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287 lines
9.7 KiB
Text
287 lines
9.7 KiB
Text
QuakeForge - Release Notes
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge Project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place, Suite 330
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Boston, MA 02111-1307 USA
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See file COPYING for license details.
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Quake(R) and QuakeWorld(R) are registered trademarks of Id Software,
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Inc. The NIN logo is a registered trademark licensed to Nothing
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Interactive, Inc. All other trademarks are the property of their
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respective owners
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Table of Contents
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~~~~~~~~~~~~~~~~~
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1 Special Thanks
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2 System Requirements
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3 Compiling and Running QuakeForge
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4 Platform-Specific Issues
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5 Errata and Known Bugs
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6 Troubleshooting
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7 Technical Support
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8 Joystick Notes
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9 Tested Systems
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1 Special Thanks
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~~~~~~~~~~~~~~~~~~~~~~
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The QuakeForge Project would like to thank Id Software, Inc. for writing
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and releasing Quake under the GNU GPL. We'd like to thank John Carmack
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and Dave Kirsch in particular for the support they have provided to us
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and to the Free Software community as a whole.
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We would also like to thank the following organizations for their
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contributions to QuakeForge:
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VA Linux Systems, Inc.
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3Dfx Interactive, Inc.
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And last but certainly not least, we would like to thank every single
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person who has contributed even one line of code, documentation, or
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other support to the QuakeForge project.
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Without all of you, we would not be where we are right now.
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Id Software, Inc. thanks MPath Interactive and Gandalf Technology for
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their help and support.
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If you'd like to contribute in any way to the QuakeForge project, please
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contact our mailing list at quake-devel@lists.sourceforge.net.
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2 System Requirements
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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* A Raster capable display. ;-)
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* 8 megabytes of memory beyond operating system footprint. 16 megabytes
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are required for the QuakeWorld-compatible network client and all
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executables running on Win32-based systems)
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* A Floating-point processor. While not strictly required, QuakeForge
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uses a lot of floating-point math, so a FPU is highly recommended.
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* 10MB of free hard disk space to build all targets. In addition to the
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base system, you will require game data files. For the default game
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("Quake"), you will need either the shareware or registered version of
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Quake.
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3 Compiling and Running QuakeForge
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Please read the INSTALL file for more information on compiling.
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Autoconf 2.13 or later and automake 1.3 or later are required to use
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the bootstrap script, which creates the "configure" script.
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After you have compiled successfully, you must download the shareware
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version of Quake 1 to play. Insert the proper binaries in the same
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directory as the unpacked shareware files, and run.
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We are currently working on a free replacement for the Quake game data
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files.
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4 Platform-Specific Issues
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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This section discusses issues that affect only certain operating
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platforms.
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4.1 DOS
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If you experience page faults while running Quarterdeck's QDPMI DPMI
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server, this is caused by a bug in QDPMI. Workarounds: Remove QDPMI
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from CONFIG.SYS, issue the command QDPMI OFF before running QuakeForge,
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or get the update patch for QDPMI from Quarterdeck. You may be running
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QDPMI without knowing it if you have QEMM installed, because it can be
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installed as part of the QEMM installation.
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4.2 Linux
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SVGALib-using targets (-svga and -3dfx) can't be started from within X.
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We are aware of the problem, and if you can figure out the reason, we'd
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appreciate a patch, PLEASE! As a workaround, you can use "open" to start
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those targets from within X. (e.g. "open -s -- qw-client-svga")
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Some 3Dfx Voodoo-based 3D accelerators may have issues with the way
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QuakeForge uses the "3dfxgl" minidriver to interface to the Glide
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library.
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Video boards based on the Riva
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128/128ZX/TNT/TNT2/TNT2 Ultra/Vanta/GeForce 256 chipsets from nVidia
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Corp. using the latest (as of 13 Jan 2000) nVidia OpenGL drivers may
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have problems with transparency. Under some conditions, these drivers
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may lock the X Window System server, possibly rendering the system
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unusable. The currently-recommended drivers for video cards with Riva
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128/128ZX/TNT/TNT2/TNT2 Ultra chipsets are those from the Utah GLX
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project, located at http://utah-glx.sourceforge.net/ -- for the Vanta
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and GeForce 256 chipsets, there is no suggested hardware-accelerated
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OpenGL alternative at this time. We believe the bug to be in nVidia's
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drivers, because our code seems to work under other OpenGL
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implementations.
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4.4 Windows 95/98/Millennium
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Currently, we are unable to determine the status of the Windows-based
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targets of QuakeForge. Because of our move to GNU Autoconf and the
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dearth of "proper" GNU tools available on the Windows platform, our
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build system may not work properly on Windows. We are working on
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solutions for this problem.
