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merge the doc trees from nuq and newtree
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69
doc/3dfx.txt
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doc/3dfx.txt
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GLQuake Drivers
|
||||
|
||||
Graphics Subsystem: Voodoo Graphics or Voodoo Rush
|
||||
|
||||
Copyright ( 1997 3Dfx Interactive, Inc. )
|
||||
All Rights Reserved
|
||||
|
||||
3Dfx Interactive, Inc.
|
||||
www: www.3dfx.com
|
||||
news: news.3dfx.com
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||||
|
||||
-----------------------------------------------------------------------
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||||
NOTE: GLQuake requires DirectX support DirectSound. DirectX can be
|
||||
installed from the media provided with your Voodoo Based 3D Accelerator.
|
||||
|
||||
Glide 2.31 or HIGHER runtime drivers *MUST* be installed to use this
|
||||
GLQuake driver. Please download these drivers from your board
|
||||
manufacturer OR unsupported drivers from http://www.3dfx.com
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Release Notes for GLQuake's mini-GL driver
|
||||
|
||||
What's in the distribution?
|
||||
---------------------------
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||||
|
||||
This distribution contains GLQuake Drivers for Voodoo Based 3D
|
||||
Accelerators. These drivers were tested on the following boards:
|
||||
|
||||
Voodoo Graphics:
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||||
- Quantum 3D Obsidian
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||||
- Diamond Monster 3D
|
||||
- Orchid Righteous 3D
|
||||
- Deltron Realvision Flash 3D
|
||||
- Guillemot MaxiGamer
|
||||
- Skywell Magic 3D
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||||
|
||||
Voodoo Rush:
|
||||
- Hercules Stringray 128-3D
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||||
- Intergraph Intense 3D Voodoo
|
||||
- Jazz Multimedia Adrenaline Rush
|
||||
|
||||
NOTE: The enclosed drivers are not meant to replace any Direct3D or
|
||||
Glide drivers provided by your Voodoo Graphics card manufacturer.
|
||||
Please obtain supported drivers from your board manufacturer.
|
||||
|
||||
OEMSR2 and NT users: Do NOT replace OPENGL32.DLL located in your
|
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Windows\SYSTEM directory.
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||||
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||||
Requirements
|
||||
------------
|
||||
|
||||
- Voodoo Graphics or Voodoo Rush Based 3D Accelerator
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||||
- Windows 95 (Windows NT is supported for Voodoo Rush)
|
||||
- A PC with a Pentium 90 or higher CPU
|
||||
- 16MB of RAM
|
||||
- 2D Video card set at 16 bit color
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||||
|
||||
Support and Frequently Asked Questions
|
||||
--------------------------------------
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||||
GLQuake is currently unsupported. You may however find answers to
|
||||
questions on various Quake dedicated websites. 3Dfx provides a GLQuake
|
||||
newsgroup on news.3dfx.com (Newsgroup name is 3dfx.games.glquake ) to
|
||||
discuss GLQuake with other users. 3Dfx also provides a regularly
|
||||
updated GLQuake FAQ at: http://www.3dfx.com/game_dev/quake_faq.html
|
||||
|
||||
|
||||
Voodoo Graphics and Voodoo Rush are trademarks of 3Dfx Interactive, Inc.
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||||
All other trademarks are the property of their respective owners.
|
1696
doc/cvarlist.txt
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1696
doc/cvarlist.txt
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487
doc/data/comexp.txt
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doc/data/comexp.txt
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|
|||
COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
|
||||
|
||||
This Commercial Exploitation License Agreement for QUAKE
|
||||
(the "Agreement") is between Id Software, Inc., a Texas
|
||||
Corporation, (hereinafter "Id Software") and Licensee (as described
|
||||
on the signature page hereof) and is made effective beginning on
|
||||
the date of last signature hereto (the "Effective Date").
|
||||
|
||||
R E C I T A L S
|
||||
|
||||
WHEREAS, Id Software is the owner and developer of the
|
||||
computer software game entitled QUAKE;
|
||||
|
||||
WHEREAS, Id Software desires to license certain
|
||||
non-exclusive rights regarding QUAKE to Licensee; and
|
||||
|
||||
WHEREAS, Licensee desires to receive a license for such
|
||||
rights.
|
||||
|
||||
T E R M S A N D C O N D I T I O N S
|
||||
|
||||
NOW, THEREFORE, for and in consideration of the mutual
|
||||
premises contained herein and for other good and valuable
|
||||
consideration, the receipt and sufficiency of which is hereby
|
||||
acknowledged, the undersigned parties do hereby agree as follows:
|
||||
|
||||
1. DEFINITIONS. As used in this Agreement, the parties
|
||||
hereto agree the words set forth below shall have the specified
|
||||
meanings:
|
||||
|
||||
a. "Authorized Copy" shall mean one (1) copy of the
|
||||
Subject Game actually purchased by Licensee from an
|
||||
Id Software approved retailer; and
|
||||
|
||||
b. "Subject Game" shall mean the full registered
|
||||
version of QUAKE on a CD-ROM and shall not mean the
|
||||
shareware or any other version.
|
||||
|
||||
2. GRANT OF RIGHTS. Id Software hereby grants to
|
||||
Licensee and Licensee hereby accepts, subject to the provisions and
|
||||
conditions hereof, a world-wide (except as otherwise provided
|
||||
herein), non-exclusive, non-transferable, and non-assignable
|
||||
license to:
|
||||
|
||||
a. publicly display an Authorized Copy in exchange for
|
||||
rental payment;
|
||||
|
||||
b. run the Authorized Copy so that it will accept
|
||||
network/modem connections in exchange for payments
|
||||
from end-users who also must have actually purchased
|
||||
an Authorized Copy; and
|
||||
|
||||
c. otherwise commercially exploit an Authorized Copy,
|
||||
except that Licensee shall not copy, reproduce,
|
||||
manufacture or distribute the Authorized Copy.
|
||||
|
||||
3. RESERVATION OF RIGHTS AND PROHIBITIONS. Id Software
|
||||
expressly reserves all rights not granted herein. Under no
|
||||
circumstances shall Licensee copy, reproduce, manufacture or
|
||||
distribute (free of charge or otherwise) the Authorized Copy or the
|
||||
Subject Game. Licensee shall not reverse engineer, decompile,
|
||||
disassemble, modify or alter the Authorized Copy. Licensee is not
|
||||
receiving any rights hereunder regarding the Trademark or any
|
||||
artwork, sound, music or other element of the Subject Game.
|
||||
|
||||
4. OWNERSHIP. Title to and all ownership rights in and
|
||||
to the Subject Game, and the QUAKE Trademark (the "Trademark") and
|
||||
the copyrights, trademarks, patents and other intellectual property
|
||||
rights related thereto shall remain with Id Software which shall have
|
||||
the exclusive right to protect the same by copyright or otherwise.
