Update README.

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Jeff Teunissen 2001-02-08 11:57:03 +00:00
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README
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QuakeForge - Release Notes
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge Project
Please see the file "AUTHORS" for a list of contributors
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999-2001 contributors to the QuakeForge Project
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
@ -22,10 +21,8 @@ along with this program; if not, write to:
See file COPYING for license details.
Quake(R) and QuakeWorld(R) are registered trademarks of Id Software,
Inc. The NIN logo is a registered trademark licensed to Nothing
Interactive, Inc. All other trademarks are the property of their
respective owners
Quake and QuakeWorld are registered trademarks of Id Software, Inc. All
other trademarks are the property of their respective owners.
Table of Contents
@ -46,9 +43,10 @@ Table of Contents
~~~~~~~~~~~~~~~~~~~~~~
The QuakeForge Project would like to thank Id Software, Inc. for writing
and releasing Quake under the GNU GPL. We'd like to thank John Carmack
and Dave Kirsch in particular for the support they have provided to us
and to the Free Software community as a whole.
and releasing Quake under the GNU General Public License (GPL). We'd
like to thank John Carmack and Dave "Zoid" Kirsch in particular for the
support they have provided to us and to the Free Software community as a
whole.
We would also like to thank the following organizations for their
contributions to QuakeForge:
@ -62,9 +60,6 @@ other support to the QuakeForge project.
Without all of you, we would not be where we are right now.
Id Software, Inc. thanks MPath Interactive and Gandalf Technology for
their help and support.
If you'd like to contribute in any way to the QuakeForge project, please
contact our mailing list at quake-devel@lists.sourceforge.net.
@ -72,9 +67,9 @@ contact our mailing list at quake-devel@lists.sourceforge.net.
2 System Requirements
~~~~~~~~~~~~~~~~~~~~~~~~~~~
* A Raster capable display. ;-)
* A raster-capable display. ;-)
* 16 megabytes of memory beyond operating system footprint.
* A Floating-point processor. While not strictly required, QuakeForge
* A Floating-point processor (FPU). While not strictly required, QuakeForge
uses a lot of floating-point math, so a FPU is highly recommended.
* 10MB of free hard disk space to build all targets. In addition to the
base system, you will require game data files. For the default game
@ -101,57 +96,33 @@ files.
4 Platform-Specific Issues
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section discusses issues that affect only certain operating
platforms.
This section discusses issues that affect only certain platforms.
4.1 DOS
4.1 Linux/Unix
If you experience page faults while running Quarterdeck's QDPMI DPMI
server, this is caused by a bug in QDPMI. Workarounds: Remove QDPMI
from CONFIG.SYS, issue the command QDPMI OFF before running QuakeForge,
or get the update patch for QDPMI from Quarterdeck. You may be running
QDPMI without knowing it if you have QEMM installed, because it can be
installed as part of the QEMM installation.
SVGALib-using targets (-svga and -3dfx) can't be started from within the
X Window System. We are aware of the problem, and if you can figure out
the reason, we'd appreciate a patch, PLEASE! As a workaround, you can
use "open" to start those targets from within X.
(example: "open -s -- qf-client-svga")
4.2 Linux
4.2 Windows 95/98/Me
SVGALib-using targets (-svga and -3dfx) can't be started from within X.
We are aware of the problem, and if you can figure out the reason, we'd
appreciate a patch, PLEASE! As a workaround, you can use "open" to start
those targets from within X. (e.g. "open -s -- qw-client-svga")
The MGL-using Windows target (qf-client-win) is unable to use the Alt
and F10 keys. This is caused by a bug in the SciTech MGL library, which
intercepts these key events before the client gets to see them. The
SDL-using targets (currently available from the Borland-compiled
distribution only) do not exhibit this problem, but may have other
issues themselves that we are unaware of.
Some 3Dfx Voodoo-based 3D accelerators may have issues with the way
QuakeForge uses the "3dfxgl" minidriver to interface to the Glide
library.
Video boards based on the Riva
128/128ZX/TNT/TNT2/TNT2 Ultra/Vanta/GeForce 256 chipsets from nVidia
Corp. using the latest (as of 13 Jan 2000) nVidia OpenGL drivers may
have problems with transparency. Under some conditions, these drivers
may lock the X Window System server, possibly rendering the system
unusable. The currently-recommended drivers for video cards with Riva
128/128ZX/TNT/TNT2/TNT2 Ultra chipsets are those from the Utah GLX
project, located at http://utah-glx.sourceforge.net/ -- for the Vanta
and GeForce 256 chipsets, there is no suggested hardware-accelerated
OpenGL alternative at this time. We believe the bug to be in nVidia's
drivers, because our code seems to work under other OpenGL
implementations.
4.4 Windows 95/98/Millennium
Currently, we are unable to determine the status of the Windows-based
targets of QuakeForge. Because of our move to GNU Autoconf and the
dearth of "proper" GNU tools available on the Windows platform, our
build system may not work properly on Windows. We are working on
solutions for this problem.
4.5 Windows NT/2000
4.2 Windows NT/2000
For the most part, issues for Windows 9x-based operating environments
will be similar. However, because of numerous differences in the way
Windows NT and Windows 9x operate, these systems may have specific
issues.
5 Errata and Known Bugs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@ -159,30 +130,6 @@ Problem: After running the X11 target my keyboard repeat turns off! How
do I turn it back on?
Solution: xset r on
Problem: The screen flickers once about every other frame when using GL
Solution: Not all GL implementations support a performance hack which is
used by the GL renderer allowing it to avoid clearing the
Z-buffer. The console command "gl_ztrick 0" fixes this
problem.
Problem: Zombies can sometimes get "stuck" in the ground. They can be
heard but not killed making it impossible to get 100% on the
current level.
Solution: None found yet.
Problem: It is possible for players to sometimes get stuck in a room or
wall, much like the zombies mentioned above.
Solution: The "kill" console command will un-stick you, but it has the
unfortunate side effect of killing you in the process (hence
the command's name.) It is a good idea to save your games
often.
Problem: Sometimes during a game the player's view will not center
properly. The end result is that the player view is looking
up toward the ceiling while walking.
Solution: Use of freelook (mouse or keyboard) may solve this problem, as
will exiting the level or the "kill" console command.
6 Troubleshooting
~~~~~~~~~~~~~~~~~~~~~~~
@ -228,12 +175,12 @@ If you have a joystick plugged in, but do not wish QuakeForge to try to
use it, just add the -nojoy option to the QuakeForge command line.
You may disable joystick reads from the QuakeForge console with the
"joystick 0" command.
"joy_enable 0" command.
There are default configuration bindings for joystick buttons.
If your joystick or interface card reports three or four buttons and you
only have two, use the QuakeForge console command "joybuttons 2".
only have two, use the QuakeForge console command "joy_buttons 2".
The "mlook" and "sidestep" commands work with a joystick exactly as they
do for a mouse, as does the "invert mouse up/down" menu option.
@ -264,6 +211,7 @@ Operating systems tested:
Compaq/Digital Tru64 Unix
Windows 98
Windows NT
Windows 2000
Video cards tested (On Intel-based systems):
3Dfx Voodoo Graphics (Linux)