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4.5 Windows NT/2000
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For the most part, issues for Windows 9x-based operating environments
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will be similar. However, because of numerous differences in the way
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Windows NT and Windows 9x operate, these systems may have specific
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issues.
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5 Errata and Known Bugs
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Problem: After running the X11 target my keyboard repeat turns off! How
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do I turn it back on?
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Solution: xset r on
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Problem: The screen flickers once about every other frame when using GL
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Solution: Not all GL implementations support a performance hack which is
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used by the GL renderer allowing it to avoid clearing the
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Z-buffer. The console command "gl_ztrick 0" fixes this
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problem.
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Problem: Zombies can sometimes get "stuck" in the ground. They can be
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heard but not killed making it impossible to get 100% on the
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current level.
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Solution: None found yet.
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Problem: It is possible for players to sometimes get stuck in a room or
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wall, much like the zombies mentioned above.
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Solution: The "kill" console command will un-stick you, but it has the
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unfortunate side effect of killing you in the process (hence
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the command's name.) It is a good idea to save your games
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often.
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Problem: Sometimes during a game the player's view will not center
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properly. The end result is that the player view is looking
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up toward the ceiling while walking.
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Solution: Use of freelook (mouse or keyboard) may solve this problem, as
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will exiting the level or the "kill" console command.
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6 Troubleshooting
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~~~~~~~~~~~~~~~~~~~~~~~
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If QuakeForge fails to start up, or has problems not addressed elsewhere
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in the documentation, try the -safe command line switch, which disables
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a number of parts of QuakeForge that can be problems if there are
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hardware or configuration problems. The -safe command line switch is
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equivalent to -stdvid, -nosound, -nonet, and -nocdaudio together. Those
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four switches do the following:
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-stdvid disables VESA video modes
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-nosound disables sound card support
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-nonet disables network card support
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-nocdaudio disables CD audio support
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If -safe makes the problem go away, try using each of the switches
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individually to isolate the area in which you're experiencing the
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problem, then either correct the configuration or hardware problem or
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play QuakeForge with that functionality disabled.
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7 Technical Support
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Please do not contact Id Software, Inc. regarding technical support
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issues related to QuakeForge. QuakeForge is heavily modified from the
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original Quake source release and Id Software does not support these
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modifications.
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Visit the QuakeForge project's webpage for more information on technical
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support, bugs reports, and help at: http://www.quakeforge.net/
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Thank you.
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8 Joystick notes
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~~~~~~~~~~~~~~~~~~~~~~
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Your joystick must be plugged in when QuakeForge is launched.
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If you have a joystick plugged in, but do not wish QuakeForge to try to
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use it, just add the -nojoy option to the QuakeForge command line.
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You may disable joystick reads from the QuakeForge console with the
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"joystick 0" command.
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There are default configuration bindings for joystick buttons.
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If your joystick or interface card reports three or four buttons and you
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only have two, use the QuakeForge console command "joybuttons 2".
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The "mlook" and "sidestep" commands work with a joystick exactly as they
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do for a mouse, as does the "invert mouse up/down" menu option.
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9 Tested Systems
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~~~~~~~~~~~~~~~~~~~~~~
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Processors tested:
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AMD Athlon
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AMD K6-2
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Apple/IBM/Motorola PowerPC
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Compaq/Digital Alpha 21x64
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IBM Power3
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Intel Pentium
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Intel Pentium II
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Intel Pentium III
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MIPS R10000
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Sun UltraSPARC
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SGI Indigo 2
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Operating systems tested:
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Linux 2.x
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FreeBSD
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Solaris
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SGI Irix
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IBM AIX 4.x
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Compaq/Digital Tru64 Unix
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Windows 98
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Windows NT
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Video cards tested (On Intel-based systems):
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3Dfx Voodoo Graphics (Linux)
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3Dfx Voodoo 2 (Linux)
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3Dfx Voodoo 3 3000 (Linux)
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Creative Labs Graphics Blaster RivaTNT (Linux)
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Diamond Stealth 2000 PRO (Linux)
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Matrox G200 (Linux)
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Matrox G400 (Linux)
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STB Velocity 4400 RivaTNT (Linux)
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See file "TESTIFY" for user testimonials on what works, where, and why.
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Please send user testimonials via e-mail to:
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"Nelson Rush" <palisade@quakeforge.net>
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Visit http://www.quakeforge.net/ to find out more about subscribing to our
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mailing list and for more information.
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