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https://git.code.sf.net/p/quake/quake2forge
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ae64f530e8
- Add a note about game data locations to README. - Cleanups in configuration summary output for configure.
52 lines
1.8 KiB
Text
52 lines
1.8 KiB
Text
README for quake2
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=================
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Compiling
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---------
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If you are checking this out from CVS, type ``make'' (or ``gmake'' if your
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make is not GNU Make) first to set up configure. You will need autoconf
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2.50, automake 1.6, libtool 1.4, or greater. Then follow the instructions
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in INSTALL.
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When specifying locations to arguments like --with-svgalib (i.e. all the
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options that can take a DIR argument as shown by ./configure --help), use
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the directory that contains the lib/ and include/ directories; e.g:
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./configure --with-svgalib=/usr/local
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instead of
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./configure --with-svgalib=/usr/local/lib
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as configure will automatically look for the libraries and headers in
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the paths relative to the given path.
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Installing the game data
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------------------------
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The game data is searched for in ${prefix}/share/quake2/baseq2/ (which by
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default is /usr/local/share/quake2/baseq2/). If, when you start the game,
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you get an error that pics/colormap.pcx cannot be found, it means that
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pak0.pak is not in the game data path. Check what prefix you gave to
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configure, and make sure you have pak0.pak in the right directory.
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The configure script will inform you of the directory that Quake2Forge
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thinks your game data will be in.
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Save Games
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----------
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Save games are tied to the build of quake2 that they were created with.
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You can *not* use old save games with new versions of the code (well, you
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can hack the savegame loader to allow this, but you may find yourself
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experiencing interesting and obscure segfaults in the game).
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The simple workaround is to *not upgrade* if you are in the middle of
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a single player game.
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Mission Packs
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-------------
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To build the Xatrix and Rogue missionpacks, download the sharballs from id
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Software's FTP site:
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ftp://idsoftware.com/idstuff/quake2/sources/
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uncompress them, and run the shar in src/xatrix or src/rogue
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