diff --git a/debian/README.Debian b/debian/README.Debian new file mode 100644 index 0000000..8f605e8 --- /dev/null +++ b/debian/README.Debian @@ -0,0 +1,92 @@ +QuakeForge for Debian +--------------------- + +Well, it's finally here: 0.2! It's just a CVS snapshot but it's stable +enough that I am comfortable releasing it into woody at least. If you +didn't read the changelog.Debian and you want to know where quake went, +shame on you for not reading it. => For completeness, here's a full list +of the binary names in 0.1.x and what they are in 0.2-d: + + qw-client-3dfx -> qw-client-3dfx quake-3dfx -> uquake-3dfx + qw-client-ggi -> qw-client-ggi quake-ggi -> uquake-ggi + qw-client-gl -> qw-client-glx quake-gl -> uquake-glx + qw-client-sdl -> qw-client-sdl quake-sdl -> uquake-sdl + qw-client-svga -> qw-client-svga quake-svga -> uquake-svga + qw-client-x11 -> qw-client-x11 quake-x11 -> uquake-x11 + qw-server -> qw-server + +In short, quake is now uquake (since that's what it was in CVS even in +0.1.x) and the -gl target has been renamed to the more appropriate -glx. + +New Cvars + + Some things have been added which will make the GL renderer targets (for + Debian these are -3dfx and -glx) look a little nicer. Here they are: + + r_fog - set to something like 0.0005 to have a light global fog + r_volfog - complicated, see below + r_sky - set to 1 to use skyboxes instead of sky textures + r_skyname - sets basename of the skybox you wanna use, see below + gl_conspin - set nonzero (try 1, 0.5, etc) for QER spinning console + gl_conalpha - defaults to 0.6, alpha consoles now actually work! + r_waterripple - set it around 5 to 8 for water to have little waves + +Skyboxes + + In order to use skyboxes, you're going to need one. Any skybox from + Quake2 should work nicely. Drop the six .tga files into the gfx/env + subdirectory under any directory where QuakeForge looks for pak files + such as ~/.quake/base. For this example I'm going to use a different + directory and add -game skybox to my command line. + + First, I put my skyboxes in the appropriate directory: + + knghtbrd@trinity:~/.quake$ ls skybox/gfx/env/ + nightbk.pcx nightlf.pcx snow2bk.pcx snow2lf.pcx snowbk.pcx snowlf.pcx + nightbk.tga nightlf.tga snow2bk.tga snow2lf.tga snowbk.tga snowlf.tga + nightdn.pcx nightrt.pcx snow2dn.pcx snow2rt.pcx snowdn.pcx snowrt.pcx + nightdn.tga nightrt.tga snow2dn.tga snow2rt.tga snowdn.tga snowrt.tga + nightft.pcx nightup.pcx snow2ft.pcx snow2up.pcx snowft.pcx snowup.pcx + nightft.tga nightup.tga snow2ft.tga snow2up.tga snowft.tga snowup.tga + + Don't worry about the pcx files, they're only used for software renderers + and QuakeForge doesn't support them yet. As you can see here, I have + three choices for skyboxes: night, snow, and snow2. Let's use snow2. + + To use it we would start the game with +r_skyname snow2 on the command + line. You can put that in your autoexec.cfg if you'd prefer or even set + it from the console by hand. It just doesn't take effect until you + reload the current map. BTW, when you start a map without a skybox you + should see six warning/error messages that several sky*.tga files cannot + be found. The default r_skyname value is sky and the engine tries to + load them whether you have r_sky turned on or not. This IS a developer + version after all. + + +Volumetric Fog + + Quake has no support for volfog. In order to make real use of it, we are + going to have to create a volfog brush. (If you have no idea what I am + talking about, don't worry---I don't fully understand the map-making + aspect of QuakeForge either, I just code here!) In the meantime, we're + borrowing the water brush for testing purposes. You're going to need a + map which has been "watervis'd" (ie, you can actually see through the + water if you set r_wateralpha to .3 or so) + + raptor suggests the settings r_wateralpha 0.3 and r_volfog 0.0009. Note + that the current volumetric fog implementation has a few side effects and + uses the OpenGL stencil buffer. Unless you have a g400 or something (I + don't) you're going to discover quickly that volfog eats more of your CPU + which is likely to lower your fps a bit unless you have a fast chip. + + We'll probably change how we render volumetric fog in the future so it + works better for more people. A real volfog brush is likely so map + people can actually put areas of fog into maps sanely. + + +I want to reiterate that this is a development release. If you can break +it, we'd like to know---especially if you can tell us how. Send reports +and other comments to quake-devel@lists.sourceforge.net + + -- Joseph Carter , Wed, 8 Mar 2000 02:27:27 -0800 +