From 76a07e33b3b8928565adbc961e30ec587562838a Mon Sep 17 00:00:00 2001
From: sezero
Date: Thu, 31 Mar 2011 09:50:24 +0000
Subject: [PATCH] updated README files. added Misc/README.music as a new
reference document.
git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@438 af15c1b1-3010-417e-b628-4374ebc0bcbd
---
quakespasm/Misc/README.music | 80 ++++++++++++++++++++++++++++++++++++
quakespasm/README.html | 7 ++--
quakespasm/README.sgml | 7 ++--
quakespasm/README.txt | 14 ++++---
4 files changed, 96 insertions(+), 12 deletions(-)
create mode 100644 quakespasm/Misc/README.music
diff --git a/quakespasm/Misc/README.music b/quakespasm/Misc/README.music
new file mode 100644
index 00000000..cc1be4fc
--- /dev/null
+++ b/quakespasm/Misc/README.music
@@ -0,0 +1,80 @@
+QuakeSpasm supports ogg, mp3 and wav external music files to be played
+instead of cd music. What you should do is simple:
+
+1. Use your favorite cd-ripper application and rip your quake cdrom
+ audio tracks, convert them to ogg or mp3 so they occupy less space,
+ like track02.ogg, track03.ogg, etc. (Notice that there is no such
+ thing as track01: the first tracks of both original Quake and the
+ mission pack cdroms are always "data" tracks.)
+
+2. Go into your quake installation directory and create a new directory
+ id1/music (for windows users id1\music).
+
+3. If you have the Scourge of Armagon mission pack, then create another
+ directory hipnotic/music . If you have the Dissolution of Eternity
+ then create another directory rogue/music .
+
+4. Take the ripped music files from step1, place them under id1/music.
+ If you have the mission packs, repeat step1 for the mission packs,
+ too, and place the ripped music files under hipnotic/music for the
+ first mission pack or under rogue/music for the second mission pack.
+
+5. All are ready to go: When a level starts, the engine will first try
+ playing the necessary cdaudio track and if it doesn't find the cdrom
+ it will use the ripped music files instead.
+
+
+New console commands:
+---------------------
+- music
+ Start playing the requested music file.
+ Example: music mymusic1
+
+ Notice that you don't have to type the file extension: The requested
+ music will be searched with ogg, mp3, and then with a wav extension,
+ automatically.
+
+ If you do specify the file extension, like "music mymusic1.wav", then
+ it will honor your wish and try only the given type: this is good for
+ testing/comparing the same music in different formats.
+
+- music_stop
+ Stops the playing music.
+
+- music_pause
+ Pauses the playing music
+
+- music_resume
+ Resumes playing the music if it was paused
+
+- music_loop 1
+ Makes the background music to loop (default behavior)
+
+- music_loop 0
+ Makes the background music to play once and then stop
+
+New cvars:
+-------------------------
+- bgm_extmusic (0 or 1): Disable or enable playback of external music
+ files instead of cdaudio. default is 1 (enabled).
+
+New command line options:
+-------------------------
+- -noextmusic: Disables the playback of external music files instead of
+ cdaudio.
+
+Music file directories:
+-------------------------
+- The music files are always searched under the "music" subdirectory of
+ a game.
+
+Music file search order:
+-------------------------
+The engine can handle multiple audio formats. The map-dictated music,
+i.e. the ripped cd music, is always searched by the order of searchpath
+priority: the file from the searchpath with the highest priority is
+chosen, because it is most likely the one from our own game directory
+itself. This way, if a mod has track02 as a mp3 or wav, which is below
+track02.ogg in the music_handler order, the mp3 or wav will still have
+priority over track02.ogg from the id1 game directory.
+
diff --git a/quakespasm/README.html b/quakespasm/README.html
index 2b753450..baf5d4cb 100644
--- a/quakespasm/README.html
+++ b/quakespasm/README.html
@@ -91,6 +91,7 @@ It includes 64bit CPU support, a new sound driver, several networking fixes and
Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
Use the "-noextmusic" option to disable this feature.
+See README.music for more details, if necessary.
