This appendix is primarily aimed at developers who wish to learn how AudioQuake works, contribute to the project or use it in their own works (remember that if you do this, you're bound by the GNU General Public Licence and must keep your code open).
The game can be installed from source on both Linux and Windows. The following sections describe how this can be done.
To install from a source package on Linux, follow the procedure below:
Extract the package you downloaded. For example:
$
tarzxf
AudioQuake-0.3.0_linux-ppc.tar.gz
Change into this directory and run the “setup” program. This will guide you through most of the installation process.
$
cdAudioQuake-0.3.0_linux-ppc
$
./setup
The setup program will detect that you're using a source package and will inform you that you need to compile ZQuake and the QuakeC code in order to play the game. This can be achieved by following the remaining steps in this procedure.
You'll need to compile “ZQCC” – ZQuake's QuakeC compiler. It can be found in the zquake-cvs/zqcc/
directory in your extracted source package. The program is written in C and compiling it is as simple as issuing the make command.
Be sure to put the resultant zqcc binary somewhere on your path to make the next step more convenient.
Once you've compiled zqcc, you can use it to compile the gamecode portion of AudioQuake. This is a customised version of the original Quake gamecode, which adds a number of accessibility features (such as the EtherScan RADAR and Detector 5000).
Move into the zquake-cvs/qc/agrip/
directory in your source package, then issue the following command:
$
zqcc-progs
progs.src
This will produce the qwprogs.dat
file, which is the gamecode for the multiplayer game modes.
You'll then need to issue the same command as above but specifying spprogs.dat
instead of progs.src
, which will generate the singleplayer gamecode.
Finally, move the two “.dat” files to the agrip/
directory under your ZQuake installation directory (usually ~/.zquake/
).
Finally, you can compile the ZQuake engine itself. To do this, move into the zquake-cvs/zquake/
directory within your extracted source package and issue the make command. You'll be given help on what each of the make rules does. This should help you decide which one to use to compile the engine. For AudioQuake releases, we provide both the full game engine and a dedicated server binary.
When compilation has finished, you can move the binary from the release-
directory into your ZQuake installation directory (usually architecture
/~/.zquake/
).
We recommend the use of MinGW, LCC-Win32, Open Watcom or Visual C++ for compilation of ZQuake/AudioQuake on Windows. To install from a source package on Windows, follow the procedure below. We'll assume you're using Visual C++ at some stages, but this shouldn't have too much of an impact on you if you're using some of the other systems.
Extract the package you downloaded. You can do this with any decent archiving utility (such as 7-Zip). This extracted setup package will become your AudioQuake installation, so you might want to rename and move it so that it is convenient to get to.
If you'd rather make your own binary setup packages from the source package, you can use Inno Setup on the setup.iss
file in this directory (after you've followed the rest of these steps. Then you can use your own customised setup program to install AudioQuake (which will mean that you get the Start Menu shortcuts, too).
You'll need to compile “ZQCC” – ZQuake's QuakeC compiler. It can be found in the zquake-cvs/zqcc/
directory in your extracted source package. The program is written in C and can be compiled with your favourite C development system.
Be sure to put the resultant zqcc binary somewhere on your path to make the next step more convenient.
Once you've compiled zqcc, you can use it to compile the gamecode portion of AudioQuake. This is a customised version of the original Quake gamecode, which adds a number of accessibility features (such as the EtherScan RADAR and Detector 5000).
Move into the zquake-cvs/qc/agrip/
directory in your source package, then issue the following command:
>
zqcc-progs
progs.src
This will produce the qwprogs.dat
file, which is the gamecode for the multiplayer game modes.
You'll then need to issue the same command as above but specifying spprogs.dat
instead of progs.src
, which will generate the singleplayer gamecode.
Finally, move the two “.dat” files to the agrip/
directory under your extracted source package.
Finally, you can compile the ZQuake engine itself. To do this, move into the zquake-cvs/zquake/source/
directory within your extracted source package. There are a few steps involved in compiling ZQuake. They're described below, with the assumption that you're using Visual C++.
Before you begin, you'll need to download the compile support tools from ZQuake's website. They're needed for compiling the software (non-OpenGL) version of the engine. They come in a ZIP file and need to be placed in the zquake-cvs/zquake/source/
directory in your extracted source package directory.
The tools can be downloaded from ZQuake download page. They're in the mgl_redist.zip
file.
Open zquake.dsw
with Visual C++. In the Project Settings dialog, make sure (on the “C/C++” tab) that you define a symbol called “AGRIP”. This enables the AGRIP extensions to the engine during compilation.
In AudioQuake releases, we provide a full game engine and a dedicated server binary. To compile the full game engine, make sure that “zquake - Win32 Release” is selected as the active project. You can then choose to “Build zquake.exe”
You can then set “zqds - Win32 Release” as the active project and choose “Build zqds.exe” from the menu.
When compilation has finished, you can move the binary from the release/
directory created by your compiler into the extracted source package directory. If you're using this extracted directory as your AudioQuake installation, you can now safely (re)move the zquake-cvs/
directory from it.