While you're here, please consider supporting GamingOnLinux on:
Reward Tiers:
Patreon. Plain Donations:
PayPal.
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Reward Tiers:
This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!
You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
Login / Register
- Oh dear - ARC Raiders was logging your private Discord chats
- California law to require operating systems to check your age
- Here's the most played Steam Deck games for February 2026
- Ubuntu and Fedora devs comment on California's new Digital Age Assurance Act
- SteamInputDB is a new site to help you find Steam Input configurations for your gamepads
- > See more over 30 days here
- Looking for Linux MMORPG sandbox players (Open Source–friendly …
- Strigi - steam overlay performance monitor - issues
- Jarmer - Proton/Wine Games Locking Up
- Caldathras - recently released super fun crpg - Sector Unknown
- Jarmer - Nacon under financial troubles... no new WRC game (?)
- Xpander - See more posts
How to setup OpenMW for modern Morrowind on Linux / SteamOS and Steam Deck
How to install Hollow Knight: Silksong mods on Linux, SteamOS and Steam Deck
There are various projects which made originally released source code by id Software usable with up to date libraries like SDL2. The most promising and actively developed one is https://github.com/iortcw/iortcw
I got the source and tried building it on Debian testing (simply run make). There are two subprojects - single and multiplayer ones. I built both. You need various development packages obviously (like C compiler), and then SDL2 and the rest. On Debian testing for example make sure to install libsdl2-dev.
When building the source, it failed with not finding GL during linking. Apparently it's caused by Nvidia driver installation in some way. I was able to work around it by doing:
sudo ln -s /usr/lib/x86_64-linux-gnu/libGL.so.1 /usr/lib/libGL.soIf you are in the same situation, you can remove that symlink later, after building. You also need original game files, which you can get on [GOG](https://www.gog.com/game/return_to_castle_wolfenstein), or may be you already have them from other sources. Here are files that were produced for single and multiplayer versions:
SP/build/release-linux-x86_64/iowolfsp.x86_64
SP/build/release-linux-x86_64/renderer_sp_opengl1_x86_64.so
SP/build/release-linux-x86_64/renderer_sp_rend2_x86_64.so
SP/build/release-linux-x86_64/main/cgame.sp.x86_64.so
SP/build/release-linux-x86_64/main/qagame.sp.x86_64.so
SP/build/release-linux-x86_64/main/ui.sp.x86_64.so
MP/build/release-linux-x86_64/iowolfmp.x86_64
MP/build/release-linux-x86_64/iowolfded.x86_64
MP/build/release-linux-x86_64/renderer_mp_opengl1_x86_64.so
MP/build/release-linux-x86_64/renderer_mp_rend2_x86_64.so
MP/build/release-linux-x86_64/main/cgame.mp.x86_64.so
MP/build/release-linux-x86_64/main/qagame.mp.x86_64.so
MP/build/release-linux-x86_64/main/ui.mp.x86_64.so
Place those files from */build/release-linux-x86_64/ and */build/release-linux-x86_64/main into corresponding directories where you placed you game (if it's from GOG, you can unpack it with innoextract and copy stuff from "app" directory to desired destination, and you'll have to rename Main to main, since it's not lowercase there).
I also patched the game to use XDG base directory specification, in order not to pollute $HOME. You can find patched version [here](https://github.com/shmerl/iortcw). Hopefully they'll accept that upstream.
In order to enable widescreen resolution, find config files. In the patched version it's normally
$HOME/.local/share/return-to-castle-wolfenstein/main/wolfconfig.cfg$HOME/.local/share/return-to-castle-wolfenstein/main/wolfconfig_mp.cfg
for single player, and multiplayer accordingly (unless you have explicit XDG_DATA_HOME defined, then look there). Set these values:
seta r_mode "-2"This will use your native desktop resolution. Or you can set it explicitly to any resolution you want like this (for example 1920 x 1200):
seta r_mode "-1"seta r_customwidth "1920"
seta r_customheight "1200"
Those config files are created after you start the game for the first time. So modify them after exiting that first run.
It looks outdated though (seems to be stuck with SDL1.2). It's likely an abandoned project.