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README.md
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README.md
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@ -327,124 +327,6 @@ The defaults for these variables differ depending on the target platform.
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```
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# README for Users
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## Using shared libraries instead of qvm
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To force Q3 to use shared libraries instead of qvms run it with the following
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parameters: `+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0`
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## Using Demo Data Files
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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
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qvm files in this pak0.pk3 will not work, so you have to use the native
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shared libraries or qvms from this project. To use the new qvms, they must be
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
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in the correct place. Use the instructions above to use them.
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
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Ioquake3 now uses the select() system call to wait for the rendering of the
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next frame when com_maxfps was hit. This will improve your CPU load
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considerably in these cases. However, not all systems may support a
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granularity for its timing functions that is required to perform this waiting
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correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
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really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
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In this case you can always revert back to the old behaviour by setting the
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cvar com_busyWait to 1.
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## SDL Keyboard Differences
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ioquake3 clients have different keyboard behaviour compared to the original
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Quake3 clients.
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* SDL > 1.2.9 does not support disabling dead key recognition. In order to
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send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
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sometimes the same character again) after the character to send it on
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many international keyboard layouts.
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* The SDL client supports many more keys than the original Quake3 client.
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For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
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For non-US keyboards, all of the so called "World" keys are now supported
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as well as F13, F14, F15, and the country-specific mode/meta keys.
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On many international layouts the default console toggle keys are also dead
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keys, meaning that dropping the console potentially results in
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unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
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dead key support is broken by design and Q3 doesn't support non-ASCII text
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entry, so the chances are you won't get the correct character anyway.
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If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
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is a space delimited list of key names that will toggle the console. The key
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names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
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"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
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number. Some example values for cl_consoleKeys:
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"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
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"WINDOWS" Toggle on the Windows key
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"c" Toggle on the c key
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"0x43" Toggle on the C character (Shift-c)
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"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
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Note that when you elect a set of console keys or characters, they cannot
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then be used for binding, nor will they generate characters when entering
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text. Also, in addition to the nominated console keys, Shift-ESC is hard
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coded to always toggle the console.
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## QuakeLive mouse acceleration
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(patch and this text written by TTimo from id)
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I've been using an experimental mouse acceleration code for a while, and
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decided to make it available to everyone. Don't be too worried if you don't
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understand the explanations below, this is mostly intended for advanced
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players:
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To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
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New style is controlled with 3 cvars:
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sensitivity
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cl_mouseAccel
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cl_mouseAccelOffset
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The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
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you have a base sensitivity setup, as soon as you set a non zero acceleration
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your base sensitivity at low speeds will change as well. The other problem
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with style 0 is that you are stuck on a square (power of two) acceleration
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curve.
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The new code tries to solve both problems:
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Once you setup your sensitivity to feel comfortable and accurate enough for
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low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
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increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
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amplification you want for high deltas with little effect on low mouse deltas.
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cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
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as style 0. The higher the value, the faster the amplification grows with the
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mouse delta.
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cl_mouseAccelOffset sets how much base mouse delta will be doubled by
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acceleration. The closer to zero you bring it, the more acceleration will
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happen at low speeds. This is also very useful if you are changing to a new
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mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
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cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
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gain in precision when you do that, but that is not related to mouse
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acceleration).
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Mouse acceleration is tricky to configure, and when you do you'll have to
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re-learn your aiming. But you will find that it's very much forth it in the
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long run.
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If you try the new acceleration code and start using it, I'd be very
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interested by your feedback.
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# README for Developers
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## pk3dir
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@ -591,18 +473,13 @@ directory, this restriction is lifted.
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# Contributing
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Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
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mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
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submit your patch there. The best case scenario is that you submit your patch
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to bugzilla, and then post the URL to the mailing list.
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Please send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request and
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submit your patch there.
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The focus for ioq3 is to develop a stable base suitable for further development
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and provide players with the same Quake 3 experience they've had for years. As
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such ioq3 does not have any significant graphical enhancements and none are
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planned at this time. However, improved graphics and sound patches will be
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accepted as long as they are entirely optional, do not require new media and
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are off by default.
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and provide players with the same Quake 3 experience they've had for years.
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We do have graphical improvements with the new renderer, but they are off by default.
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# Building Official Installers
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