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kirk
Joined: 11 Nov 2005 Posts: 1334 Location: florida
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Posted: Mon 11 Dec 2006, 23:39 Post subject:
Open Arena--Tiny Quake 3 Game |
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Here's a small version of Open Arena 0.60.
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About OpenArena
OpenArena is an open-source content package for Quake III Arena licensed under the GPL, effectively creating a free stand-alone game. You do not need Quake III Arena to play this game.
Bots were added starting in 0.6.0. They will spout taunts and everything!
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The graphics quality has been reduced to make it smaller. I replaced the ioquake3 engine with an ioquake3 engine I compiled several months ago. The engine included with Open Arena requires openAL. This one does not. It's a 18MB download:
http://dotpups.de/dotpups/Games/OpenArena-tiny.tar.bz2
Thanks to MU for hosting!
You'll need SDL and Hardware video accelaration.
If you like you can download the High quality version. I think it's 84MB.
The Open Arena home page:
http://openarena.ws/
There are many mods for quake3, to install a mod just place the mod's folder in the same directory as the base3q folder. Then start the game and select mods from the menu.
Some good mods:
Urban terror (448MB) http://www.urbanterror.net/news.php
Reaction Quake (493MB) http://www.rq3.com/
Western Quake (163MB) http://forums.westernquake3.net/
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sunburnt

Joined: 08 Jun 2005 Posts: 4014 Location: Arizona, U.S.A.
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Posted: Tue 12 Dec 2006, 00:50 Post subject:
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Aaaaahhh... QUAKE !!!
I've followed the series from the very first one, just bought Q4 but haven't tried it yet.
This & a bunch of other killer games should be made into a Puppy Squash file addon.
This brings to mind the idea of a GUI menu for loading & unloading Squash ".sfs" files.
So Puppy would boot with a preset Squash file mounted that can be swapped for others.
This would require ununioning and/or reunioning the mounted files.
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klhrevolutionist

Joined: 08 Jun 2005 Posts: 1124
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Posted: Tue 12 Dec 2006, 01:10 Post subject:
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sunburnt: Nathan F. has a gui for loading/unloading squash files. Could probably be edited to fit work with puppy if it does'nt already.
_________________ Heaven is on the way, until then let's get the truth out!
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sunburnt

Joined: 08 Jun 2005 Posts: 4014 Location: Arizona, U.S.A.
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Posted: Tue 12 Dec 2006, 01:42 Post subject:
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Thanks klhrevolutionist; (Nice to see your still with us).
I keep saying other folks have to have thought of this stuff too.
Maybe Nathan will pop in here about what he has... If not I'll PM him.
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Pizzasgood

Joined: 04 May 2005 Posts: 6270 Location: Knoxville, TN, USA
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Posted: Tue 12 Dec 2006, 12:38 Post subject:
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I played with the cli version (I think) in one of the beta versions of Grafpup (around May 2006). It wasn't quite working right, but I think I was doing it wrong. I got it to work eventually, and it was pretty nice.
_________________ Between depriving a man of one hour from his life and depriving him of his life there exists only a difference of degree. --Muad'Dib

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kirk
Joined: 11 Nov 2005 Posts: 1334 Location: florida
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Posted: Thu 14 Dec 2006, 13:55 Post subject:
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| Quote: | | This & a bunch of other killer games should be made into a Puppy Squash file addon. |
You could just make a DVD with your games and Puppy on it. Set them up to run from one directory if needed, put them all in a folder and then:
mkisofs -J -l -D -allow-lowercase -allow-multidot -no-iso-translate -o /mnt/home/game.iso -b isolinux.bin -c boot.cat -no-emul-boot -boot-load-size 4 -boot-info-table /mnt/home/gamefolder/
Then you can just mount the CD/DVD and run the games. Though, some run slow off the CD/DVD. Quake 3 runs well from a CD/DVD.
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sunburnt

Joined: 08 Jun 2005 Posts: 4014 Location: Arizona, U.S.A.
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Posted: Thu 14 Dec 2006, 16:26 Post subject:
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Best to have a Squash file so the wad is 40% the size for putting on the HD.
If apps. in the Squash file could be mounted but not unioned, that'd be great!
So no library files to go in /lib or /usr/lib, no configs. to go in /etc, & so on.
The whole thing would mount at /mnt/games-1 & would mostly stand alone.
These kinds of app. wads could be added & subtracted with no problems at all...
This relates to the posted discussion on changing the Linux dir. structure.
If apps. contained ALL the files they need (minus common libraries of course).
So append new paths to point to the app's. libraries, or maybe create links in /lib,
then they could be attached to the dir. tree without need to union them.
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wow
Joined: 29 Jun 2006 Posts: 951
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Posted: Thu 14 Dec 2006, 22:08 Post subject:
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I've downloaded the game from the official site (78.4 MB), requires libopenal , libartsc and openGL stuff, nice game
===SYSTEM REQUIREMENTS===
* Pentium II 233MHz / AMD K6-2 300MHz or equally powerful processor
* 64MB of system memory
* OpenGL supported video card with 16MB of video memory. (Voodoo Banshee, TNT and up)
* 50MB of hard drive space
_________________

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wilmer
Joined: 05 Feb 2008 Posts: 1
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Posted: Tue 05 Feb 2008, 22:50 Post subject:
i dunno how to install it |
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how do you install it ?
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mrkcee
Joined: 22 Jan 2008 Posts: 19
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Posted: Tue 05 Feb 2008, 23:56 Post subject:
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Just extract the file and run the 'quake3' file (i think that's the filename).
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changturkey
Joined: 29 Dec 2007 Posts: 67
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Posted: Mon 11 Feb 2008, 18:13 Post subject:
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Can one run the normal version too?
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mrkcee
Joined: 22 Jan 2008 Posts: 19
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Posted: Tue 12 Feb 2008, 10:10 Post subject:
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| changturkey wrote: | | Can one run the normal version too? |
What do you mean by normal version? If you mean the official vesion, I think you can. wow was able to get it running.
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changturkey
Joined: 29 Dec 2007 Posts: 67
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Posted: Tue 12 Feb 2008, 10:28 Post subject:
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Because the one provided uses a modded engine or something? Where can I get OpenAL? I am using Dingoalpha6.
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kirk
Joined: 11 Nov 2005 Posts: 1334 Location: florida
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Posted: Tue 12 Feb 2008, 13:42 Post subject:
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Ya, for some reason they use openal. The one I posted I compiled without it.. Urban Terror is now a stand-alone game. Still quake 3 based. It doesn't use openal.
Here's a openal package for dingo. I built it in T2. Haven't tested it. Good luck.
| Description |
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Download |
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openal-0.0.8.tar.bz2 |
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142.85 KB |
| Downloaded |
519 Time(s) |
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changturkey
Joined: 29 Dec 2007 Posts: 67
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Posted: Tue 12 Feb 2008, 14:05 Post subject:
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How do I install them?
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