Hello,
I'm trying to switch from quakeforge to proquake on linux. I downloaded v3.50 and compiled it ok but the glquake.glx executable won't disable the titlebar in the window. Also since it takes over control of the mouse/keyboard, I can't get my window manager to kill the title bar while its running. The quakeforge version nq-glx never had this problem.
I've tried putting the following into VID_Init in gl_vidlinuxglx.c after the XCreateWindow() call:
XStoreName(dpy, win, "glquake");
{
Atom mwmatom;
struct {
unsigned int flags;
unsigned int functions;
unsigned int decorations;
unsigned int inputMode;
unsigned int unknown;
} mwmhints = { 1L << 1, 0, 0, 0, 0 };
mwmatom = XInternAtom(dpy, "_MOTIF_WM_HINTS", True);
XChangeProperty(dpy, win, mwmatom, mwmatom, 32,
PropModeReplace, (unsigned char *) &mwmhints,
sizeof(mwmhints) / 4);
mwmatom = XInternAtom(dpy, "KWM_WIN_DECORATION", True);
if (mwmatom != None) {
long kwmhints = 0;
XChangeProperty(dpy, win, mwmatom, mwmatom, 32, PropModeReplace,
(unsigned char *) &kwmhints, sizeof(kwmhints) / 4);
}
This snippet would normally kill the title bar in any window created, but its not working. Also I think the gl version creates a smaller window then switches to fullscreen mode later, but I haven't gone that deeply into the code.
Has anyone else had this problem and know a fix for it? Its annoying because the health/ammo counts at the bottom of the screen get cut off cuz the title bar is at the top.
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In case anyone ever comes across this thread having the same proquake/titlebar problem, here is the fix (thanks to the darkplaces src):
in gl_vidlinuxglx.c, find the line (just before the XCreateWindow call)
mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
and replace it with:
attr.override_redirect = True;
attr.backing_store = NotUseful;
attr.save_under = False;
mask = CWBackPixel | CWColormap | CWSaveUnder | CWBackingStore | CWEventMask | CWOverrideRedirect;
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This might fix your sound problems in other clients.
Replace pq3.5-quake.x11 with the name of the engine you want sound to work with.Originally posted by MagnesiuMTry typing this in a console as root:
echo "pq3.5-quake.x11 0 0 direct" > /proc/asound/card0/pcm0p/oss
I think you will need to do this every time you reboot the computer. Might be able to put this in a script later if it works.
This thread in Rune Central really helped me out with the simple stuffOriginally posted by MagnesiuMPut that line in this file and it should be automatic.
/etc/init.d/bootmisc.sh
http://forums.runecentral.com/viewtopic.php?t=970
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Cool... joequake and darkplaces both fix the title bar problem. I didn't try tyrquake. joequake has given me some other problems in the past so I'll trying using darkplaces for a while. It looks like a pretty fancy client. I do like the ping stats in the scoreboard a lot
I didn't know what I was missing by using quakeforge for so long. Oh, and darkplaces has working sound out of the box -- something I've never gotten with qf, joequake, original squake or any other quake client i've ever tried. Its probably an issue with the ALSA linux sound architecture which most quake authors probably didn't bother dealing with. The darkplaces guy did a good job there
Its even got support for mixing so I can listen to music at the same time as the quake sounds. Thanks for your help!
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Although I never noticed this problem, Phenom found that he couldn't press 2 buttons at the same time using Darkplaces on linux. He always bitched about his RJing
He now uses Tyr-Quake and pwns everyone in CAx
I use Joequake on linux. It's pretty much the same (I'm using the x11 version) except for a few neat features.
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Also check out JoeQuake on Linux (http://joequake.quake1.net) and DarkPlaces (http://icculus.org/twilight/darkplaces/).
TyrQuake is a fine engine but JoeQuake and DarkPlaces have more precise aim, ping in the scoreboard and also are NAT-fixed (router friendly without configuration although that appears to be a non-issue in your case).
Note: Mithril told me he doesn't currently have sound with QuakeForge.
This may or may not help (my guess probably not because the problem doesn't sound the same):
Originally posted by Dr Labman View Postset 'gl_clear 0' and 'gl_ztrick 1'
Quake defaulted to not drawing the hud every frame and with gl_clear set it gets cleared ever frame but not redrawn.Last edited by Baker; 01-01-2007, 08:29 PM.
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I'll suggest you try another glx engine. Try giving Tyr-Quake a look. It's practically glquake (or winquake). Make sure you compile the correct engine you want. I think there's 4 choices.
Website here
How to compile it (I assume you already know this but just to be sure)
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