|
||||
Licensee shall have no ownership rights in or to the Subject Game or
|
||||
the Trademark and Licensee shall not own any intellectual property
|
||||
rights regarding the Authorized Copy, including, without limitation,
|
||||
the copyright regarding the Authorized Copy. Licensee acknowledges
|
||||
that it only has a limited license to use the Authorized Copy, as
|
||||
specified in that certain QUAKE Enduser License contained within the
|
||||
Authorized Copy and as specified in this Agreement.
|
||||
|
||||
5. TERM AND TERMINATION.
|
||||
|
||||
a. The term of this Agreement and the license granted
|
||||
herein begins on the Effective Date and shall expire on a date one
|
||||
(1) calendar year from the Effective Date.
|
||||
|
||||
b. Either party may terminate this Agreement, for any
|
||||
reason or no reason, on thirty (30) days written notice to the
|
||||
other party. Termination will be effective on the thirtieth (30th)
|
||||
day following delivery of the described notice. Notwithstanding
|
||||
anything to the contrary herein, this Agreement shall immediately
|
||||
terminate, without the requirement of any notice from Id Software
|
||||
to Licensee, upon the occurrence of any of the following: (a) if
|
||||
Licensee shall file a petition in bankruptcy or make an assignment
|
||||
for the benefit of creditors, or if any bankruptcy proceeding or
|
||||
assignment for benefit of creditors, shall be commenced against
|
||||
Licensee and not be dismissed within sixty (60) days after the date
|
||||
of its commencement; (b) the insolvency of Licensee; (c) the
|
||||
cessation by Licensee of its business; or (d) the cessation by
|
||||
Licensee, without the prior written consent of Id Software of the
|
||||
distribution, manufacture, and sale responsibilities embodied
|
||||
herein. Further, Id Software may elect to terminate this Agreement
|
||||
upon the occurrence of any of the following: (1) if Licensee's
|
||||
business operations are interrupted for forty (40) consecutive
|
||||
calendar days; or (2) if each of two Id Software audit inspections
|
||||
during any eighteen (18) month period demonstrates an
|
||||
understatement by Licensee of Royalty payments due Id Software for
|
||||
the six (6) month period immediately preceding each such inspection
|
||||
of five percent (5%) or more. Upon the occurrence of such
|
||||
terminating event, and the election of Id Software, if necessary,
|
||||
to cause such termination, this Agreement and any and all rights
|
||||
thereunder shall terminate without prejudice to any rights or
|
||||
claims Id Software may have, and all rights hereunder shall
|
||||
thereupon terminate, revert to and be vested in Id Software.
|
||||
|
||||
6. EFFECT OF TERMINATION OR EXPIRATION. Termination or
|
||||
expiration of this Agreement, either by Id Software or
|
||||
automatically, shall not create any liability against Id Software.
|
||||
Upon expiration or earlier termination of this Agreement, Licensee
|
||||
shall have no further right to exercise the rights licensed
|
||||
hereunder or otherwise acquired in relation to this Agreement.
|
||||
|
||||
7. INDEMNIFICATION. Licensee hereby agrees to
|
||||
indemnify, hold harmless and defend Id Software and Id Software's
|
||||
predecessors, successors, assigns, officers, directors,
|
||||
shareholders, employees, agents, representatives, licensees,
|
||||
sublicensees, distributors, attorneys and accountants
|
||||
(collectively, the "Id Related Parties") from and against any and
|
||||
all damages, claims, losses, causes of action, liabilities,
|
||||
lawsuits, judgments and expenses (including, without limitation,
|
||||
reasonable attorneys' fees and expenses) arising from, relating to
|
||||
or in connection with a breach of this Agreement by Licensee and
|
||||
arising from, relating to or in connection with the Licensee's use
|
||||
or non-use of the Authorized Copy (collectively, the "Claims"). Id
|
||||
Software agrees to notify Licensee of any such Claims within a
|
||||
reasonable time after Id Software learns of same. Licensee, at its
|
||||
own expense, shall defend Id Software and the Id Related Parties
|
||||
from any and all Claims. Id Software and the Id Related Parties
|
||||
reserve the right to participate in any defense of the Claims with
|
||||
counsel of their choice, and at their own expense. In the event
|
||||
Licensee fails to provide a defense, then Licensee shall be
|
||||
responsible for paying the attorneys' fees and expenses incurred by
|
||||
Id Software and the Id Related Parties regarding the defense of the
|
||||
Claims. Id Software and the Id Related Parties, as applicable,
|
||||
agree to reasonably assist in the defense of the Claims. No
|
||||
settlement by Licensee of any Claims shall be valid unless Licensee
|
||||
receives the prior written consent of Id Software and the Id
|
||||
Related Parties, as applicable, to any such settlement.
|
||||
|
||||
8. CONFIDENTIALITY. It is understood and agreed that
|
||||
any proprietary information of Id Software that may from time to
|
||||
time be made available or become known to Licensee is to be treated
|
||||
as confidential, is to be used solely in connection with Licensee's
|
||||
performance under this Agreement, and is to be disclosed only to
|
||||
employees of Licensee who have a need for access. Such proprietary
|
||||
information shall include, but not be limited to, trade secrets,
|
||||
release information, financial information, personnel information,
|
||||
and the like. Reasonable measures shall be taken by Licensee to
|
||||
protect the confidentiality of Id Software's proprietary
|
||||
information and any memoranda or papers containing proprietary
|
||||
information of Id Software's that Licensee may receive are to be
|
||||
returned to Id Software upon request. Licensee's obligations and
|
||||
duties under this paragraph shall survive expiration or earlier
|
||||
termination of this Agreement. Licensee shall obtain from its
|
||||
employees an undertaking in a form which may be supplied by Id
|
||||
Software, and which is subject to Id Software's prior written
|
||||
approval, not to use or disclose to any third party any information
|
||||
or knowledge concerning the business of Id Software which may be
|
||||
communicated to such employees.
|
||||
|
||||
9. LIMITATION OF LIABILITY. ID SOFTWARE EXPRESSLY
|
||||
DISCLAIMS ALL WARRANTIES NOT PROVIDED BY ID SOFTWARE HEREUNDER.
|
||||
UNDER NO CIRCUMSTANCES SHALL ID SOFTWARE BE LIABLE TO LICENSEE FOR
|
||||
ACTUAL, SPECIAL, INCIDENTAL, CONSEQUENTIAL OR PUNITIVE DAMAGES OR
|
||||
ANY OTHER DAMAGES, WHETHER OR NOT ID SOFTWARE RECEIVES NOTICE OF
|
||||
ANY SUCH DAMAGES.
|
||||
|
||||
10. COMPLIANCE WITH APPLICABLE LAWS. In performing
|
||||
under this Agreement, Licensee agrees to comply with all applicable
|
||||
laws, [including, without limitation, 22 U.S.C., 2778 and 22
|
||||
U.S.C. C.F.R. Parts 120-130 (1995)] regulations, ordinances and
|
||||
statutes, including, but not limited to, the import/export laws and
|
||||
regulations of the United States and its governmental and
|
||||
regulatory agencies (including, without limitation, the Bureau of
|
||||
Export Administration and the U.S. Department of Commerce) and all
|
||||
applicable international treaties and laws. Further, Licensee
|
||||
shall defend, indemnify and hold harmless Id Software from any and
|
||||
all sales tax, tariffs and/or duties in connection with Licensee's
|
||||
performance hereunder.
