From 192e4521a9295d1676fe6d369e77da33bd3b1f8a Mon Sep 17 00:00:00 2001 From: Jeff Teunissen Date: Thu, 8 Feb 2001 11:57:03 +0000 Subject: [PATCH] Update README. --- README | 110 +++++++++++++++------------------------------------------ 1 file changed, 29 insertions(+), 81 deletions(-) diff --git a/README b/README index e6fe11e..909ef56 100644 --- a/README +++ b/README @@ -1,7 +1,6 @@ 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)