2001-01-09 06:31:59 +00:00
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Linux Glquake v0.98, Quake v1.09 release notes
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Requirements
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------------
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For 3DFX based hardware, you must download and install Linux GLIDE from
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http://glide.xxedgexx.com/3DfxRPMS.html and install as per the
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instructions.
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Running GLQuake
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---------------
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There are three different ways to execute GLQuake:
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1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
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with 3DFX support (fxMesa..() function interface). It also requires
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svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
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application. Mesa 3-D requires GLIDE to be installed.
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2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
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preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
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OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
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since it was written specifically with supporting GLQuake in mind.
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lib3dfxgl.so requires that GLIDE be installed.
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3. The binary "glquake.glx" is linked against standard OpenGL libraries.
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It should run on many different hardward OpenGL implementations under
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Linux and X11. This binary is an X11 application and must be run under
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X11. It will work with Mesa 3-D as a standard glX based OpenGL
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applications. If the Mesa 3-D library is compiled with 3DFX support,
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you can have Mesa 3-D support 3DFX hardware under X11 by setting the
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enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
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and "window" for windowed mode.
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You must also have SVGALib 1.3.0 or later installed. GLQuake uses SVGALib
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for mouse and keyboard handling.
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If you have gpm and/or selection running, you will have to terminate them
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before running GLQuake since they will not give up the mouse when GLQuake
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attempts to run. You can kill gpm by typing 'killall gpm' as root.
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You must run GLQuake as root or setuid root since it needs to access things
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such as sound, keyboard, mouse and the 3DFX video. Future versions may not
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require root permissions.
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resolution options
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------------------
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glquake -width 512 -height 384
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Tries to run glquake at the specified resolution.
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Only highend VooDoo cards support such high resolutions (most
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cards on the market right now do not). Another popular and supported mode
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is 512x384 (-width 512 -height 384) which can offer a faster speed than
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the default 640x480.
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You can also specify the resolution of the console independant of the screen
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resolution.
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glquake -conwidth 320
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This will specify a console resolution of 320 by 240 (the height is
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automatically determined by the default 4:3 aspect ratio, you can also
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specify the height directly with -conheight).
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In higher resolution modes such as 800x600 and 1024x768, glquake will default
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to a 640x480 console, since the font becomes small enough at higher
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resolutions to become unreadable. If do you wish to have a higher resolution
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console and status bar, specify it as well, such as:
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glquake -width 800 -height 600 -conwidth 800
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texture options
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---------------
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The amount of textures used in the game can have a large impact on performance.
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There are several options that let you trade off visual quality for better
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performance.
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There is no way to flush already loaded textures, so it is best to change
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2010-01-13 06:42:26 +00:00
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these options on the command line, or they will take effect on only some of
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2001-01-09 06:31:59 +00:00
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the textures when you change levels.
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2010-01-13 06:42:26 +00:00
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OpenGL allows textures to repeat only on power of two boundaries (32, 64,
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128, etc), but software quake had a number of textures that repeated at 24
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or 96 pixel boundaries. These need to be either stretched out to the next
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higher size, or shrunk down to the next lower. By default, they are filtered
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down to the smaller size, but you can cause it to use the larger size if you
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really want by using:
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glquake +gl_round_down 0
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This will generally run well on a normal 4 MB 3dfx card, but for other cards
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that have either worse texture management or slower texture swapping speeds,
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there are some additional settings that can drastically lower the amount of
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textures to be managed.
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glquake +gl_picmip 1
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This causes all textures to have one half the dimensions they otherwise would.
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This makes them blurry, but very small. You can set this to 2 to make the
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textures one quarter the resolution on each axis for REALLY blurry textures.
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glquake +gl_playermip 1
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2010-01-13 06:42:26 +00:00
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This is similar to picmip, but is used only for other players in deathmatch.
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2001-01-09 06:31:59 +00:00
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Each player in a deathmatch requires an individual skin texture, so this can
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be a serious problem for texture management. It wouldn't be unreasonable to
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set this to 2 or even 3 if you are playing competatively (and don't care if
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the other guys have smudged skins). If you change this during the game, it
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will take effect as soon as a player changes their skin colors.
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run time options
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----------------
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At the console, you can set these values to effect drawing.
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gl_texturemode GL_NEAREST
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Sets texture mapping to point sampled, which may be faster on some GL systems
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(not on 3dfx).
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gl_texturemode GL_LINEAR_MIPMAP
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This is the default texture mode.
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gl_texturemode GL_LINEAR_MIPMAP_LINEAR
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This is the highest quality texture mapping (trilinear), but only very high
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end hardware (intergraph intense 3D / realizm) supports it. Not that big of
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a deal, actually.
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gl_finish 0
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This causes the game to not issue a glFinish() call each frame, which may make
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some hardware run faster. If this is cleared, the 3dfx will back up a number
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of frames and not be very playable.
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gl_flashblend 0
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By default, glquake just draws a shaded ball around objects that are emiting
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light. Clearing this variable will cause it to properly relight the world
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like normal quake, but it can be a significant speed hit on some systems.
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gl_ztrick 0
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Glquake uses a buffering method that avoids clearing the Z buffer, but some
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hardware platforms don't like it. If the status bar and console are flashing
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every other frame, clear this variable.
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gl_keeptjunctions 0
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If you clear this, glquake will remove colinear vertexes when it reloads the
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level. This can give a few percent speedup, but it can leave a couple stray
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blinking pixels on the screen.
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novelty features
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----------------
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These are some rendering tricks that were easy to do in glquake. They aren't
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very robust, but they are pretty cool to look at.
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r_shadows 1
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This causes every object to cast a shadow.
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r_wateralpha 0.7
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This sets the opacity of water textures, so you can see through it in properly
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processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
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(the default). Unfortunately, the standard quake maps don't contain any
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visibility information for seeing past water surfaces, so you can't just play
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quake with this turned on. If you just want to see what it looks like, you
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can set "r_novis 1", but that will make things go very slow. When I get a
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chance, I will probably release some maps that have been processed properly
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for this.
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r_mirroralpha 0.3
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This changes one particular texture (the stained glass texture in the EASY
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start hall) into a mirror. The value is the opacity of the mirror surface.
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