|
||||
|
||||
11. SPECIFIC UNDERTAKINGS BY LICENSEE. In addition to
|
||||
the obligations of Licensee otherwise set forth in this Agreement,
|
||||
during the term of this Agreement, and thereafter where specified,
|
||||
Licensee agrees that:
|
||||
|
||||
a. It will not attack the title of Id Software to the
|
||||
Subject Game or the Trademark and any copyright, patent or
|
||||
trademark or other intellectual property right related thereto and
|
||||
it will not attack the validity of the license granted hereunder
|
||||
during the term hereof or thereafter; and
|
||||
|
||||
b. It will promptly inform Id Software of any
|
||||
unauthorized use of the Authorized Copy, the Subject Game and the
|
||||
Trademark and any portions thereof and reasonably assist Id
|
||||
Software in the enforcement of any rights Id Software may have
|
||||
against such unauthorized users.
|
||||
|
||||
12. FINANCIAL OBLIGATIONS AND ACCOUNTING.
|
||||
|
||||
a. Payment of Royalties. Licensee agrees to pay Id
|
||||
Software a royalty ("Royalty") at the rate of twelve and one-half
|
||||
percent (12.5%) of Net Income. The term "Net Income" shall mean
|
||||
all revenue received by Licensee from the commercial use of the
|
||||
Authorized Copy, less only Licensee's actual, documented costs
|
||||
relating directly to such use. A Royalty shall only be due for
|
||||
those months in which Licensee's gross revenue from QUAKE
|
||||
distribution exceeds U.S. Five Thousand Dollars ($5,000.00) and in
|
||||
such months Licensee shall pay a full Royalty on all revenue
|
||||
received.
|
||||
|
||||
b. Rendition of Statements. Licensee shall account to
|
||||
Id Software with regard to transactions hereunder within forty-five
|
||||
(45) days following the conclusion of each calendar quarter.
|
||||
Licensee hereby represents and warrants that such statements of
|
||||
account to be prepared shall be true and correct. The accounts
|
||||
shall show in summary form the appropriate calculations relating to
|
||||
the computation of Royalties, if any. The statements shall also
|
||||
show the gross revenue received by Licensee per month. The
|
||||
Royalties payable to Id Software hereunder shall be remitted with
|
||||
the particular statement indicating such amount to be due. All
|
||||
statements hereunder shall be deemed rendered when deposited,
|
||||
postage prepaid, in the United States mail, addressed to Id
|
||||
Software at Id Software's address set forth on the signature page
|
||||
hereof.
|
||||
|
||||
c. Books of Account and Audits. Licensee shall keep
|
||||
books of account relating to the commercial use of the Authorized
|
||||
Copy on the basis of generally accepted accounting principles and
|
||||
shall maintain such books of account for a period of at least two
|
||||
(2) years after the expiration or earlier termination of this
|
||||
Agreement; provided, however, that Licensee shall not be required
|
||||
to keep such records longer than seven (7) years from their date of
|
||||
origination. Id Software may, upon reasonable notice and at its
|
||||
own expense, audit the applicable records at Licensee's office, in
|
||||
order to verify statements rendered hereunder. Any such audit
|
||||
shall take place during reasonable business hours and in such
|
||||
manner so as not to interfere with Licensee's normal business
|
||||
activities. Id Software agrees that such information inspected
|
||||
and/or copied on behalf of Id Software hereunder shall be used only
|
||||
for the purpose of determining the accuracy of the statements, and
|
||||
shall be revealed only to such officers, directors, employees,
|
||||
agents and/or representatives of Id Software as necessary to verify
|
||||
the accuracy of the statements. If in an audit of Licensee's books
|
||||
and records it is determined that there is a short fall of ten
|
||||
percent (10%) or more in Royalties reported for any calendar
|
||||
quarter, in addition to payment of such short fall and interest as
|
||||
may be due, as provided herein, Licensee shall reimburse Id
|
||||
Software for the full out-of-pocket costs of the audit including
|
||||
reasonable travel costs and expenses; provided, however, that the
|
||||
amount of reimbursement paid by Licensee shall not exceed U.S.
|
||||
Fifteen Thousand Dollars ($15,000.00) for any audit.
|
||||
|
||||
d. Payment of the Royalty. Licensee assumes all risks
|
||||
associated with fluctuations in foreign currency exchange rates.
|
||||
Licensee shall pay and agrees to pay all sums due Id Software in
|
||||
United States Dollars. With respect to Royalties due for
|
||||
commercial use outside the United States, other currencies shall be
|
||||
exchanged at the expense of Licensee into United States Dollars
|
||||
using the bid price quoted at the Citibank, N.A. of New York, New
|
||||
York, for the purchase of United States Dollars at the close of
|
||||
business on the last day of the calendar quarter during which any
|
||||
amounts accrue. Payment of the Royalties shall be made in Dallas
|
||||
County, Texas.
|
||||
|
||||
e. Interest. If Id Software does not receive the
|
||||
applicable Royalty payment on or before the due date of such
|
||||
payment, Licensee agrees to pay and shall pay interest on Royalties
|
||||
owed to Id Software from such date as specified in the following
|
||||
sentence at a rate per annum equal to the Index Rate. For purposes
|
||||
of clarification, the interest will begin to accrue on the first
|
||||
(1st) day following the due date of the Royalty payment, unless the
|
||||
Royalty payment is paid timely. The "Index Rate" shall be the
|
||||
prime rate as published in The Wall Street Journal's "Money Rates"
|
||||
table. If multiple prime rates are quoted in the table, then the
|
||||
highest prime rate will be the Index Rate. In the event that the
|
||||
prime rate is no longer published in the "Money Rates" table, then
|
||||
Id Software will choose a substitute Index Rate which is based upon
|
||||
comparable information. The applicable interest rate will be
|
||||
determined and take effect on the first day of each month.
|
||||
|
||||
NOTHING HEREIN SHALL BE CONSTRUED AS A REQUEST OR DEMAND BY
|
||||
ID SOFTWARE OF INTEREST AT A RATE HIGHER THAN ALLOWED BY APPLICABLE
|
||||
LAW. IT IS THE INTENT OF THE PARTIES HERETO THAT NO INTEREST BE
|
||||
CHARGED HEREUNDER WHICH EXCEEDS THE MAXIMUM RATE ALLOWED BY
|
||||
APPLICABLE LAW. IF THE RATE REFERENCED ABOVE EXCEEDS THE MAXIMUM
|
||||
RATE ALLOWED BY APPLICABLE LAW, THEN THE INTEREST RATE MADE
|
||||
APPLICABLE HEREIN SHALL BE THE MAXIMUM RATE ALLOWED BY APPLICABLE
|
||||
LAW.
|
||||
|
||||
13. SUBLICENSE. Licensee shall not be entitled to
|
||||
sublicense any of its rights under this Agreement.
