Release date: 
Sunday, 1 June, 2003



QuakeWorld client for OS/2.

This software is distributed as compressed package. You have to download and manually install it; if prerequisites are required, you will have to manually install them too.

Manual installation

Program is distributed as ZIP package: download to temporary directory and unpack to destination folder. See below for download link(s).

Following links are to additional programs, not mandatory but useful:

Following ones are the download links for manual installation:

QuakeWorld v. 2.40 (1/6/2003, Mikulas Patocka) Readme/What's new
QuakeWorld for OS/2 (fix 4) ID released Quake and QuakeWorld sources under GPL - so I ported it to OS/2. You need: Installed version of DOS/Windows/Linux Quake OS/2 4 (maybe sound won't work in 3) TCP/IP (QuakeWorld runs only on TCP/IP) (optionally) XFree86 or other XServer - for X version of QuakeWorld Using QuakeWorld client: Copy qwcl.exe or qwcl_x11.exe to your Quake directory and run it. qwcl.exe has full-screen VGA graphics. qwcl_x11.exe runs in X-Window and is very slow. Using QuakeWorld server: Copy qwsv.exe to your Quake directory. Download qwsv package for Linux or Windows from ID ftp site and copy file qwprogs.dat to your QW/ directory. Write server.cfg file - like in Linux or Windows version. Run qwsv.exe. Video: QuakeWorld run in full screen session. It uses VGA driver from Dos version of Quake with small modifications (use emxio instead of direct port touching, call VioSetMode instead of Int 10h). QuakeWorld can also use extended OS/2 modes, if your OS/2 video driver supports them. Use parameter -stdvid to disable probing for extended modes on startup. Sound: QuakeWorld uses DART. DART is available in OS/2 4 and maybe in OS/2 3 with current fixpacks (I don't have it, so I don't know). Default setting is 11025HZ, 8bit, stereo. You can change it with -sndspeed <rate>, -sndbits <bits>, -sndmono and -sndstereo switches. Sound does not have autodetection - if your sound card can't do 11025HZ-8bit-stereo, you have to change it with switches. 44100HZ, 16bit, stereo does not work on my computer - I don't know why. Note: setting higher sample rates or bits won't bring you better sound and will slow down game. Use only when necessary. Running multiple instances of QuakeWorld: You can run multiple instances of QuakeWorld client, if you specify different port for each (parameter -port, default is 27001). If you want to run multiple instances (for example to overvote other players :-), each must be started from different executable file. QuakeWorld uses self-modifying code and if you start the same executable file several times, it will crash because several processes will be patching into the same code. Server: Server port was quite easy. The only problem was console, because EMX doesn't support select() on terminal. Keys are echoed with some delay on the console, but otherwise it works. Compiling QuakeWorld: To compile QuakeWorld, you need: EMX, GNU make, EMX multimedia extension (mm4emx11 package on hobbes). XFree86 is optional. Fix paths to main QW source directory and to XFree86 directory in Makefile.OS2. If you don't have XFree86 or you don't want to build X version, remove qwcl_x11.exe from TARGETS line in Makefile. Type make -f Makefile.OS2 build_release to compile QuakeWorld. Strip binaries with emxbind -s. FAQ: Q: Sound doesn't work. A: You must have OS/2 4 or (maybe) OS/2 3 with current fixpacks. Try using -sndspeed, -sndbits, -sndmono and -sndstereo to set parameters supported by your sound card. This port does not have autodetection. Q: Sound is shattered or is played too late. A: Set different value in os2_dma_sound_shift variable. Try both positive and negative values. Default is 384. Q: Mode-X video modes don't work. A: Buy different VGA card. :-) I just copied the driver from Dos version of Quake (and fixed one incompatibility with S3 Virge). Q: Extended OS/2 video modes don't work. A: I have very few docs for the extended modes and I don't understand it very well. If they work, you should consider yourself lucky. Q: QuakeWorld crashes on startup. A: Try -stdvid or -nosound. Q: I see Error: UDP_OpenSocket. A: You don't have TCP/IP properly configured -- or you don't have it at all. Q: qwcl_x11.exe writes _X11TransSocketINETConnect: can't connect. A: You must run some XServer. Q: qwcl_x11.exe is slow. A: X-Window is slow by design. Unless you have 500MHz machine, it will be unplayable. Use full-screen qwcl.exe. If you really want to run X-Window version, you should decrease resolution of your display. Q: qwcl_x11.exe displays bad colors. A: It ain't my fault. Linux version has the same problems. Switch your XServer to different color depth. Q: How do I use mouse in qwcl_x11? A: