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To play the expansion packs, search for the icons within "Games" section of your desktop menu, alternatively open the Terminal and execute:
where "{name}" is either rogue for Ground Zero campaign or xatrix for Reckoning campaign.
EDIT:
If you have the expansion packs installed, mind the basic game .DEB installer, upon starting will tell that it has stopped providing some database. In this scenario, it is needed to run the other related .DEB files first, if the point is to commence with uninstallation.
PS.
For the multiplayer, it is operational. In order to get the multiplayer on, visit THIS[q2servers.com] website, write down IP addresses of the most populated servers, then open Quake 2, hit Multiplayer section, then Join network, afterwards go Address book and type in the addresses of interest respectively into distinct lines. Refresh the primary list to see server names and details. Remember to quit Quake 2 via the menu to save changes.
will the installed Yamagi version get upgraded, if there is new one in the Ubuntu repository?
First, download the Zaero from MODdb portal, link HERE. There are also other mission packs available, you may want to look around.
Second, extract the downloaded files, so that they are contained within a folder named zaero.
Third, copy the folder to the specified location, which takes what follows. In definitive majority of cases, I imagine, you will notice the inability to simply drag and drop the folder where you need it. That is because Quake 2 data has been stored in a rigid protected zone on your system. It is possible to override this boundary, using the Terminal.
Therefore, open the Terminal in the same location where you can see the zaero folder - or navigate the Terminal spotpoint to where it is required - then execute:
The moved folder should appear next to our main baseq2 directory.
To have the mod go, execute in the Terminal, regardless of location:
Similar procedure applies to any mod. Name of the mod equals name of the folder it is in.
To remove a mod, open the Terminal where the designated folder is located, then execute:
Careful, the system will not ask twice and the removal is permanent. If you want the system to prompt you every step to be taken, change v to i, making the line as follows:
For the Terminal location and navigating to proper folder, to go easy, at least on my iteration of Ubuntu [LinuxLite], it is possible to open a Terminal via rightclick of the mouse, then selecting in a temporary menu to open the Terminal, including given active folder as the starting directory.
Having installed, I found the starter file in /usr/lib/yamagi-quake2/ location. Having put it at least once to run through the Terminal, a hidden .yq2 folder was created in my local user data. There, into the baseq2 pocket, I moved the proprietary .PAK files, along with any other assets that usually I find necessary or useful to running Quake2. The base game run fine. The problem appeared with expansion packs. The maps loaded fine, but they were empty - devoid of any enemies, regardless of difficulty level. Then it hit me - it must the case of .DLL files or their .SO equivalents on Linux.
These files must contain the pathways, enabling the game to read the exclusive, custom data for any expansion, I suppose. These files were missing. This could be fixed easy with downloading further two adequate packages from the same website, but other questions have arisen. Namely, the questions addressing the mods.
Having tried the downloadable Zaero mission pack, I realized that even though enemies are present, certain assets are missing, particularly those assets which are exclusive to the Zaero. This is when I understood that mods build under WindowsOS is not an easy case on Linux, at least in Quake2 engine. I am uncertain of how does it work for other classic games of iD Software, such as Doom or Quake, but I believe the ones that feature universal .PAK files and lack elements recognized as WindowsOS specific, will run properly.
Unfortunately, with Doom^3, this must be the reason why the mods were unrecognized the latest time I have tried to mount them, even though following analogous procedure gave positive results for Quake2, albeit only to a degree complete, as now I have learned.
EDIT:
I feel it is proper to point out that Yamagi has the most tidy package I have seen. It installs and uninstalls clean, leaves no mess.
PS.
But, regarding Doom^3, unnecessarily it is that fault with the mods is at the .DLL or .SO side. Actually, this is even unlikely, for the mod I tried to run does not feature such any, at least to my discernment. Perhaps I should also try out placing the Doom^3 mods in a temporary folder, such as I did this time running Quake2.
Having the base client installed - while the expansion packs not yet - I have gone to /usr/lib/yamagi-quake2/ in my file manager, opened the Terminal at that location and through the Terminal, told quake2 to go. It refused to, understandably, but something has already changed. Yamagi has created a hidden .yq2 folder in my user files area.
Having displayed hidden folders, I entered the .yq2 directory and pasted from my original Quake2 build all the .PAK files - as well as players folder and perhaps the maps.lst entity - placing them in respective baseq2 location within the .yq2. Afterwards, I have browsed both the installers for expansion packs - note I opened them as archives, not having the RPM package manager installed on my system. In there, I eventually browsed out the game.SO file and copied it respectively to a manually created, separate rogue folder or xatrix folder - depending on the expansion pack - placed parallelly to the original baseq2 directory.
Then I copied the .PAK file of each expansion pack from their original builds, placing it in adequate rogue or xatrix directory.
If you want to have the cinematics, mind also the videos folder each time.
Finally, I have downloaded and placed all contents of my homemade patch in the already mentioned baseq2 directory, for upgraded textures and original NIN music, which does wonders to experience of gameplay, especially in Quake 2. Link HERE[drive.google.com].
Conclusion:
The .SO files necessary for the expansion packs to run, were remotely found in external packages, easy to pick out and copy without further installs.
EDIT:
The last step is to create a launcher file, specifying /usr/lib/yamagi-quake2/quake2 as target command for the base game, while /usr/lib/yamagi-quake2/quake2 +set game xatrix or /usr/lib/yamagi-quake2/quake2 +set game rogue for the expansion pack.
PS.
What I wonder about is why the package maintainer cannot create an easy to go extract-copy-paste type of build, such as the one Quakespasm for the original Quake has.