/r_edgea.o :        $(CLIENT_DIR)/r_edgea.s
  $(DO_AS)

$(BUILDDIR)/client/r_varsa.o :        $(CLIENT_DIR)/r_varsa.s
  $(DO_AS)

$(BUILDDIR)/client/snd_mixa.o :       $(CLIENT_DIR)/snd_mixa.s
  $(DO_AS)

$(BUILDDIR)/client/surf16.o :         $(CLIENT_DIR)/surf16.s
  $(DO_AS)

$(BUILDDIR)/client/surf8.o :          $(CLIENT_DIR)/surf8.s
  $(DO_AS)

$(BUILDDIR)/client/sys_dosa.o :       $(CLIENT_DIR)/sys_dosa.s
  $(DO_AS)

$(BUILDDIR)/client/vid_x.o : $(CLIENT_DIR)/vid_x.c
  $(DO_CC)

#############################################################################
# GL CLIENT
#############################################################################

GLQWCL_OBJS = \
  $(BUILDDIR)/glclient/cl_demo.o \
  $(BUILDDIR)/glclient/cl_ents.o \
  $(BUILDDIR)/glclient/cl_input.o \
  $(BUILDDIR)/glclient/cl_main.o \
  $(BUILDDIR)/glclient/cl_parse.o \
  $(BUILDDIR)/glclient/cl_pred.o \
  $(BUILDDIR)/glclient/cl_tent.o \
  $(BUILDDIR)/glclient/cl_cam.o \
  $(BUILDDIR)/glclient/cmd.o \
  $(BUILDDIR)/glclient/common.o \
  $(BUILDDIR)/glclient/console.o \
  $(BUILDDIR)/glclient/crc.o \
  $(BUILDDIR)/glclient/cvar.o \
  $(BUILDDIR)/glclient/keys.o \
  $(BUILDDIR)/glclient/mathlib.o \
  $(BUILDDIR)/glclient/md4.o \
  $(BUILDDIR)/glclient/menu.o \
  $(BUILDDIR)/glclient/net_chan.o \
  $(BUILDDIR)/glclient/net_udp.o \
  $(BUILDDIR)/glclient/nonintel.o \
  $(BUILDDIR)/glclient/pmove.o \
  $(BUILDDIR)/glclient/pmovetst.o \
  $(BUILDDIR)/glclient/r_part.o \
  $(BUILDDIR)/glclient/sbar.o \
  $(BUILDDIR)/glclient/skin.o \
  $(BUILDDIR)/glclient/snd_dma.o \
  $(BUILDDIR)/glclient/snd_mem.o \
  $(BUILDDIR)/glclient/snd_mix.o \
  $(BUILDDIR)/glclient/view.o \
  $(BUILDDIR)/glclient/wad.o \
  $(BUILDDIR)/glclient/zone.o \
  $(BUILDDIR)/glclient/cd_linux.o \
  $(BUILDDIR)/glclient/sys_linux.o \
  $(BUILDDIR)/glclient/snd_linux.o \
  \
  $(BUILDDIR)/glclient/gl_draw.o \
  $(BUILDDIR)/glclient/gl_mesh.o \
  $(BUILDDIR)/glclient/gl_model.o \
  $(BUILDDIR)/glclient/gl_ngraph.o \
  $(BUILDDIR)/glclient/gl_refrag.o \
  $(BUILDDIR)/glclient/gl_rlight.o \
  $(BUILDDIR)/glclient/gl_rmain.o \
  $(BUILDDIR)/glclient/gl_rmisc.o \
  $(BUILDDIR)/glclient/gl_rsurf.o \
  $(BUILDDIR)/glclient/gl_screen.o \
  $(BUILDDIR)/glclient/gl_warp.o \
  \
  $(BUILDDIR)/glclient/math.o \
  $(BUILDDIR)/glclient/snd_mixa.o \
  $(BUILDDIR)/glclient/sys_dosa.o

GLQWCL_X11_OBJS = $(BUILDDIR)/glclient/gl_vidlinuxglx.o

$(BUILDDIR)/glqwcl.glx : $(GLQWCL_OBJS) $(GLQWCL_X11_OBJS)
  $(CC) $(CFLAGS) -o $@ $(GLQWCL_OBJS) $(GLQWCL_X11_OBJS) $(LDFLAGS) $(GL_X11_LDFLAGS)

