Quake 2 Source Code Released Under The GPL 371
Masem (and many others) writes: "The source code for Quake 2 is now available until the GPL license. The .plan file for John Carmack has the details." The Id Software site is of course slammed with demand for the code. Hopefully other mirrors will be available.
Really A great Thing (Score:3, Insightful)
Sure he cant show you everything he's doing right now,
but by releasing, under GPL, the source code,
I think he letting people really learn how a true master
programs.
This is just a Good Thing
Re:Really A great Thing (Score:2, Informative)
doom had sprites whish were fast and you could have lots of monsters which was cool
where as quake had to calculate all these polygons for each and every monster
which meant they had to cut back on the number of monsters you would encounter in a level which made the game pretty crummy to play in comparision
Gotta love Carmack (Score:3, Insightful)
Some may grumble that he only releases old products, no longer commercially valuable, in this fashion. To that I say "shush!". I for one look forward to browsing through the code of such a lovely 3D engine. The learning opportunity alone is grand, to say nothing of what will be done with the code now that it's out there.
Thank you, John.
Re:No thanks, John. (Score:4, Insightful)
You haven't had your labotamy re-done lately, right? You imply that someone that is trying to make a $ should release everything they type for free?
When was the last time M$ released the source for M$ Golf? Oh, wait, they never did. OK, well, when was the last time SquareSoft released the souse for the FF seires. Oh wait, they never did. Hmmm...
Seems like Mr. Carmack is onto something...
Wake up, man.
Re:No thanks, John. (Score:2)
Actually, I think it would be hellishly cool if Square released the FF6 engine - it's outdated enough to be useless to their competitors, but cool enough to still have a VERY wide fanbase (plus, releasing under the GPL would make sure that anyone making improvements would have to contribute back - a good thing, IMHO at least). I could see fan-based programming for the SNES emulators skyrocket if they did.
Of course, right now they wouldn't do it, as the GBA would most probably run the FF6 engine just fine -- and they probably have plans to make a couple games for it...
...then again, that's a lot of probably's, and I'm only on my first cup of coffee
Re:No thanks, John. (Score:2, Insightful)
So you really think, ID should just give away it's code for their competitors to use for free?
What are you guys smoking these days?
Re:No thanks, John. (Score:2)
Money and other problems (Score:5, Insightful)
But don't forget, that if they released the source code when the game was being created, not only couldn't they make money on the license, but also other companies would be able to compete on the same level without paying a price for it.
Carmack gets paid for his programming skills, but you're arguing that he should get paid to program *everyone's* game, including his competitor, from one company. All the other companies could release their own Quake 3 Arena clones and make money, without even bothering to do anything with the programming.
And don't forget, that when Q3A sold for $40+, id didn't get all $40. It goes from id, to Activision, to the distributor, sometimes to the wholesaler or direct to the big name store, and then possibly to a smaller store. By then, after the expenses of doing the packaging and the duplication, you're talking only a couple dollars profit per game direct to id... Split that among their, what, twelve workers now in the proper ratios, and that's not that much. Less than a dollar each, probably.
Even multiplied by a few million, that's not that much money to pay those huge salaries. How do they make it up? Licensing.
With licensing, there is *no* middleman. It's a contract between id and the company licensing the engine. In the end, it's probably a larger chunk of change than a first month's release returns.
And secondly, you have to remember, as with Carmack's
No, what Carmack does is *more* than enough, and these are the factors not only he, but id and other people who can understand the business, realize, and have to protect not only themselves, but their consumers, from these problems.
Re:Money and other problems (Score:2, Informative)
>>But don't forget, that if they released the source code when the game was being created, not only couldn't they make money on the license, but also other companies would be able to compete on the same level without paying a price for it.
snip, snip
To add to what you have said, I believe there were two factors for the timing of the release:
1. Its Christmas
2. With Anachronox's release, there were no more Quake 2 licensed games in production.
Re:No thanks, John. (Score:4, Insightful)
Not really. (Score:2)
I've learned to program somewhat proficiently in C/C++/ASP/PHP3&4(a little) and Perl all without taking a single class. It isn't to say that classes don't have their place; only that they aren't required(but helpful).
Re:No thanks, John. (Score:2, Insightful)
I doubt that very much. Quake 3 uses the same online authentication system used by Half-Life; each cd comes with a key and only one copy of that key can play online at any one time. That is a very powerful incentive NOT to "share" the game and your key with others that you just spent $50 on (prolly under $20 now).