Type _windowed_mouse 1 at the console. Q: Is there GL version of QuakeWorld to take adventage of 3D cards? A: No. Q: qwsv.exe can't start and complains that it cannot find progs. A: You need to get qwprogs.dat file from Linux or Windows qwsv package. You can freely download it from ID ftp site. Q: Are you the same person who ported Quake on OS/2? A: No. Q: I am too lame. I wanna be kk00l!!! A: Use aim-bot. :-p History: Fix 1: Fixed mouse buttons lag with amouse.sys driver Fixed sound getting bad after about hour of game (I still don't know the real cause - I just restart sound driver every 10 minutes) Larger dynamic allocation zone - fixes crashes with some mods (original QuakeWorld would probably crash too) Fix 2: Right alt works New variable os2_dma_sound_shift, maybe it fixes sound with some broken drivers Fixed mouse sometimes didn't work until the user changed video mode Fix 3: Fixed bug in video-mode handling. When it exits with fatal error, it writes the error in text mode. Fix 4: Workaround for bugs in S3Virge video driver. The screen got blank after switching from PMShell to QW and after switching from extended mode to normal.
QuakeWorld v. 2.40 (1/6/2003, Mikulas Patocka) Readme/What's new
This is the complete source code for winquake, glquake, quakeworld, and glquakeworld. The projects have been tested with visual C++ 6.0, but masm is also required to build the assembly language files. It is possible to change a #define and build with only C code, but the software rendering versions lose almost half its speed. The OpenGL versions will not be effected very much. The gas2masm tool was created to allow us to use the same source for the dos, linux, and windows versions, but I don't really recommend anyone mess with the asm code. The original dos version of Quake should also be buildable from these sources, but we didn't bother trying. The code is all licensed under the terms of the GPL (gnu public license). You should read the entire license, but the gist of it is that you can do anything you want with the code, including sell your new version. The catch is that if you distribute new binary versions, you are required to make the entire source code available for free to everyone. Our previous code releases have been under licenses that preclude commercial exploitation, but have no clause forcing sharing of source code. There have been some unfortunate losses to the community as a result of mod teams keeping their sources closed (and sometimes losing them). If you are going to publicly release modified versions of this code, you must also make source code available. I would encourage teams to even go a step farther and investigate using public CVS servers for development where possible. The primary intent of this release is for entertainment and educational purposes, but the GPL does allow commercial exploitation if you obey the full license. If you want to do something commercial and you just can't bear to have your source changes released, we could still negotiate a separate license agreement (for $$$), but I would encourage you to just live with the GPL. All of the Quake data files remain copyrighted and licensed under the original terms, so you cannot redistribute data from the original game, but if you do a true total conversion, you can create a standalone game based on this code. I will see about having the license changed on the shareware episode of quake to allow it to be duplicated more freely (for linux distributions, for example), but I can't give a timeframe for it. You can still download one of the original quake demos and use that data with the code, but there are restrictions on the redistribution of the demo data. If you never actually bought a complete version of Quake, you might want to rummage around in a local software bargain bin for one of the originals, or perhaps find a copy of the "Quake: the offering" boxed set with both mission packs. Thanks to Dave "Zoid" Kirsh and Robert Duffy for doing the grunt work of building this release. John Carmack Id Software
QuakeWorld v. 2.40 (R4, 27/5/2003, Mikulas Patocka)
 hobbes.nmsu.edu/download/pub/os2/games/action/QuakeWorld_2-40r4.zip  local copy
QuakeWorld for OS/2 (Source code, , Jason Stevens) Readme/What's new
QuakeWorld/2 is a port of QuakeWorld & Quake to OS/2 2.0. The work is done with EMX, and the goal is to run under OS/2 2.0 along with the IBM TCP/IP that runs on OS/2 2.0.
QuakeWorld for OS/2 (, Jason Stevens) Readme/What's new
QuakeWorld/2 is a port of QuakeWorld & Quake to OS/2 2.0. The work is done with EMX, and the goal is to run under OS/2 2.0 along with the IBM TCP/IP that runs on OS/2 2.0.
Record updated last time on: 16/07/2022 - 11:09

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