$(BUILDDIR)/glclient/cl_demo.o :       $(CLIENT_DIR)/cl_demo.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_ents.o :       $(CLIENT_DIR)/cl_ents.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_input.o :      $(CLIENT_DIR)/cl_input.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_main.o :       $(CLIENT_DIR)/cl_main.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_parse.o :      $(CLIENT_DIR)/cl_parse.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_pred.o :       $(CLIENT_DIR)/cl_pred.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_tent.o :       $(CLIENT_DIR)/cl_tent.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cl_cam.o :        $(CLIENT_DIR)/cl_cam.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cmd.o :           $(CLIENT_DIR)/cmd.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/common.o :        $(CLIENT_DIR)/common.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/console.o :       $(CLIENT_DIR)/console.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/crc.o :           $(CLIENT_DIR)/crc.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cvar.o :          $(CLIENT_DIR)/cvar.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/keys.o :          $(CLIENT_DIR)/keys.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/mathlib.o :       $(CLIENT_DIR)/mathlib.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/md4.o :           $(CLIENT_DIR)/md4.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/menu.o :          $(CLIENT_DIR)/menu.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/net_chan.o :      $(CLIENT_DIR)/net_chan.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/net_udp.o :       $(CLIENT_DIR)/net_udp.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/nonintel.o :      $(CLIENT_DIR)/nonintel.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/pmove.o :         $(CLIENT_DIR)/pmove.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/pmovetst.o :      $(CLIENT_DIR)/pmovetst.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/r_part.o :        $(CLIENT_DIR)/r_part.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/sbar.o :          $(CLIENT_DIR)/sbar.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/screen.o :        $(CLIENT_DIR)/screen.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/skin.o :          $(CLIENT_DIR)/skin.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/snd_dma.o :       $(CLIENT_DIR)/snd_dma.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/snd_mem.o :       $(CLIENT_DIR)/snd_mem.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/snd_mix.o :       $(CLIENT_DIR)/snd_mix.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/view.o :          $(CLIENT_DIR)/view.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/wad.o :           $(CLIENT_DIR)/wad.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/zone.o :          $(CLIENT_DIR)/zone.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/cd_linux.o :      $(CLIENT_DIR)/cd_linux.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/sys_linux.o :     $(CLIENT_DIR)/sys_linux.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/snd_linux.o :     $(CLIENT_DIR)/snd_linux.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_draw.o :       $(CLIENT_DIR)/gl_draw.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_mesh.o :       $(CLIENT_DIR)/gl_mesh.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_model.o :      $(CLIENT_DIR)/gl_model.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_ngraph.o :     $(CLIENT_DIR)/gl_ngraph.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_refrag.o :     $(CLIENT_DIR)/gl_refrag.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_rlight.o :     $(CLIENT_DIR)/gl_rlight.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_rmain.o :      $(CLIENT_DIR)/gl_rmain.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_rmisc.o :      $(CLIENT_DIR)/gl_rmisc.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_rsurf.o :      $(CLIENT_DIR)/gl_rsurf.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_screen.o :     $(CLIENT_DIR)/gl_screen.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_vidlinux.o :   $(CLIENT_DIR)/gl_vidlinux.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_vidlinuxglx.o :   $(CLIENT_DIR)/gl_vidlinuxglx.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/gl_warp.o :       $(CLIENT_DIR)/gl_warp.c
  $(DO_GL_CC)

$(BUILDDIR)/glclient/math.o :          $(CLIENT_DIR)/math.s
  $(DO_GL_AS)

$(BUILDDIR)/glclient/snd_mixa.o :      $(CLIENT_DIR)/snd_mixa.s
  $(DO_GL_AS)

$(BUILDDIR)/glclient/sys_dosa.o :      $(CLIENT_DIR)/sys_dosa.s
  $(DO_GL_AS)

#############################################################################
# MISC
#############################################################################

clean:
  rm -fr bin/client
  rm -fr bin/glclient
  rm -fr bin/server

With that saved into a file, it is time to build.  Unzip the source code into a directory, and then from the QW directory run the new Makefile.  If your GCC is new enough it’ll complain about the -m486 directive.  Just remove that from the Makefile.  On my bare build system it compiles the server in a few seconds, but then fails to build the GLQuake client because I don’t have any OpenGL installed.  But again this is fine, I just want the server.

gcc -Wall -Dstricmp=strcasecmp -I./client -I./server -ffast-math -fexpensive-optimizations -o bin/qwsv bin/server/pr_cmds.o bin/server/pr_edict.o bin/server/pr_exec.o bin/server/sv_init.o bin/server/sv_main.o bin/server/sv_nchan.o bin/server/sv_ents.o bin/server/sv_send.o bin/server/sv_move.o bin/server/sv_phys.o bin/server/sv_user.o bin/server/sv_ccmds.o bin/server/world.o bin/server/sys_unix.o bin/server/model.o bin/server/cmd.o bin/server/common.o bin/server/crc.o bin/server/cvar.o bin/server/mathlib.o bin/server/md4.o bin/server/zone.o bin/server/pmove.o bin/server/pmovetst.o bin/server/net_chan.o bin/server/net_udp.o -lm
gcc -Wall -Dstricmp=strcasecmp -I./client -I./server -ffast-math -fexpensive-optimizations -DGLQUAKE -DGL_EXT_SHARED -o bin/glclient/cl_demo.o -c client/cl_demo.c
In file included from client/quakedef.h:76:0,
from client/cl_demo.c:21:
client/glquake.h:22:0: warning: ignoring #pragma warning [-Wunknown-pragmas]
client/glquake.h:23:0: warning: ignoring #pragma warning [-Wunknown-pragmas]
client/glquake.h:24:0: warning: ignoring #pragma warning [-Wunknown-pragmas]
client/glquake.h:30:19: fatal error: GL/gl.h: No such file or directory
compilation terminated.
make[1]: *** [bin/glclient/cl_demo.o] Error 1
make[1]: Leaving directory `/root/QW’
make: *** [build_release] Error 2
root@debx867:~/QW#

And to verify the server:

root@debx867:~/QW# file bin/qwsv
bin/qwsv: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.26, BuildID[sha1]=0xa074d1a1c7b941da5e3a774eebc70f969c3347c7, not stripped

Ok, all good!