I'm greatful. (Score:2)
I wish more companies and programmers had such insight.
mirror (Score:1, Informative)
Responsible and Generous (Score:5, Insightful)
id Software, as always, is being responsible and generous to its fans. Instead of keeping its source code under wraps until the game is released to the public domain by copyright law some time in the year NEVER, id Software has decided to release the source code for a game that it is no longer using so that the fans may tinker with it and learn from it.
If any of the people from id Software are reading this (which there is a chance of): Thank you. You rock.
Re:Responsible and Generous (Score:2, Insightful)
actually, you can probably even do that (Score:2, Informative)
Re:actually, you can probably even do that (Score:2)
Re:Responsible and Generous (Score:2, Informative)
Re:Responsible and Generous (Score:1)
Re:Responsible and Generous (Score:1)
Re:Responsible and Generous (Score:3, Informative)
Back then when Quake 3 was out for Linux, 3D graphics on Linux was laughable at best! there was barely any DRI implementation and there was XFree 3.3.6 (and no Xv extensions, no Xinerama, etc)
John Carmack was among the guys who helped developed 3D drivers for Linux thanks to Matrox releasing specs. The trick that you had to do in order to reserve DMA with kernel booting... history...
So he is more then just a game programmer, and he intend to help further when the next Doom will be out.
Re:Responsible and Generous (Score:4, Insightful)
Programmers who are good at a particular task are good at it because they like it and they understand it well. I'm sure that John Carmack could do a perfectly fine job at writing a GUI or the kernel or improving mozilla or whatever, but if he excells at writing 3d engines, and that's what he wants to do who is any of us to say otherwise. I say we're lucky that his talent and interests are aligned such that we can enjoy them at all! Think of all the people who are like John Carmack but instead of writing 3d games write code that is of no interest to anyone but themselves (this is fine too).
At least you didn't make the claim that open source development is 'wasting its time' with two competing projects. That one REALLY pisses me off.
Merry Christmas to all Programmers (Score:5, Informative)
Re:Merry Christmas to all Programmers (Score:5, Funny)
And this, sir, is how we get Memory Leaks.
Re:Merry Christmas to all Programmers (Score:3, Funny)
I have the source (Score:5, Informative)
I got it before the slashdot story hit...
And its now in cvs (Score:5, Informative)
cvs -d
cvs -d
um, ok posted it to edonkey as a mirror :) (Score:4, Informative)
If you don't already have Edonkey [edonkey2000.com] its got linux clients as well. :)
Cheating. (Score:5, Insightful)
There will always be people who try to cheat, and some who succeed. Releasing the source makes it significantly easier to make a cheating client.
However,
i) The benefits of having the source to an extremely successful games outweighs the disadvantages of increased cheating (unless you're a victim of the cheating
ii) By seeing what the cheats come up with, perhaps the next generation of client-server games will have better cheat avoidance in the server and/or the protocol - we can learn from past mistakes or oversights.
Re:Cheating. (Score:2)
Yes, especially if the cheat coders release their cheats as Open Source also.
Hey now, if a cheat applied to GPL'ed source doesn't follow the GPL itself, we can just sue all the cheat coders out of existence! Perfect.
Free The Cheats!
Re:Cheating. (Score:2)
A "group" released the cheat "Quake World Radar Edition" that put autoaim and a radar into a standard client. It was done actually very nce. They released no source code for anything that they did.
It was even "better" when, a year later, that same group came forward and told everyone "Hey, remember that QWRE we put out? It was trojaned. It has been reporting your ip, name, (other info), and even your WINDOWS CD KEY to us!" -- and they released logs to prove that it was true (pas the cdkey).
Hmm.. it was a huge uproar because EVERYONE and their mother demanded the source code for this from them.
This let me know something in particular... while the GPL "should" be valid -- it can ONLY be enforced by the copyright owner. Lemme tell you: Carmack didn't feel it was necessary to go after these people.
Anyways. . . you say that you can get the cheats from them and fix them. I am guessing thats not true. They will have closed source cheats that somehow make it around the net, and if you are lucky enough to find out who made it they will say "We wont give you the source code" or (my favorite) "we GAVE the source code out. Its not OUR fault that the people YOU got it from didnt give it to you" -- and since it would be snaking its way across the net who can be sure that it wasnt true?
