mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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a810f29413
Added cl_http_fallback cvar to disable Q2Pro path and UDP fallback for HTTP downloads. Added check to prevent game library from sending unicasts to non-present clients (i.e. bots). Updated Lazarus version number. Updated Qudos' Unix makefile for source file changes. Compiling for Linux still needs more fixes, such as static libs (libcurl/zlib/png/jpeg/ogg/vorbisfile).
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7.2 KiB
Text
198 lines
No EOL
7.2 KiB
Text
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KMQuake2 v0.20 with update 8
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Readme.txt
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------------------------------
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Enhanced Quake2 OpenGL-only engine with integrated Lazarus support
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(kmquake2.exe & kmq2gamex86.dll && kmquake2.pk3)
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By Knightmare (knightmare66@yahoo.com)
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Other code by:
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Aaron Reeves
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Anthony Jacques
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Backslash
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Barnes
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Berserk
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Berserker
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Bitshifter
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BramBo
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CDawg
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David M. Pochron
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Discoloda
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DarkOne
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Dopefish
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Dukey
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Echon
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Frank Sapone
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Fuh
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Harven
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Heffo
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Idle
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Jalisko
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Jay Dolan
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Jitspoe
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MaxED
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MH
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MrG
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NeVo
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Nexus
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NiceAss
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Nicolas
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Odium
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Pat Aftermoon
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Pooy
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Psycospaz
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QuDos
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Scarface
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Serge
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[SkulleR]
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Spike
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Steve Yeager
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Tomaz
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Vic
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VoiD
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Yamagi
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And anyone else I forgot...
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Menu dogtags, HUD numbers, and F1 coomputer icon by Pieter Verhoeven
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Menu screen by MDK
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Load screen by Christopher "Sherpa" Owen
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Weapon glow skins in kmquake2_extras.pk3 by Odium and Kman and from Quake2XP
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Uses Zlib compression library, (c) 1995-2002 Jean-loup Gailly and Mark Adler
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------------------------------
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Key Features
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------------------------------
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- Eliminates the limit of 256 each on models, sounds, and images- no more index: overflow errors!
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- No more SZ_Getspace: overflow errors
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- Supports up to 8000 entities per map, up to 2000 in view at once
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- Supports maps with large coordinate ranges, maximum of +/-16384
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- Supports maps compiled with large chop values, up to 1024
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- Supports server-side player speed control for class-based mods, etc.
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- Supports server-side control of entity transparency
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- Supports server-side control of looped sound attenuation
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- Includes default Lazarus DLL with ACE bots, CTF and 3Team CTF support
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- Uses modified Quake2maX particle effects
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- Improved menus and console (uses some code from Quake2maX)
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- Streamlined, more memory-efficent adaptation of decal system from Quake2maX
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- TGA, PNG, and JPG texture, skin, and pic autoloading
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- Autoscaling of hi-res replacement textures
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- Support for MD3 models
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- *.pak and pk3 support
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- Ogg Vorbis soundtrack support
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- RoQ support
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- Alpha test surface support for easy rendering of textures with holes/cut-outs
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- Trans33 and Trans66 flag combining for textures with alpha-channel controlled transparency
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- Supports rendering transparent surfaces with lightmaps
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- Supports moving and animated transparent surfaces
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- Integrated support for Lazarus footstep sounds
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------------------------------
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How To Run
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------------------------------
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Unzip into your Quake2 directory (where quake2.exe is) and make a shortcut with path
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x\quake2\kmquake2.exe +set game gamedir (for singleplayer, LAN games, and net client use)
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where X is your Quake2 dir's parent dir (for example, C: or D:\games), and gamedir
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is the game subdirectory (if any) where the mod you want to run is. NOTE: for the
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mod's code to run, it must be compiled into a kmq2gamex86.dll (see end of file for
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instructions).
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If you want to enable the playing of cinematics off the game or mission pack CD, add
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+set scanforcd 1
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to the command line. This is disabled by default.
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KMQuake2 writes/reads savegames, config files, demos, etc. to <userprofile>/Saved Games/KMQuake2 on Windows Vista
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and later, and to My Documents/My Games/KMQuake2 on Windows 2000/XP/2003.
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Auto-downloaded files are saved to <userprofile>/Downloads/KMQuake2 on Windows Vista and later, and
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My Documents/My Downloads/KMQuake2 on Windows 2000/XP/2003.
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The classic Quake 2 behavior of writing config files/savegames/etc to the Quake2 folder can be restored by adding the parameter
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"-portable" to the command line, or by placing an empty text file called "portable.cfg" in the baseq2 folder.
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An OpenGL 1.2 compatible 3D accelerator, OpenGL 1.4 support or higher (GeForce FX/Radeon 9500 or better) recommended.
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(Note: 3Dfx cards are NOT supported)
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Pentium III or Athlon 800MHz+
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At least 512MB of RAM (1 GB recommended) for 32-bit operating sytems, at least 2GB for 64-bit operating sytsems.
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If it crashes on startup, make sure that kmq2gamex86.dll is in the baseq2 subdir.
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If you experience lockups on an ATI video card, set entity shell type to solid or flowing
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in the advanced section of the video menu. The envmap effect may be causing the lockups.
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If performance is too slow, or there are no visible or all black textures, type
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"exec lowend.cfg; vid_restart" in the console. If you still get all-black
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textures, remove all config files from the game directory you are running in and restart.
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This will make KMQ2 fall back on the internal cvar defaults.
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It is strongly recommened that you copy the idlog.cin file from the Quake2 CD to your
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baseq2/video folder. This will allow you to always open the menu before any demos start playing.
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To hear Ogg Vorbis tracks ingame, rip the Q2 CD's audio tracks (2-11) to track02-track11.ogg
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and put them in baseq2/music. For the mission pack audio tracks, rip the Ground Zero CD's
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audio tracks (2-11) to track12-track21.ogg. Don't bother ripping the tracks from the
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Reckoning CD, as they're a mix of the tracks on the Q2 and Ground Zero CDs. Everything else
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will be taken care of internally by KMQuake2.
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=====================================================================================
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MOD SUPPORT INSTRUCTIONS
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=====================================================================================
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To compile your mod for this modified engine, use the included game/q_shared.h
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and game/game.h from the source release (Or you can just search for all my changes,
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which are marked with my name, if you don't want to use GPLed headers. Just don't
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forget to include the #ifdef compiler directives around my changes).
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Next, in g_save.c, change the assignment of the "maxentities" cvar from this:
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maxentities = gi.cvar ("maxentities", "1024", CVAR_LATCH);
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to this:
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maxentities = gi.cvar ("maxentities", va("%i",MAX_EDICTS), CVAR_LATCH);
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Then, change all references to modelindex 255 to MAX_MODELS-1 (for most mods,
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p_client.c, p_view.c, and p_weapon.c are the only files that need changes).
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Before compiling, make sure that this line in q_shared.h is uncommented:
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#define KMQUAKE2_ENGINE_MOD
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You can revert your mod to compatibility with other engines by commenting out this line.
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Finally, after compiling, rename the resulting gamex86.dll to kmq2gamex86.dll so
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that the new engine will load it (don't overwrite your existing game DLL!).
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=====================================================================================
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If you downloaded this engine mod without source code, the complete source is
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available at www.markshan.com/knightmare
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=====================================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. |