|
||||
|
||||
14. GOODWILL. Licensee recognizes the great value of
|
||||
the goodwill associated with the Subject Game and the Trademark,
|
||||
and acknowledges that such goodwill, now existing and hereafter
|
||||
created, exclusively belongs to Id Software and that the Trademark
|
||||
has acquired a secondary meaning in the mind of the public.
|
||||
|
||||
15. REMEDIES. In the event of a breach of this
|
||||
Agreement by Id Software, Licensee's sole remedy shall be to
|
||||
terminate this Agreement. In the event of a breach by Licensee of
|
||||
this Agreement, Id Software may pursue the remedies to which it is
|
||||
entitled under applicable law, including, but not limited to,
|
||||
termination of this Agreement. Licensee agrees that its failure to
|
||||
comply with the terms of this Agreement upon expiration or earlier
|
||||
termination hereof or Licensee's unauthorized use of the Authorized
|
||||
Copy may result in immediate and irreparable damage to Id Software
|
||||
for which there is no adequate remedy at law, and in the event of
|
||||
such failure by Licensee, Id Software shall be entitled to
|
||||
injunctive relief. Pursuit of any remedy by Id Software shall not
|
||||
constitute a waiver of any other right or remedy of Id Software
|
||||
under this Agreement or under applicable law. Termination of this
|
||||
Agreement shall not be a pre-condition to Id Software pursuing its
|
||||
other remedies for breach.
|
||||
|
||||
16. LICENSEE'S WARRANTIES. Licensee warrants and
|
||||
represents that it has full legal rights to enter into this
|
||||
Agreement and to perform its obligations hereunder and that it will
|
||||
comply, at all times during the terms of this Agreement, with all
|
||||
applicable laws, as set forth hereinabove.
|
||||
|
||||
17. BANKRUPTCY. If Licensee's liabilities exceed its
|
||||
assets, or if Licensee becomes unable to pay its debts as they
|
||||
become due or if Licensee files for voluntary bankruptcy, or is
|
||||
placed in bankruptcy which is not dissolved or dismissed after
|
||||
thirty (30) days from the petition filing date, or if Licensee
|
||||
becomes insolvent, or makes an assignment for the benefit of its
|
||||
creditors or an arrangement pursuant to any bankruptcy laws or if
|
||||
Licensee discontinues its business or if a receiver is appointed
|
||||
for its business, this Agreement shall automatically terminate,
|
||||
without notice, and become null and void; provided, however, all
|
||||
duties of Licensee upon termination or expiration of this Agreement
|
||||
shall continue in full force and effect.
|
||||
|
||||
18. ENTIRE AGREEMENT AND ASSIGNMENT. This Agreement
|
||||
constitutes the entire understanding between Licensee and Id
|
||||
Software regarding the Subject Game. Each and every clause of this
|
||||
Agreement is severable from the whole and shall survive unless the
|
||||
entire Agreement is declared unenforceable. No prior or present
|
||||
agreements or representations shall be binding upon any of the
|
||||
parties hereto unless incorporated in this Agreement. No
|
||||
modification or change in this Agreement shall be valid or binding
|
||||
upon the parties unless in writing, executed by the parties to be
|
||||
bound thereby. This Agreement shall bind and inure to the benefit
|
||||
of Id Software, its successors and assigns, and Id Software may
|
||||
assign its rights hereunder, in Id Software's sole discretion.
|
||||
This Agreement is personal to Licensee, and Licensee shall not
|
||||
sublicense, assign, transfer, convey nor franchise its rights
|
||||
granted hereunder.
|
||||
|
||||
19. CHOICE OF LAW, VENUE AND SERVICE OF PROCESS. This
|
||||
Agreement shall be construed in accordance with the laws of the
|
||||
State of Texas and applicable U.S. federal law and all claims
|
||||
and/or lawsuits in connection with this Agreement must be brought
|
||||
in Dallas County, Texas. Licensee hereby agrees that service of
|
||||
process by certified mail to the address set forth below, with
|
||||
return receipt requested, shall constitute valid service of process
|
||||
upon Licensee. If for any reason Licensee has moved or cannot be
|
||||
validly served, then Licensee appoints the Secretary of State of
|
||||
the state of Texas to accept service of process on Licensee's
|
||||
behalf.
|
||||
|
||||
20. EXCUSED PERFORMANCE. Neither party shall be deemed
|
||||
to be in default of any provision of this Agreement nor be liable
|
||||
for any delay, failure in performance or interruption of service,
|
||||
resulting directly or indirectly from acts of God, civil or
|
||||
military authority, civil disturbance, military action, war,
|
||||
strikes, other catastrophes or any other similar cause beyond its
|
||||
reasonable control. Written notice to the non-affected party of any
|
||||
such condition shall be given by the affected party within ten (10)
|
||||
days of the event.
|
||||
|
||||
21. DELIVERY OF NOTICES, AND DELIVERY OF PAYMENTS.
|
||||
Unless otherwise directed in writing by the parties, all notices
|
||||
given hereunder and all payments made hereunder shall be sent to
|
||||
the addresses set forth on the signature page hereof. All
|
||||
notices, requests, consents and other communications under this
|
||||
Agreement shall be in writing and shall be deemed to have been
|
||||
delivered on the date personally delivered or on the date deposited
|
||||
in the United States Postal Service, postage prepaid, by certified
|
||||
mail, return receipt requested, or telegraphed and confirmed, or
|
||||
delivered by electronic facsimile and confirmed. Any notice to Id
|
||||
Software shall also be sent to its counsel: D. Wade Cloud, Jr.,
|
||||
Hiersche, Martens, Hayward, Drakeley & Urbach, P.C., 15303 Dallas
|
||||
Parkway, Suite 700, LB 17, Dallas, Texas 75248.
|
||||
|
||||
22. NO PARTNERSHIP, ETC. This Agreement does not
|
||||
constitute and shall not be construed as constituting a partnership
|
||||
or joint venture between Id Software and Licensee. Neither party
|
||||
shall have any right to obligate or bind the other party in any
|
||||
manner whatsoever, and nothing herein contained shall give, or is
|
||||
intended to give, any rights of any kind to any third persons.
|
||||
|
||||
23. COUNTERPARTS. This Agreement may be executed in
|
||||
several counterparts, each of which will be deemed to be an
|
||||
original, and each of which alone and all of which together, shall
|
||||
constitute one and the same instrument, but in making proof of this
|
||||
Agreement it shall not be necessary to produce or account for each
|
||||
copy of any counterpart other than the counterpart signed by the
|
||||
party against whom this Agreement is to be enforced. This
|
||||
Agreement may be transmitted by facsimile, and it is the intent of
|
||||
the parties for the facsimile of any autograph printed by a
|
||||
receiving facsimile machine to be an original signature and for the
|
||||
facsimile and any complete photocopy of the Agreement to be deemed
|
||||
an original counterpart.
|
||||
|
||||
24. MEDIATION. If a dispute arises out of or relates to
|
||||
this Agreement, or a breach of this Agreement, and if the dispute
|
||||
cannot be settled through direct discussion, then the parties agree
|
||||
to endeavor to settle the dispute in an amicable manner by
|
||||
mediation, under the applicable provisions of Section 154.00 et
|
||||
seq., Texas Civil Practices and Remedies Code, as supplemented by
|
||||
the rules of the Association of Attorney Mediators.