@@ -109,13 +110,13 @@ cp quakespasm /usr/local/games/quake (for example)
Compile time options include
- make DEBUG=1 for debugging
-- make SDLNET=1 to enable SDL_net (Otherwise the socket api will be used directly)
- make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
HOME directory support can be enabled via Misc/homedir_0.patch
The project can also be built with Codeblocks (project files included).
+Windows developers can also build using Visual Studio 2005 or newer.
.
@@ -175,7 +176,7 @@ Compile time options include
Block/Unblock sound upon focus loss/gain
NAT fix (networking protocol fix)
SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
- sv_main.c (localmodels) Bumped array size from 5 to 6 in order for it to operate correctly with the raised limits of fitzquake-0.85
+ Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler.
Accept commandline options like "+connect ip:port"
Add OSX Makefile (tested?)
@@ -210,7 +211,7 @@ Compile time options include
-- Add HoT's first person camera (and menu item)
+- Add uHexen2's first person camera (and menu item)
- Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls
- Test usb keyboards. Do the keypads work? Make the OSX apple key work.
- Tested HOME directory support
diff --git a/quakespasm/README.sgml b/quakespasm/README.sgml
index 573a4bc5..6ea54ec3 100644
--- a/quakespasm/README.sgml
+++ b/quakespasm/README.sgml
@@ -49,6 +49,7 @@ Since version 0.85.4, Quakespasm can play back external MP3, OGG and Wave music
- Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
- Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
- Use the "-noextmusic" option to disable this feature.
+
- See README.music for more details, if necessary.
@@ -63,12 +64,12 @@ cp quakespasm /usr/local/games/quake (for example)
Compile time options include
- make DEBUG=1 for debugging
-
- make SDLNET=1 to enable SDL_net (Otherwise the socket api will be used directly)
- make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
HOME directory support can be enabled via Misc/homedir_0.patch
The project can also be built with Codeblocks (project files included).
.
+Windows developers can also build using Visual Studio 2005 or newer.
.
Changes
0.85.4
@@ -116,7 +117,7 @@ Compile time options include
- Block/Unblock sound upon focus loss/gain
- NAT fix (networking protocol fix)
- SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
-
- sv_main.c (localmodels) Bumped array size from 5 to 6 in order for it to operate correctly with the raised limits of fitzquake-0.85
+
- Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler.
- Accept commandline options like "+connect ip:port"
- Add OSX Makefile (tested?)
@@ -144,7 +145,7 @@ Compile time options include
Todo
-- Add HoT's first person camera (and menu item)
+
- Add uHexen2's first person camera (and menu item)
- Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls
- Test usb keyboards. Do the keypads work? Make the OSX apple key work.
- Tested HOME directory support
diff --git a/quakespasm/README.txt b/quakespasm/README.txt
index d6ba85b5..40e4b367 100644
--- a/quakespasm/README.txt
+++ b/quakespasm/README.txt
@@ -87,6 +87,8 @@
o Use the "-noextmusic" option to disable this feature.
+ o See README.music for more details, if necessary.
+
4. Compiling
@@ -101,9 +103,6 @@
o make DEBUG=1 for debugging
- o make SDLNET=1 to enable SDL_net (Otherwise the socket api will be
- used directly)
-
o make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
Streaming music playback requires "libmad" or "libmpg123" for MP3, and
@@ -114,6 +113,8 @@
The project can also be built with Codeblocks (project files
included).
+ Windows developers can also build using Visual Studio 2005 or newer.
+
5. Changes
@@ -202,8 +203,9 @@
o SDLNet_ResolveHost bug-fix allowing connection to ports other than
26000
- o sv_main.c (localmodels) Bumped array size from 5 to 6 in order for
- it to operate correctly with the raised limits of fitzquake-0.85
+ o Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an
+ old fitzquake-0.85 bug which used to cause segfaults depending on
+ the compiler.
o Accept commandline options like "+connect ip:port"
@@ -250,7 +252,7 @@
6. Todo
- o Add HoT's first person camera (and menu item)
+ o Add uHexen2's first person camera (and menu item)
o Native CD audio support (if desired). cd_sdl.c doesn't have proper
volume controls