Ah well, huh?
(And I am sure I stated SOMETHING wrong with the GPL and people are going to say "nuh-uh" -- thats fine. End of the matter is that cheat mods for these games will be closed source.. that just wont change...)
doh! (Score:1)
Merry Christmas to me!
Good, a distraction! (Score:5, Funny)
Lint (Score:4, Interesting)
gamex86.dll - 0 error(s), 332 warning(s)
Flamebait maybe - but if a build of my project generated 332 warnings I'd be fired.
Re:Lint (Score:5, Funny)
Re:Lint (Score:5, Informative)
quake2.exe - 0 error(s), 8 warning(s)
lots of level 4 warnings occur in Microsoft's own headers (yes
QuakeSrc.org - shameless plug. (Score:5, Informative)
This matters little (Score:2)
Don't get me wrong I appreciate this Christmas gift from ID as much as the next nerd but I doubt this will have much of an effect on Open Source gaming as a whole.... But it's cool nonetheless :)
Thank you IdSoftware.
Re:This matters little (Score:2, Insightful)
Probably won't end world hunger either. So? Let's appreciate what JC does, not complain that he doesn't solve all our problems for us.
Re:This matters little (Score:2, Insightful)
Mirror (Score:1)
Re:Mirror (Score:1)
Better (maybe) [202.89.149.194]
(Check those URLs!)
Darn cool (Score:2)
But I can't say that because Quake II isn't that old yet.
Instead I'll just say a big, "Thank you," to ID. It's darn, darn cool to open the source on this.
first impressions... (Score:4, Interesting)
This code looks very different from what CS courses teach you or expensive OOP consultants recommend. It's kind of reminiscent of the traditional UNIX code: very concrete and just tries to get the job done.
Re:first impressions... (Score:5, Funny)
"store:"
WTF? Search "store"....
Line 488:
"goto store;"
And the style Nazi in me went: NNNOOOOOOOO!
This must be a remnant of something, an "else" would have sufficed.
Re:optimization or beauty (Score:2)
Not to show any disrespect to John - I'm a game / rendering programmer myself, and I would by lying if I said I wasn't envious of his skill and drive. I just thought it was funny that the first thing I stumbled across was a classic example of "for the love of God, never do this!"
Some day, some day I will stop reading
Re:optimization or beauty (Score:3, Informative)
By the way, the standard POSIX way of handling an interrupted system call is like this:
again:
status = select(....);
if (errno == EINTR)
goto again;
Sometimes you don't want to screw around with a while loop.
Another example is when searching for something:
while (x) {
for (i=0; iA; i++)
for (j=0; jB; j++)
for (k=0; kC; k++)
if (something[i][j][k] == somethingelse)
goto found_one;
found_one:
}
The other way of doing it that I know is making an "int found=0;", then adding "&& (!found)" to each of those for loops and replacing the "goto" with a "found=1". But that's a pain in the ass. It's too much typing.
Cryptnotic
Re:optimization or beauty (Score:2)
Oh well, you get the idea.
Cryptnotic
Re:optimization or beauty (Score:2)
I'd like to add one: error processing.
void func(void)
{
if (func1())
goto err;
if (func2())
goto err;
if (func3())
goto err;
return;
err:
}
Re:optimization or beauty (Score:2)
Re:optimization or beauty (Score:2)
One thing, though - speed. I remember once getting frustrated with a program's slow performance, so I swapped a critical loop from for
Now, I can't believe that's globally applicable but it was curious and I'd be interested to know if anyone else had seen that sort of test.
Re:optimization or beauty (Score:2)
for (A; B; C) {
[body];
}
is exactly equivalent to:
A;
while (B) {
[body];
C;
}
I think Pascal does things a little differently, which is why you might have noticed a speed difference.
Cryptnotic
Re:optimization or beauty (Score:2)
for(;;) {
status = select(...);
if(state != EINTR)
break;
}
Don't bitch about branch optimization. That select() call is trapping into kernel mode. Who cares about a branch in the face of that?
Your second situation makes more sense. I usually never have loops nested that deep, though. The only time I really use goto is for progressive unrolling after error:
mem1 = malloc(10);
if(!mem1) goto fail_mem1;
mem2 = malloc(10);
if(!mem2) goto fail_mem2;
fail_mem2:
free(mem1);
fail_mem1:
return -1;
Of course these unrolling sequences can be much longer and more complex. It's really the best you can do in a language that has no exceptions. In C++ you would use exceptions and destructors for this.
