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Initialize TODO with help request from Mercury to fix possible (perhaps
likely) buffer overruns; add some docs to doc hierarchy.
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7 changed files with 110 additions and 8 deletions
1
TODO
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TODO
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Global: sed 's/\<sprintf *(\([^,]\+\),/sprintf(\1, sizeof(\1)),/g' to fix possible buffer overruns
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98
doc/standalone/README.Solaris
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doc/standalone/README.Solaris
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Solaris 2 Quake / QuakeWorld
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----------------------------
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This is an UNSUPPORTED version of Quake and QuakeWorld. Don't
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bother id software about it. Bug reports will be ignored.
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PORT DETAILS
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------------
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There are a few major difference between this port and the
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vanilla Quake/QuakeWorld available on the internet. For
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optimum performance, you should copy everything to a directory
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on your local system before starting play so that you are
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not mounting files from a remote filesystem.
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In order to use this program, you need the files pak0.pak
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and pak1.pak in the id1 directory found on a registered copy of
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Quake. You can ftp them to your Solaris host from a Windows95
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machine for example. The files must be in an id1 subdirectory from
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the directory you install Quake/QuakeWorld, and all file names must
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be lowercase. Add on packages such as ThreeWave CTF work fine as
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well, just place such addon packages in their own directory as you
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would on a Windows95 installation. But again, make sure all files
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are lowercase.
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COMMAND LINE FLAGS:
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+pixel_multiply
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You can magnify the screen by using this flag:
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Ex: % quake +pixel_multiply 2
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You can also use this command (without the dash)
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from the Quake console. pixel_multiply is a Quake
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cvar and is saved from session to session in the
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config.cfg file.
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-winsize <width> <height>
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Set the size of the window when you start
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-count_frames
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See how many frames per second you're getting
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GAME SETTINGS
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mouse binding
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You can bind and unbind the mouse to the Quake window
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by using the Use Mouse selection in the Options menu,
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or with the "_windowed_mouse" command in the console,
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ex "_windowed_mouse 1" Now, moving the mouse will move
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your player. Use "_windowed_mouse 0" to unbind. You
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can bind or alias this to a key.
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Example command:
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% quake.xil +pixel_multiply 2 -winsize 400 300
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WHAT IS "QUAKEWORLD" AND HOW DO I USE IT?
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-----------------------------------------
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In a nutshell, QuakeWorld is an extension of Quake that is
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much more user friendly. It allows the user to dynamically
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download changes from the server, such as new maps and new
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weapons while inside the Quake client. It is not directly
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compatible with Quake (ie, you can't connect to a Quake server
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from a QuakeWorld client) but in general it is superior to
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Quake. QuakeWorld also offers much smoother play over the
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Internet by using client prediction. For more information,
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check out http://www.quakeworld.net/.
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In order to use it, you must make a copy of the "qw"
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directory. Any new stuff that is downloaded from a QuakeWorld
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server will be stored in this directory. All regular Quake
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flags apply so you can use the same command line as before.
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Example command:
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% qwcl.xil +pixel_multiply 2 -winsize 400 300
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WHERE CAN I FIND OUT ABOUT...
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-----------------------------
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If you've got questions about Quake, rest assured that there
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are answers out there. Try checking out these web sites:
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http://www.planetquake.com/
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http://www.stomped.com/
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http://www.quakeworld.net/
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If all else fails use a search engine.
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Happy fragging,
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the Quake/Solaris team
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BIN
doc/standalone/qe3.ico
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BIN
doc/standalone/qe3.ico
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After Width: | Height: | Size: 766 B |
BIN
doc/standalone/quake.gif
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doc/standalone/quake.gif
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After Width: | Height: | Size: 1.3 KiB |
BIN
doc/standalone/quake.ico
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BIN
doc/standalone/quake.ico
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After Width: | Height: | Size: 9.6 KiB |
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@ -138,12 +138,12 @@ SOFT_OBJS = \
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$(OBJ_DIR)/soft_obj/mathlib.o \
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$(OBJ_DIR)/soft_obj/menu.o \
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$(OBJ_DIR)/soft_obj/model.o \
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$(OBJ_DIR)/soft_obj/net_bsd.o \
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$(OBJ_DIR)/soft_obj/net_dgrm.o \
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$(OBJ_DIR)/soft_obj/net_loop.o \
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$(OBJ_DIR)/soft_obj/net_main.o \
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$(OBJ_DIR)/soft_obj/net_vcr.o \
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$(OBJ_DIR)/soft_obj/net_udp.o \
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$(OBJ_DIR)/soft_obj/net_bsd.o \
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$(OBJ_DIR)/soft_obj/net_vcr.o \
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$(OBJ_DIR)/soft_obj/nonintel.o \
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$(OBJ_DIR)/soft_obj/pr_cmds.o \
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$(OBJ_DIR)/soft_obj/pr_edict.o \
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@ -1147,24 +1147,27 @@ $(OBJ_DIR)/soft_obj/vid_x.o: $(COMMON_DIR)/vid_x.c
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GL_OBJS = \
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$(OBJ_DIR)/gl_obj/cl_demo.o \
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$(OBJ_DIR)/gl_obj/cl_ents.o \
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$(OBJ_DIR)/gl_obj/cl_input.o \
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$(OBJ_DIR)/gl_obj/cl_main.o \
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$(OBJ_DIR)/gl_obj/cl_parse.o \
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$(OBJ_DIR)/gl_obj/cl_pred.o \
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$(OBJ_DIR)/gl_obj/cl_tent.o \
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$(OBJ_DIR)/gl_obj/cl_cam.o \
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$(OBJ_DIR)/gl_obj/cl_chase.o \
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$(OBJ_DIR)/gl_obj/cmd.o \
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$(OBJ_DIR)/gl_obj/common.o \
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$(OBJ_DIR)/gl_obj/console.o \
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$(OBJ_DIR)/gl_obj/crc.o \
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$(OBJ_DIR)/gl_obj/cvar.o \
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$(OBJ_DIR)/gl_obj/host.o \
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$(OBJ_DIR)/gl_obj/host_cmd.o \
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$(OBJ_DIR)/gl_obj/keys.o \
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$(OBJ_DIR)/gl_obj/mathlib.o \
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$(OBJ_DIR)/gl_obj/md4.o \
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$(OBJ_DIR)/gl_obj/menu.o \
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$(OBJ_DIR)/gl_obj/net_chan.o \
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$(OBJ_DIR)/gl_obj/net_bsd.o \
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$(OBJ_DIR)/gl_obj/net_dgrm.o \
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$(OBJ_DIR)/gl_obj/net_loop.o \
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$(OBJ_DIR)/gl_obj/net_main.o \
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$(OBJ_DIR)/gl_obj/net_udp.o \
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$(OBJ_DIR)/gl_obj/net_vcr.o \
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$(OBJ_DIR)/gl_obj/nonintel.o \
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$(OBJ_DIR)/gl_obj/pmove.o \
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$(OBJ_DIR)/gl_obj/pmovetst.o \
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$(OBJ_DIR)/gl_obj/gl_warp.o: $(CLIENT_DIR)/gl_warp.c
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$(DO_GL_CC)
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$(OBJ_DIR)/gl_obj/sys_dosa.o: $(CLIENT_DIR)/sys_dosa.s
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$(DO_GL_AS)
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