mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-24 21:12:27 +00:00
Update README.
This commit is contained in:
parent
d28d3d3df9
commit
192e4521a9
1 changed files with 29 additions and 81 deletions
110
README
110
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)
|
||||
|
|
Loading…
Reference in a new issue