Yet another mirror... (Score:2, Informative)
3.16 -vs- 3.20 (Score:2, Interesting)
Anyone know if there are major differences between these versions?
Re:3.16 -vs- 3.20 (Score:3, Informative)
Doesn't matter much anyway, after it gets hacked for a month or two.. it will have the current bugs fixed, and of course a bunch of new ones to worry about
Re:3.16 -vs- 3.20 (spammish...) (Score:2, Informative)
- "Water surfing" that was present in 3.17 has been fixed (holding jump while
on the surface of water let you swim at full speed).
- Environment maps (env) are now autodownloaded (if allow_download_maps is set).
- Spectator support added.
- New server cvar: sv_airaccelerate. This controls the optional air
acceleration facility. [esp. if you want QuakeWorld physics!]
- Fixed the long standing Quake2 bug of where you would occasionally spawn
or teleport and find yourself either looking straight at the ceiling or
down at the floor.
-
- Fixed a case where a person joining a server could be invisible
- Linux: Complete rewrite of the OpenGL library handling. [!!]
- Railgun shots now go through gibs as well as other players.
Most of them should be fixable by various people, but some might take a while (like the OpenGL rewriting). Also, I'm guessing that most of those bugs would be relatively obscure and could be tricky to fix (Carmack obviously didn't get it correct the first time, and he _wrote_ the damn thing!).
Dreamcast game engine? (Score:2, Interesting)
My personal interest in this project is that some independent game makers make some free, yet good quality games for Dreamcast. Wouldn't that be cool? The DC is $50, and can play burned CD's, which makes it an ideal candidate for this type of thing.
In any case, if the GPL licensing of Q2 sparks some quality spin-offs, this could be a welcome evolution of cross-platform games.
Re:Dreamcast game engine? (Score:2)
I did some work on quakeforge a while back, did some cool things.. but I've moved on, however.. myself and others have come back, although I may or may not make any changes.. as I am busy with some other small project [kernel.org] at the moment.
q2 source and q3 mods (Score:2, Informative)
Of course, there are still games with quake2 and quake1 code (especially halflife, which is a quake1-based game with quake2 features). I wonder how id's licensing plans with companies like Valve (who made halflife/counterstrike), interfere with the opening of source code.
Hey, every other company in the world, take notes! (Score:5, Informative)
Consumer-oriented retail software and GPL code are simply incompatble as a business model. If Id released the source for RtCW today, they wouldn't make a penny on their retail sales. Somone would get the source code, edit one line, stick it on an FTP server, and make it available to the world free (as in beer), and most people would get it from there. There would be no legal reason to stop them, and every financial reason for them to do so. That goes for any consumer-targeted application, game, utility, or whatever. You just can't make money with consumers that way. (Consumers aren't interested in "selling support". If they need you to support it, then it was a bad program to start with in their minds.)
Now here comes Id. They develop excellent code, and sell it and license it commercially like any other company. Then, once they've made their money back with a nice comfortable profit and moved on to bigger and better things, they open source the code. They're not doing anything more with it, so why should they prevent others from enjoying it? It's the original idea behind copyright in the first place! Author(s) get limited monopoly for a limited time so that they can make a living producing content, then it goes to the public domain. (OK, that would be more BSD license than GPL, that's a minor issue.)
For the FSF and its supporters, economics aren't the issue, it's all principle and philosophy and idealism. That's all well and good, I agree with their ideals for the most part. But idealism must be tempered by reality to produce pragmatism sometimes. The Id model is the best way I've seen to make money in the consumer space while still supporting Free Software / Open Source (take your pick).
Unless someone else has a better suggestion on how to make money in the consumer space with FS/OS code (remember, after the cash register the consumer doesn't want to ever have to talk to you), we should all bug companies to follow Id's excellent example. If they balk at the "lost revenue", just show them Carmak's twin Lamborginis.
Re:Hey, every other company in the world, take not (Score:2)
Re:Hey, every other company in the world, take not (Score:4, Insightful)
If Id released the source for RtCW today, they wouldn't make a penny on their retail sales. Somone would get the source code, edit one line, stick it on an FTP server, and make it available to the world free (as in beer), and most people would get it from there. There would be no legal reason to stop them...
