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8d08bc4d86
make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly. |
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include | ||
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source | ||
tools | ||
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acconfig.h | ||
acinclude.m4 | ||
AUTHORS | ||
bootstrap | ||
configure.in | ||
COPYING | ||
INSTALL | ||
Makefile.am | ||
NEWS | ||
newtree.dsw | ||
quakeforge.lsm.in | ||
README | ||
README.WIN |
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 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 Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place, Suite 330 Boston, MA 02111-1307 USA 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 Table of Contents ~~~~~~~~~~~~~~~~~ 1 Special Thanks 2 System Requirements 3 Compiling and Running QuakeForge 4 Platform-Specific Issues 5 Errata and Known Bugs 6 Troubleshooting 7 Technical Support 8 Joystick Notes 9 Tested Systems 1 Special Thanks ~~~~~~~~~~~~~~~~~~~~~~ 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. We would also like to thank the following organizations for their contributions to QuakeForge: VA Linux Systems, Inc. 3Dfx Interactive, Inc. And last but certainly not least, we would like to thank every single person who has contributed even one line of code, documentation, or 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. 2 System Requirements ~~~~~~~~~~~~~~~~~~~~~~~~~~~ * A Raster capable display. ;-) * 16 megabytes of memory beyond operating system footprint. * A Floating-point processor. 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 ("Quake"), you will need either the shareware or registered version of Quake. 3 Compiling and Running QuakeForge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Please read the INSTALL file for more information on compiling. Autoconf 2.13 or later and automake 1.3 or later are required to use the bootstrap script, which creates the "configure" script. After you have compiled successfully, you must download the shareware version of Quake 1 to play. Insert the proper binaries in the same directory as the unpacked shareware files, and run. We are currently working on a free replacement for the Quake game data files. 4 Platform-Specific Issues ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This section discusses issues that affect only certain operating platforms. 4.1 DOS 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. 4.2 Linux 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") 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 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 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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 ~~~~~~~~~~~~~~~~~~~~~~~ If QuakeForge fails to start up, or has problems not addressed elsewhere in the documentation, try the -safe command line switch, which disables a number of parts of QuakeForge that can be problems if there are hardware or configuration problems. The -safe command line switch is equivalent to -stdvid, -nosound, -nonet, and -nocdaudio together. Those four switches do the following: -stdvid disables VESA video modes -nosound disables sound card support -nonet disables network card support -nocdaudio disables CD audio support If -safe makes the problem go away, try using each of the switches individually to isolate the area in which you're experiencing the problem, then either correct the configuration or hardware problem or play QuakeForge with that functionality disabled. 7 Technical Support ~~~~~~~~~~~~~~~~~~~~~~~~~ Please do not contact Id Software, Inc. regarding technical support issues related to QuakeForge. QuakeForge is heavily modified from the original Quake source release and Id Software does not support these modifications. Visit the QuakeForge project's webpage for more information on technical support, bugs reports, and help at: http://www.quakeforge.net/ Thank you. 8 Joystick notes ~~~~~~~~~~~~~~~~~~~~~~ Your joystick must be plugged in when QuakeForge is launched. 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. 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". 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. 9 Tested Systems ~~~~~~~~~~~~~~~~~~~~~~ Processors tested: AMD Athlon AMD K6-2 Apple/IBM/Motorola PowerPC Compaq/Digital Alpha 21x64 IBM Power3 Intel Pentium Intel Pentium II Intel Pentium III MIPS R10000 Sun UltraSPARC SGI Indigo 2 Operating systems tested: Linux 2.x FreeBSD Solaris SGI Irix IBM AIX 4.x Compaq/Digital Tru64 Unix Windows 98 Windows NT Video cards tested (On Intel-based systems): 3Dfx Voodoo Graphics (Linux) 3Dfx Voodoo 2 (Linux) 3Dfx Voodoo 3 3000 (Linux) Creative Labs Graphics Blaster RivaTNT (Linux) Diamond Stealth 2000 PRO (Linux) Matrox G200 (Linux) Matrox G400 (Linux) STB Velocity 4400 RivaTNT (Linux) Please send user testimonials via e-mail to the QuakeForge users mailing list, located at: "Quake-User" <quake-user@lists.sourceforge.net> Visit http://www.quakeforge.net/ to find out more about subscribing to our mailing lists and for more information.