|
||||
|
||||
25. SURVIVAL. The following provisions shall survive
|
||||
the expiration or earlier termination of this Agreement:
|
||||
paragraphs 4., 7., 8., and the audit rights of Id Software in
|
||||
paragraph 12.c.
|
||||
|
||||
26. MISCELLANEOUS.
|
||||
|
||||
a. All captions in this Agreement are intended solely
|
||||
for the convenience of the parties, and none shall effect the
|
||||
meaning or construction of any provision.
|
||||
|
||||
b. The terms and conditions of this Agreement have been
|
||||
negotiated fully and freely among the parties. Accordingly, the
|
||||
preparation of this Agreement by counsel for a given party will not
|
||||
be material to the construction hereof, and the terms of this
|
||||
Agreement shall not be strictly construed against such party.
|
||||
|
||||
By signing in the spaces provided below, the parties have
|
||||
agreed to all of the terms and conditions set forth in this
|
||||
Agreement.
|
||||
|
||||
|
||||
AGREED:
|
||||
|
||||
LICENSEE:
|
||||
|
||||
|
||||
Signed:_______________________________
|
||||
Printed Name:_________________________
|
||||
Title:________________________________
|
||||
Address:______________________________
|
||||
______________________________________
|
||||
______________________________________
|
||||
Telephone #: _________________________
|
||||
Fax #:________________________________
|
||||
E-Mail Address:_______________________
|
||||
Date: ________________________________
|
||||
|
||||
|
||||
AGREED:
|
||||
|
||||
ID SOFTWARE, INC.
|
||||
|
||||
|
||||
Signed:_______________________________
|
||||
Printed Name:_________________________
|
||||
Title:________________________________
|
||||
Address:______________________________
|
||||
______________________________________
|
||||
______________________________________
|
||||
Telephone #: _________________________
|
||||
Fax #:________________________________
|
||||
E-Mail Address:_______________________
|
||||
Date: ________________________________
|
||||
|
||||
|
||||
|
||||
June 10, 1996
|
||||
|
||||
|
||||
|
||||
COMMERCIAL EXPLOITATION LICENSE AGREEMENT FOR QUAKE
|
||||
(DWC:dw:3406.0299:dwc\doc:5017)
|
||||
|
||||
|
177
doc/data/docs/install
Normal file
177
doc/data/docs/install
Normal file
|
@ -0,0 +1,177 @@
|
|||
INSTALL for Linux Quake
|
||||
-----------------------
|
||||
|
||||
Quake for Linux provides several different binary executables to support
|
||||
different hardware and drivers.
|
||||
|
||||
Included with Linux Quake are:
|
||||
- SVGALib Quake (squake)
|
||||
This is a software renderer Quake that runs at the text console in Linux.
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
This is a hardware renderer Quake that runs using hardware 3D
|
||||
acceleration.
|
||||
- X11 Quake (quake.x11)
|
||||
Software rendering in a window under X11.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake.
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Also, newer versions of SVGALib have an mouse_accel_type option. Most
|
||||
users will want to set this to "off" in /etc/vga/libvga.config.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
39
doc/data/docs/install.q2mission
Normal file
39
doc/data/docs/install.q2mission
Normal file
|
@ -0,0 +1,39 @@
|
|||
INSTALL for Linux Quake2 Mission Packs
|
||||
--------------------------------------
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake2 Mission Pack CD as one would usually mount a CDROM, this can
|
||||
be accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake2.
|
||||
|
||||
After Installation
|
||||
------------------
|
||||
|
||||
To run Quake2 Mission Pack #1: The Reckoning add the following option when
|
||||
executing Quake2:
|
||||
|
||||
./quake2 +set game xatrix
|
||||
|
||||
To run Quake2 Mission Pack #2: Ground Zero add the following:
|
||||
|
||||
./quake2 +set game rogue
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
The Quake2 Mission Packs require a previous installation of Quake2.
|
||||
|
||||
|
177
doc/data/docs/install.quake
Normal file
177
doc/data/docs/install.quake
Normal file
|
@ -0,0 +1,177 @@
|
|||
INSTALL for Linux Quake
|
||||
-----------------------
|
||||
|
||||
Quake for Linux provides several different binary executables to support
|
||||
different hardware and drivers.
|
||||
|
||||
Included with Linux Quake are:
|
||||
- SVGALib Quake (squake)
|
||||
This is a software renderer Quake that runs at the text console in Linux.
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
This is a hardware renderer Quake that runs using hardware 3D
|
||||
acceleration.
|
||||
- X11 Quake (quake.x11)
|
||||
Software rendering in a window under X11.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake.
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Also, newer versions of SVGALib have an mouse_accel_type option. Most
|
||||
users will want to set this to "off" in /etc/vga/libvga.config.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
218
doc/data/docs/install.quake2
Normal file
218
doc/data/docs/install.quake2
Normal file
|
@ -0,0 +1,218 @@
|
|||
INSTALL for Linux Quake2
|
||||
------------------------
|
||||
|
||||
Quake2 for Linux supports the following video subsystems:
|
||||
|
||||
- SVGALib Console Graphics (ref_soft.so)
|
||||
- Requires SVGALib 1.2.0 or later
|
||||
- X11 Window Graphics (ref_softx.so)
|
||||
- X11R5 or later, XShm shared memory extension supported
|
||||
- 3DFX fxMesa with Mesa 3-D or 3DFX Miniport (ref_gl.so)
|
||||
- Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
|
||||
Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
|
||||
- Generic glX (X11) based OpenGL (ref_glx.so)
|
||||
- Requires a glX based hardware accelerated OpenGL implementation.
|
||||
Mesa 3-D 2.6 supports this on 3DFX hardware.
|
||||
|
||||
Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
|
||||
on 3DFX hardware.
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Mount the Quake2 CD as one would usually mount a CDROM, this can be
|
||||
accomplished by using the command:
|
||||
|
||||
mount /dev/cdrom /mnt
|
||||
|
||||
As root. Once the CD is mounted, run the setup script on the CD as root.
|
||||
|
||||
$ su
|
||||
Password:
|
||||
# mount /dev/cdrom /mnt
|
||||
# /bin/sh /mnt/setup
|
||||
|
||||
The script will ask some questions about what options you want to install
|
||||
and automatically install the software into /usr/local/games/quake2.
|
||||
|
||||
Make sure you have the appropirate hardware, drivers and libraries installed
|
||||
for the renderer you are going to play on.
|
||||
|
||||
Quake2 for Linux supports the following renderers:
|
||||
|
||||
- ref_soft
|
||||
Software rendering under SVGALib (console only). SVGALib 1.2.10 or later
|
||||
is required. Note that SVGALib 1.2.11 supports the ability to run a
|
||||
SVGALib application under X11 as it will automatically allocate a new
|
||||
console. The default mode is 320x240 (ModeX) since that is the lowest
|
||||
resolution supported by Quake2. If SVGALib supports your video card, higher
|
||||
resolution modes such as 640x480 and 800x600 are also supported.