Of course, RtCW is pretty worthless without levels to play through. The engine without levels is of no value to your average gamer. Just because you open source your engine doesn't mean you need to open source your levels, models, textures, sounds, and other data.
There are risks of making your engine open source (As you point out, Id makes money selling its engine to other developers, open sourcing their current engine would kill this model. Also, competing companies could take the engine, saving software development time and focus on developing levels, effectively allowing your competition to leach your work.). But the threat that no one would buy your game isn't there. I buy a game for well crafted, fun levels. The engine is just the foundation that those levels are built on.
I definately agree I'd love to see out of date source made available. I have a number of games I own that I can't play because they're too old (MS-DOS based). I'm perfectly willing to take a stab at updating them, but it's practically impossible to do without the source. There is a risk that this would hurt sales (as I spent time playing old games instead of new games), but I suspect the drop is sales would be minimal (I like shiny new games too much to just stop buying them).
No Mac version included? (Score:2, Interesting)
I'm guessing this is because ID software didn't port it to Mac, rather Logicware did the classic port and OmniGroup did the OS X port. However, this doesn't explain why the code for so many other OS' is included... Did ID Software actually port Q2 to rhapsody, for example?
Oh well, it would be really nice if Logicware or (more probably) the OmniGroup could donate their mac specific code. Do either of the above two companies actually own their Mac specific source code? Is this why ID Software is hesitant to include it in this package?
Oh well, I have no idea, I'm just thinking out loud.
Makefile fix -- compiling under linux (Score:5, Informative)
http://members.optushome.com.au/davidsymonds/q2
3 Cheers for Carmack! (Score:4, Insightful)
I wish more game developers would adopt his model.
Sure the hardcore open source fanatics will give a thumbs down to the fact that Carmack wants to make money, but then again, they are fanatics.
I also love how Carmack does it during Christmas... kind of puts a tear in your eye
Well, I have bought every game that Carmack has made since Wolf3D... and I am going to buy the new Doom game too. Its important to support the greats.
All those other guys (Score:2)
Thank you, John... (Score:2)
BTW - does anybody know whether _everything_ works, like sound, joystick, mouse, etc - or is it just the graphics engine and game code (ie, playable with keyboard and pretty gfx, but no sound or joystick support)? Just curious how well this thing really runs...
Hmm - now I am wondering if I should try basing my future VR system on this code...
Re:Thank you, John... (Score:2)
Well, you could have bought a linux copy of the game if it was that important to you!
Chris
-completed quake2 under slackware
Re:Thank you, John... (Score:2)
JC has shown a way to make money, and still open source your product after it has enjoyed a long success. I hope others follow in his footsteps.
Re:Thank you, John... (Score:2)
While I haven't gotten around to compiling it yet, I did download the source, and saw that there was code for the Linux version for sound and joystick support, among other things. I guess I answered that question myself...
Re:Thank you, John... (Score:2)
I like to play Q2 - but I am not a frag-fest maniac like some friends of mine. I enjoy most FPS games for the scenery, the engine - more than the game itself. Most of these games are simply "shoot anything that moves", for the most part.
I have always wanted to know what could be done with the engines themselves - and this engine was no exception...
Hidden in the code... (Score:5, Funny)
3d realms and epic megagames are weenies
fast mirror (Score:2, Informative)
Enjoy, and happy fragging.
They Skipped a Whole Generation of Games... (Score:5, Funny)
How widely applicable is this release model? (Score:4, Interesting)
I wonder, though, whether ID find it much easier to pursue this strategy because they're in the game market? Games (and *especially* FPS/Multiplayer games) are a market segment where most buyers want the newest engine, best graphics, etc. Could a company that made Wordprocessors or Spreadsheets pursue this model as easily and still make profit like ID? I'm not saying it would be impossible, but it seems to me that many users would have a much higher tolerance for using a free, three-year-old version of their wordprocessor than using a pricely new version (assuming the company didn't do nasty things like change the .doc format, etc). This isn't true of games. So while I like this "Develop-Sell-Wait-GPL" approach, I'd bet that the "Wait" time of a company like ID is amongst the shortest of any software market segment.
Inside the ID offices: (Score:2, Funny)
"Hell No! That doesn't match my master plan!"
"Master plan?"
"You must be new here. I want all programmers to either learn from my masterful code, or bow before me acknowledging my skill."
