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https://git.code.sf.net/p/quake/quakeforge-old
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d1ac3a1abf
Added some stuff to TODO Some more volumetric fog code, this isn't release quality but it won't affect anything.
225 lines
7.5 KiB
Text
225 lines
7.5 KiB
Text
README - release notes for QuakeForge
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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
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it under the terms of the GNU General Public License as published
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by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU 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 the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, 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, Inc.
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The NIN logo is a registered trademark licensed to Nothing Interactive, Inc.
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All other trademarks are the property of their respective owners
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Table of Contents
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-----------------
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I. Special Thanks
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II. System Requirements
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III. Running and Compiling Quake
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IV. Operating System Specific Issues
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V. Errata and Known Bugs
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VI. Troubleshooting
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VII. Technical Support
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VIII. Joystick Notes
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IX. Tested Systems
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I. 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 and
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Dave Kirsch in particular for the support they have provided to us and to
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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 other
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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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FIXME: Who are MPath Interactive and Gandalf Tech and what'd they do?
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II. System Requirements
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-----------------------
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Raster capable display. ;-)
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8MB RAM (16MB required under Win32)
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Floating-point processor is not required but a Good Idea (tm).
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30MB free disk space (shareware version, 80MB for registered version)
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III. Running and Compiling Quake
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--------------------------------
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Read the INSTALL file for more information on compiling.
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Autoconf 2.13 or greater required to use the bootstrap 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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IV. Operating System Specific Issues
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------------------------------------
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This section should discuss issues that affect only certain operating
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platforms. Issues to be discussed include:
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* Audio Setup
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* CD Audio Input
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* Mouse Setup
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* Booting "Clean"
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V. Errata and Known Bugs
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------------------------
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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 used to
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which is used by the GL renderer allowing it to avoid clearing
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the 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.
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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 the
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command's name.) It is a good idea to save your games often.
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Problem: Sometimes durring a game the player's view will not center
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properly. The end result is that the player view is looking up
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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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VI. Troubleshooting
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-------------------
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If Quake fails to start up, or has problems not addressed elsewhere in the
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documentation, try the -safe command line switch, which disables a number
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of parts of Quake that can be problems if there are hardware or
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configuration problems. The -safe command line switch is equivalent to
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-stdvid, -nosound, -nonet, and -nocdaudio together. Those four switches
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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 problem,
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then either correct the configuration or hardware problem or play Quake
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with that functionality disabled.
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If you still have problems, try booting clean in conjunction with the
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-safe command line parameter. For information on booting clean, refer to
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"Booting Clean" in section III above.
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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 from
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CONFIG.SYS, issue the command QDPMI OFF before running QUAKE, or get the
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update patch for QDPMI from Quarterdeck. You may be running QDPMI without
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knowing it if you have QEMM installed, because it can be installed as part
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of the QEMM installation.
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VII. Technical Support
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----------------------
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Please do *not* call ID Software, Inc regarding technical support issues
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related to QuakeForge. QuakeForge is heavily modified from the original
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Quake source release and they wouldn't be likely to even know how to help
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you with such problems. Instead visit the QuakeForge project webpage for
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information on technical support at: http://www.quakeforge.net
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Thank you for your understanding.
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VIII. Joystick notes
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--------------------
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Your joystick must be plugged in when Quake 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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IX. Tested Systems
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------------------
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Processors tested:
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Various Intel ia32
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Motorola PowerPC
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Compaq Alpha
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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
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FreeBSD
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Solaris
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IRIX
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AIX
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Windows 98
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User testimonies:
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Linux, Athlon, G400 w/ utah-glx
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Linux, PentiumII, G200 w/ utah-glx
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Linux, RedHat 6.1, dual V2, Mesa 3.1
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Linux, Debian 2.2, PII 266 CPU, 3Dfx Voodoo3 3000 AGP, Mesa 3.1
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Linux, Debian Potato, K6-2, TNT1, ancient nvida glx drivers
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Linux 2.2 (Suse 6.1) Pentium-133, 8meg V2, with all targets at 16bpp; Mesa 3.1
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Linux 2.2, k6-2-350, quake-x11 -bpp 16
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Linux 2.2, k6-2-350, quake-gl mesa 3.1 glide2x voodoo2 8M
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Linux 2.0, k6-2-266, quake-x11 -bpp 16
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FreeBSD 2.2.8 - X11
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FreeBSD 3.2 - X11
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FreeBSD 4.0 - X11 and TNT2/GLX
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Solaris 7.0, Ultrasparc, Elite3D
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AIX 4.3.3, Power3, GTX3000p
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Irix 6.5, MIPS R10k, MXI (Octane)
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FIXME: Have we tested dos and NT?
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