Now for running the server, I place my qwsv binary into somewhere more ‘server’ like say /usr/local/quake

root@debx867:~/QW# mkdir /usr/local/quake
root@debx867:~/QW# cp bin/qwsv /usr/local/quake/

The next part is to copy in the pak0.pak & pak1.pak from your registered copy of Quake 1 into /usr/local/quake/id1.  You can always buy it on steam, although it is so old I’m sure you’ve already acquired a copy or two in the last few years.  Note that pak0.pak is the shareware portion of the datafile!  To be a server you require pak1.pak from the registered copy of Quake.  Although the source to the maps has been released, I’m pretty sure you will be missing all kinds of otherthings from pak1.pak.

Ok now with the pak’s in place, you need the QuakeWorld scripts in place.  Copy the ‘progs’ directory into the qw directory

root@debx867:/usr/local/quake# mkdir qw
root@debx867:/usr/local/quake# cp $HOME/QW/progs/* qw

Now with all of this in place it is enough to run the server!

root@debx867:/usr/local/quake# ./qwsv
Added packfile ./id1/pak0.pak (339 files)
Added packfile ./id1/pak1.pak (85 files)
PackFile: ./id1/pak1.pak : gfx/pop.lmp
Playing registered version.
IP address 127.0.1.1:27500
UDP Initialized
Exe: 20:05:14 Nov 18 2013
16.0 megabyte heap

Server Version 2.40 (Build 5451)

======== QuakeWorld Initialized ========
FindFile: can’t find server.cfg
couldn’t exec server.cfg
PackFile: ./id1/pak0.pak : maps/start.bsp
FindFile: ./qw/qwprogs.dat
PackFile: ./id1/pak0.pak : maps/start.bsp
Building PHS…
Average leafs visible / hearable / total: 111 / 239 / 1128
PackFile: ./id1/pak0.pak : progs/player.mdl
PackFile: ./id1/pak0.pak : progs/eyes.mdl
Updated needpass.

However you probably will want a server.cfg.  And incase the page goes offline here is a pretty basic config:

sv_gamedir qw
deathmatch 1
hostname  ”Your Quake DM Server”
serverinfo admin  ”your@email.com”
serverinfo url “http://www.yourwebsite.com”
rcon_password change_me
timelimit 10
fraglimit 20
pausable 0
samelevel 2
maxclients 16
map dm1
floodprot 4 8 30
floodprotmsg “You have activated the flood protection and will be silenced for 30 seconds”
maxspectators 2
allow_download 1
allow_download_skins 1
allow_download_models 1
allow_download_sounds 1
allow_download_maps 1

Naturally you may want to change things.  Save the config file into the id1 directory.

Now when it comes to running the server, the console will want to be interactive to the user.  If you nohup the process it’ll go bezerk. The best way to do this is with screen.  In my /etc/rc.local I add the following line:

screen -dmS quake /usr/local/quake/quake.sh

And of course the shell script is:

#!/bin/bash
cd /usr/local/quake
while true
do true
./qwsv
done

Very simple stuff.  If the server crashes or stops for any reason it’ll restart.

By default QuakeWorld will listen on UDP port 27500.  The next thing you’ll need is a client to test.  I’m kind of partial to the MS-DOS (qemu) and OS/2 clients.

QuakeWorld in action!

QuakeWorld in action!

And there we go, now you too can host your own QuakeWorld server.  And for those who can’t compiler, you can try my x86 binary here.

You may want to add your server to gametracker.com.  Or just join mine.

Yet another update for QuakeWorld/Quake for MS-DOS

You can download the source/binaries here.

The big change is that you can not play larger maps, like the dreaded Warp Spasm (which of course relies on QUOTH).

Warp Spasam under OS/2

I’ve also built it for OS/2! You can download Quake, Quake World, and the source code. This all builds with EMX 0.9d and I’m using OS/2 2.0 (patched to x06100).

Also if it matters the newer your MS-DOS the better… 4.01 works, sure but its SLOW…

sixteen year aniversary of the Qtest1 (quake test) release

OK, well it actually was 2/24/1996 …

iD still has the download on their FTP server..

Anyways I managed to meet the right people and score a beta copy of Quake! The mysterious 0.8 or ‘beta 3’ version.  So I thought you guys would love it, and what better way to enjoy these old things than jdosbox.

And of course I’ve put up all the versions I’ve been able to find so far.  Now I just need a fun way to network all of this stuff.