"How you gonna do that?"
"Same way Linus did. GPL it! My code shall never die! I will forever be known as the father of thousands of computer games. My code shall outlive the very civilization in which we live. Through my GPLed code, I shall achieve immortality! Mwhahahahahaha."
"Yeah. OK. I'll put together a tarball and drop it on the FTP server."
To himself: "Besides, if I give my brother and sister coders enough samples of my work, sooner or later they'll design the tools necessary fro me to move off of Windows once and for all, and do all my coding under Linux. They'll have to, just so they can continue to hack and improve my own work. Soon, very soon I'll be able to launch Afterstep and compile to Win32 with the click of a button."
(Dramatic Pause)
"And then I'll never have to use Windows again! Mwhahahahahahahahahaha!"
Thanks (Score:5, Interesting)
Bill Heineman is preparing the mac source code for Q2 for a release.
We will see about getting the 3.21 changes we missed into an updated release.
I am also happy to say that another old game's code will be released under the GPL soon. We can always hope that it becomes a trend...
John Carmack
Re:Thanks (Score:2, Funny)
Please tell me it's Commander Keen... :)
Re:Thanks (Score:2, Insightful)
Re:Thanks (Score:4, Informative)
robert...
finally (Score:2)
Re:Wow, already!? (Score:4, Informative)
Re:Wow, already!? (Score:1, Flamebait)
Yes you do, you walking talking dick. As Carmack mentions in his plan, only the engine is GPL, the game-specific data (skins, maps, sounds) are still copyrighted.
Do you have any idea how much of a dick you look like? "This is great, I like Quake II so much more than Quake or Quake 3. Now that Carmack is giving it away, I don't have to feel guilty about stealing it from him." Way to support the community, piece of shit.
Re:Wow, already!? (Score:2)
Carmack deserves praise right now, and the fact that a few trolls need to feel their moment of power by doing something stupid... well, kind of ruins the Christmas spirit that Carmack started by releasing the source code in the first place.
Re:Wow, already!? (Score:2, Insightful)
Huh? Quake more than any other game defined FPS multiplayer as we know it today. Yeah it only came with strait DM out of the box but that on it's own was a big deal back then. And then came the mods. CTF? Team Fortress? Rocket Arena? all created during the golden age of Quake mods. Quake is still considered by many to be the finest multiplayer FPS ever. The fact that you make such a comment makes me doubt you ever seriously played Quake online.
Re:Wow, already!? (Score:5, Funny)
Actually, it's late. (Score:3, Funny)
Hopefully the fact that it took him so long to get around to packaging up the Q2 source for GPL release means that they've been burning the midnight oil on DOOM 3, and we'll get to see it soon.
Re:Actually, it's late. (Score:2, Informative)
Re:Actually, it's right on time. (Score:3, Insightful)
Well, I guess if he really wanted to get weird with it, he could release it on Dec 25th... but this way the code can be mirrored so that by the 25th, every boy and girl can have their own copy of the source code.
Re:/.ing (Score:1)
Re:free data files? (Score:2, Informative)
Re:nope ~ Re:free data files? (Score:5, Insightful)
Re:nope ~ Re:free data files? (Score:2, Funny)
Re:nope ~ Re:free data files? (Score:2)
if everyone that ran Linux bought Q3, we would have seen Id happily release more for linux instead of calling it a failure.
Re:Great... (Score:3, Insightful)
Dude, what are you complaining about?
Looking at a static piece of source code can tell you only so much about a network protocol. You actually have to watch the thing working before you start to see how things interrelate (especially if the commenting was poor). This is why the TCP/IP Illustrated series of books continue to be best-sellers among the networking crowd, even though they've been able to look at the *BSD IP stack source code for years.
Because you've taken the trouble to do dumps and in-depth analysis of a live connection, you are way ahead of the game. The Q2 networking code will be cake for you to take apart and modify.
No quest for knowledge is ever wasted.
Schwab
Re:quake2.conf? (Score:2, Informative)
LoadLibrary("ref_softx.so") failed: can't open /etc/quake2.conf (required for location of ref libraries)
It can't find /etc/quake2.conf, which tells it where to find the renderer modules. Stick a single line in that file (a path to the *.so files), and make it world readable.
Re:Website (Score:2, Interesting)
-Xian
Re:What does this exactly mean, help me here (Score:2)