mirror of
https://git.code.sf.net/p/quake/quake2forge
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3cf26c3904
for autotools versions -- it's ugly and hard to do right and isn't worth the effort -- from now on I will be referring people to the first paragraph in the README
49 lines
1.7 KiB
Text
49 lines
1.7 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, run ``./bootstrap'' first to set
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up configure. You will need autoconf 2.50, automake 1.6, libtool 1.4,
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or greater. Then follow the instructions 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 ./baseq2/ and in
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${prefix}/share/quake2/baseq2/ (which by default is
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/usr/local/share/quake2/baseq2/). If you get an error that quake2 can't
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find pics/colormap.pcx, it means that it can't find your pak0.pak. Check
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what prefix you gave to configure, and make sure you have pak0.pak in the
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right directory.
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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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