|
||||
|
||||
Please note that you may need to configure your mouse for SVGALib in
|
||||
/etc/vga/libvga.config (or /etc/libvga.config).
|
||||
|
||||
- ref_softx
|
||||
Software rendering under X11. This uses the MITSHM Extension and should
|
||||
work will virtually all Linux X Servers. **NOTE: Do not resize the window
|
||||
under X11. You must use the Video menu to change resolution/window size.
|
||||
|
||||
By default, the mouse will not be 'tied' to the Quake2 window. To cause
|
||||
Quake2 to grab the mouse, select 'Windowed Mouse' from the video menu,
|
||||
or type '_windowed_mouse 0' at the console. Do the reverse to release it.
|
||||
You can bind keys to grab and release the mouse in the console, like so:
|
||||
bind i "_windowed_mouse 1"
|
||||
bind o "_windowed_mouse 0"
|
||||
Then "i" will grab the mouse and "o" will release it.
|
||||
|
||||
- ref_gl
|
||||
This render can be run with two different OpenGL drivers: Mesa 3-D
|
||||
ontop of Linux GLIDE, or 3DFX's mini-OpenGL Quake driver.
|
||||
For Mesa 3-D, the necessary libMesaGL.so.2.6 is included with this archive.
|
||||
You must copy it to /usr/lib or /usr/local/lib and run ldconfig (as root)
|
||||
in order to use it. You can do this as follows:
|
||||
tar cf - lib*GL* | (cd /usr/lib; tar xf -)
|
||||
You should use tar to keep the symlinks intact. Once you copy them over
|
||||
run ldconfig.
|
||||
You must also download and install the Linux GLIDE drivers at
|
||||
http://www.3dfx.com/software/download_glidel.html
|
||||
And install them as instructed.
|
||||
RPMs for GLIDE are available at :
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
With version 3.20, the GL library is entirely runtime loaded. This means
|
||||
you can specify what shared object to load for GL display.
|
||||
To use Mesa 3-D GL (console), run quake with:
|
||||
./quake2 +set vid_ref gl +set gl_driver libMesaGL.so.2
|
||||
To use the 3DFX OpenGL Miniport, run the included quake2.3dfxgl:
|
||||
./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
|
||||
The gl_driver cvar indicates the name of the library to load for GL
|
||||
functions. It can be in any directory listed in /etc/ld.so.conf
|
||||
or in /etc/quake2.conf
|
||||
|
||||
**NOTE: There is a problem on libc5 systems where a vid_restart (causing
|
||||
a reload of the video system) will crash. There doesn't seem to be a
|
||||
solution to this yet. It looks to be some sort of ld.so dynamic loading
|
||||
interaction with SVGALib and ref_gl.so. A work around is to start in
|
||||
software mode (./quake2 +set vid_ref soft), then use the menu to set your
|
||||
mode and a vid_restart will work when going from software to GL. Exit
|
||||
out then and save your video mode settings.
|
||||
This problem does not occur on libc6 (glibc) based systems; vid_restart
|
||||
works fine on there.
|
||||
|
||||
- ref_glx
|
||||
ref_glx should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
As with ref_gl, the "gl_driver" cvar indicates the shared library to load
|
||||
for OpenGL functions (the glX functions must provided in that library
|
||||
as well).
|
||||
|
||||
Permissions
|
||||
-----------
|
||||
|
||||
Quake2 requires root permissions to use the software (SVGALib) and GL (MesaGL
|
||||
w/3dfx) renders. In order to make this secure, some special considerations
|
||||
must be made.
|
||||
|
||||
Quake2 should get setuid root:
|
||||
chown root quake2
|
||||
chmod 4711 quake2
|
||||
|
||||
And the ref_soft.so and ref_gl.so files must owned by root.
|
||||
|
||||
The file /etc/quake2.conf must be installed. This file contains a single
|
||||
line with the path of where the ref shared libraries can be found.
|
||||
A sample one is included that lists /usr/games/quake2 as the default
|
||||
path. The libraries are only loaded out of the directory listed in
|
||||
/etc/quake2.conf for security considerations.
|
||||
|
||||
Special permissions are not required for the softx renderer, but quake2 may
|
||||
still need to be setuid root to open the sound device (quake2 will give up
|
||||
setuid root permissions before loading softx).
|
||||
|
||||
NOTE: If you use a setuid quake2 binary and run it as a normal user, it
|
||||
will NOT be able to switch renderers on the fly because root permissions
|
||||
are given up after the renderer is loaded. You can switch renderers on the
|
||||
fly if you run quake2 as root (su or log in as root).
|
||||
|
||||
NOTE: When the quake2 binary is run in dedicated server mode
|
||||
(+set dedicated 1), no special permissions are required and
|
||||
/etc/quake2.conf is not read since no renderer is loaded.
|
||||
|
||||
----
|
||||
|
||||
The first time you run Quake2, it will use ref_soft or ref_softx based
|
||||
on whether a DISPLAY environment variable exists.
|
||||
|
||||
To force the loading of a specific renderer at load time, use the following
|
||||
command lines:
|
||||
|
||||
./quake2 +set vid_ref soft
|
||||
./quake2 +set vid_ref softx
|
||||
./quake2 +set vid_ref gl
|
||||
./quake2 +set vid_ref glx
|
||||
|
||||
Linux Specific Cvars
|
||||
--------------------
|
||||
|
||||
To set this, use +set on the command line, i.e.:
|
||||
./quake2 +set cd_dev /dev/hdc +set sndmono 1
|
||||
|
||||
nocdaudio (defaults to 0)
|
||||
Do not enable cd audio if not zero
|
||||
|
||||
sndbits (defaults to 16)
|
||||
Set sound bit sample size.
|
||||
|
||||
sndspeed (defaults to 0)
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
If set to zero, causes the sound driver to attempt speeds in the following
|
||||
order: 11025, 22051, 44100, 8000.
|
||||
|
||||
sndchannels (defaults to 2)
|
||||
Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
|
||||
|
||||
nostdout (defaults to 0)
|
||||
Whether to output console msgs to standard out. Non-zero is cease output.
|
||||
|
||||
Dedicated server
|
||||
----------------
|
||||
|
||||
To run Linux Quake2 as a dedicated server, just run it as follows:
|
||||
|
||||
./quake2 +set dedicated 1
|
||||
|
||||
You can also set dmflags, timelimit, etc. in a config file, like so:
|
||||
set timelimit 20
|
||||
set fraglimit 25
|
||||
set dmflags 532
|
||||
map fact3
|
||||
|
||||
Then exec that config file on load, like so:
|
||||
|
||||
./quake2 +set dedicated 1 +exec server.cfg
|
||||
|
||||
If you use a config file, you must put a 'map' command in it or the
|
||||
server won't load a map.
