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