|
||||
|
||||
To run a dedicated server in the background, use this;
|
||||
|
||||
nohup ./quake2 +set dedicated 1 +exec server.cfg &
|
||||
|
||||
A better way is to run Quake2 on a tty via screen. screen can be found
|
||||
at ftp://prep.ai.mit.edu/pub/gnu/screen-3.7.4.tar.gz, but it comes with
|
||||
most modern Linux installations now.
|
||||
|
||||
-----------------------------------------------------------------------------
|
||||
|
||||
Linux Quake2 is an unsupported product. Usage of this product is bound by
|
||||
the legal notice found on the distribution Quake2 CDROM.
|
||||
|
||||
/// Zoid
|
||||
zoid@idsoftware.com
|
||||
|
157
doc/data/docs/readme
Normal file
157
doc/data/docs/readme
Normal file
|
@ -0,0 +1,157 @@
|
|||
README for Linux Quake
|
||||
----------------------
|
||||
|
||||
This README convers all versions of Quake for Linux:
|
||||
- SVGALib Quake (squake)
|
||||
- GLQuake (glquake, glquake.glx and glquake.3dfxgl)
|
||||
- X11 Quake (quake.x11)
|
||||
|
||||
Requirements for SVGALib Quake:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for GLQuake:
|
||||
|
||||
- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
|
||||
at this writing. In order to use 3DFX hardware, you must have 3DFX's
|
||||
GLIDE drivers installed. RPMs for these drivers are available at:
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html
|
||||
- For the glX version, an OpenGL implementation that includes hardware
|
||||
glX support.
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib compatible mouse for glquake or X11 for glquake.glx
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Requirements for X11 Quake:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
or glibc (libc6) for the glibc version
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Additional notes for SVGALib Quake
|
||||
----------------------------------
|
||||
|
||||
SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/vga/libvga.config
|
||||
and set it up for your mouse type.
|
||||
|
||||
Additional notes for GLQuake
|
||||
----------------------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
|
||||
or "setenv MESA_GLX_FX fullscreen" for csh.
|
||||
|
||||
For glquake, you must also have SVGALib or later installed (1.3.0 or later
|
||||
prefered). GLQuake uses SVGALib for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
Additional notes for X11 Quake
|
||||
------------------------------
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
|
||||
|
||||
Command Line Options for Linux Quake
|
||||
------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device> (SVGALib based versions only)
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed> (SVGALib based versions only)
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@idsoftware.com
|
||||
Official Quake Unix Port Administrator
|
162
doc/data/docs/readme.glquake
Normal file
162
doc/data/docs/readme.glquake
Normal file
|
@ -0,0 +1,162 @@
|
|||
Linux Glquake v0.98, Quake v1.09 release notes
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
For 3DFX based hardware, you must download and install Linux GLIDE from
|
||||
http://glide.xxedgexx.com/3DfxRPMS.html and install as per the
|
||||
instructions.
|
||||
|
||||
Running GLQuake
|
||||
---------------
|
||||
|
||||
There are three different ways to execute GLQuake:
|
||||
|
||||
1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
|
||||
with 3DFX support (fxMesa..() function interface). It also requires
|
||||
svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console
|
||||
application. Mesa 3-D requires GLIDE to be installed.
|
||||
|
||||
2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
|
||||
preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32
|
||||
OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D
|
||||
since it was written specifically with supporting GLQuake in mind.
|
||||
lib3dfxgl.so requires that GLIDE be installed.
|
||||
|
||||
3. The binary "glquake.glx" is linked against standard OpenGL libraries.
|
||||
It should run on many different hardward OpenGL implementations under
|
||||
Linux and X11. This binary is an X11 application and must be run under
|
||||
X11. It will work with Mesa 3-D as a standard glX based OpenGL
|
||||
applications. If the Mesa 3-D library is compiled with 3DFX support,
|
||||
you can have Mesa 3-D support 3DFX hardware under X11 by setting the
|
||||
enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
|
||||
and "window" for windowed mode.
|
||||
|
||||
You must also have SVGALib 1.3.0 or later installed. GLQuake uses SVGALib
|
||||
for mouse and keyboard handling.
|
||||
|
||||
If you have gpm and/or selection running, you will have to terminate them
|
||||
before running GLQuake since they will not give up the mouse when GLQuake
|
||||
attempts to run. You can kill gpm by typing 'killall gpm' as root.
|
||||
|
||||
You must run GLQuake as root or setuid root since it needs to access things
|
||||
such as sound, keyboard, mouse and the 3DFX video. Future versions may not
|
||||
require root permissions.
|
||||
|
||||
resolution options
|
||||
------------------
|
||||
glquake -width 512 -height 384
|
||||
Tries to run glquake at the specified resolution.
|
||||
Only highend VooDoo cards support such high resolutions (most
|
||||
cards on the market right now do not). Another popular and supported mode
|
||||
is 512x384 (-width 512 -height 384) which can offer a faster speed than
|
||||
the default 640x480.
|
||||
|
||||
You can also specify the resolution of the console independant of the screen
|
||||
resolution.
|
||||
|
||||
glquake -conwidth 320
|
||||
This will specify a console resolution of 320 by 240 (the height is
|
||||
automatically determined by the default 4:3 aspect ratio, you can also
|
||||
specify the height directly with -conheight).
|
||||
|
||||
In higher resolution modes such as 800x600 and 1024x768, glquake will default
|
||||
to a 640x480 console, since the font becomes small enough at higher
|
||||
resolutions to become unreadable. If do you wish to have a higher resolution
|
||||
console and status bar, specify it as well, such as:
|
||||
glquake -width 800 -height 600 -conwidth 800
|
||||
|
||||
texture options
|
||||
---------------
|
||||
The amount of textures used in the game can have a large impact on performance.
|
||||
There are several options that let you trade off visual quality for better
|
||||
performance.
|
||||
|
||||
There is no way to flush already loaded textures, so it is best to change
|
||||
these options on the command line, or they will only take effect on some of
|
||||
the textures when you change levels.
|
||||
|
||||
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
|
||||
128, etc), but software quake had a number of textures that repeated at 24
|
||||
or 96 pixel boundaries. These need to be either stretched out to the next
|
||||
higher size, or shrunk down to the next lower. By default, they are filtered
|
||||
down to the smaller size, but you can cause it to use the larger size if you
|
||||
really want by using:
|
||||
|
||||
glquake +gl_round_down 0
|
||||
This will generally run well on a normal 4 MB 3dfx card, but for other cards
|
||||
that have either worse texture management or slower texture swapping speeds,
|
||||
there are some additional settings that can drastically lower the amount of
|
||||
textures to be managed.
|
||||
|
||||
glquake +gl_picmip 1
|
||||
This causes all textures to have one half the dimensions they otherwise would.
|
||||
This makes them blurry, but very small. You can set this to 2 to make the
|
||||
textures one quarter the resolution on each axis for REALLY blurry textures.
|
||||
|
||||
glquake +gl_playermip 1
|
||||
This is similar to picmip, but is only used for other players in deathmatch.
|
||||
Each player in a deathmatch requires an individual skin texture, so this can
|
||||
be a serious problem for texture management. It wouldn't be unreasonable to
|
||||
set this to 2 or even 3 if you are playing competatively (and don't care if
|
||||
the other guys have smudged skins). If you change this during the game, it
|
||||
will take effect as soon as a player changes their skin colors.
|
||||
|
||||
run time options
|
||||
----------------
|
||||
At the console, you can set these values to effect drawing.
|
||||
|
||||
gl_texturemode GL_NEAREST
|
||||
Sets texture mapping to point sampled, which may be faster on some GL systems
|
||||
(not on 3dfx).
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP
|
||||
This is the default texture mode.
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
||||
This is the highest quality texture mapping (trilinear), but only very high
|
||||
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
|
||||
a deal, actually.
|
||||
|
||||
gl_finish 0
|
||||
This causes the game to not issue a glFinish() call each frame, which may make
|
||||
some hardware run faster. If this is cleared, the 3dfx will back up a number
|
||||
of frames and not be very playable.
|
||||
|
||||
gl_flashblend 0
|
||||
By default, glquake just draws a shaded ball around objects that are emiting
|
||||
light. Clearing this variable will cause it to properly relight the world
|
||||
like normal quake, but it can be a significant speed hit on some systems.
|
||||
|
||||
gl_ztrick 0
|
||||
Glquake uses a buffering method that avoids clearing the Z buffer, but some
|
||||
hardware platforms don't like it. If the status bar and console are flashing
|
||||
every other frame, clear this variable.
|
||||
|
||||
gl_keeptjunctions 0
|
||||
If you clear this, glquake will remove colinear vertexes when it reloads the
|
||||
level. This can give a few percent speedup, but it can leave a couple stray
|
||||
blinking pixels on the screen.
|
||||
|
||||
novelty features
|
||||
----------------
|
||||
These are some rendering tricks that were easy to do in glquake. They aren't
|
||||
very robust, but they are pretty cool to look at.
|
||||
|
||||
r_shadows 1
|
||||
This causes every object to cast a shadow.
|
||||
|
||||
r_wateralpha 0.7
|
||||
This sets the opacity of water textures, so you can see through it in properly
|
||||
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
|
||||
(the default). Unfortunately, the standard quake maps don't contain any
|
||||
visibility information for seeing past water surfaces, so you can't just play
|
||||
quake with this turned on. If you just want to see what it looks like, you
|
||||
can set "r_novis 1", but that will make things go very slow. When I get a
|
||||
chance, I will probably release some maps that have been processed properly
|
||||
for this.
|
||||
|
||||
r_mirroralpha 0.3
|
||||
This changes one particular texture (the stained glass texture in the EASY
|
||||
start hall) into a mirror. The value is the opacity of the mirror surface.
|
||||
|
127
doc/data/docs/readme.squake
Normal file
127
doc/data/docs/readme.squake
Normal file
|
@ -0,0 +1,127 @@
|
|||
|
||||
README for Linux SVGALib Quake
|
||||
------------------------------
|
||||
|
||||
Requirements:
|
||||
|
||||
- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
Here's the release you've been waiting for. Linux squake supports
|
||||
320x200x256, the various modeX modes (320x400, 360x400, etc) as well as high
|
||||
res modes if your card is supported by SVGALib. Use the Quake console command
|
||||
vid_describemodes to list supported modes and the command vid_mode <number> to
|
||||
change modes.
|
||||
|
||||
Full sound support is included. The default sound rate is 16-bit stereo,
|
||||
11KHz. You can change this in the options section below.
|
||||
|
||||
Mouse works great, but SVGALib may not detect a 3-button mouse properly (it
|
||||
will only use two buttons). Check your /etc/libvga.config (or
|
||||
/etc/vga/libvga.config for SlackWare users).
|
||||
|
||||
**Version 1.1 fixes some crash bugs with the mission packs.
|
||||
|
||||
New Command Line Options for Linux SVGAlib Quake
|
||||
------------------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-mdev <device>
|
||||
Mouse device, default is /dev/mouse
|
||||
|
||||
-mrate <speed>
|
||||
Mouse baud rate, default is 1200
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-mode <modenum>
|
||||
Use indicated video mode
|
||||
|
||||
-nokdb
|
||||
Don't initialize keyboard
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Boot DOS (I know, but you need it to run the Quake install program) and
|
||||
install Quake from your Quake CD to a DOS parition.
|
||||
|
||||
Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
|
||||
directory into it. i.e.:
|
||||
(cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
|
||||
|
||||
Place squake into your Quake directory. You must make it setuid root (since
|
||||
Quake access stuff like direct video writes, the raw keyboard mode, CD, etc).
|
||||
Quake will setuid back to the normal user as soon as it opens these files.
|
||||
Make Quake suid root as follows:
|
||||
chown root squake
|
||||
chmod 4755 squake
|
||||
|
||||
Run squake. I don't recommend running it as root, since all the saved
|
||||
config.cfg files will be then owned as root. Use your normal account, unless
|
||||
you do everything as root, then your mileage will vary.
|
||||
|
||||
squake may segfault if it tries to initialize your sound card and their isn't
|
||||
one. Same with the CDROM. If it dies, try it with -nosound and/or
|
||||
-nocdaudio. If you have a sound card it died on and you know it is
|
||||
supported by USSLite (the driver that comes with the Linux kernel), let me
|
||||
know and I'll take a look at it.
|
||||
|
||||
It should work with SCSI CDROMs, but is untested.
|
||||
|
||||
Full TCP/IP network support is in, including listen and dedicated server
|
||||
modes. squake makes a nice dedicated server as you don't need the X11
|
||||
libraries kicking around.
|
||||
|
||||
All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
|
||||
distribution will work, 'cept for stuff with vid modes and stuff.
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux SVGALib Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@threewave.com
|
||||
Official Quake Unix Port Administrator
|
||||
|
||||
Acks
|
||||
----
|
||||
|
||||
Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
|
||||
support.
|
||||
Dave Taylor <ddt@crack.com> for basic Linux support.
|
||||
id Software for Quake and making me port it. :)
|
||||
|
||||
Lots of people on #linux, #quake for testing.
|
||||
|
107
doc/data/docs/readme.x11
Normal file
107
doc/data/docs/readme.x11
Normal file
|
@ -0,0 +1,107 @@
|
|||
|
||||
README for Linux SVGALib Quake
|
||||
------------------------------
|
||||
|
||||
Requirements:
|
||||
|
||||
- X11R5 later, only tested with XFree86, should work with most X Servers
|
||||
- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
|
||||
- CD-ROM for CDAudio
|
||||
- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
|
||||
with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
|
||||
- SVGALib supported mouse (usually if it works with X, it'll work with
|
||||
squake).
|
||||
- Kernel 2.0.24 or later
|
||||
- untested with 2.1 kernels, your mileage may vary
|
||||
|
||||
This is a windowed version that is generic for X11. It runs in a window
|
||||
and can be resized. You can specify a starting window size with:
|
||||
-width <width>
|
||||
-height <height>
|
||||
-winsize <width> <height>
|
||||
Default is 320x200. It works in 16bit modes, but it's slower (twice as many
|
||||
bytes to copy).
|
||||
|
||||
No other video modes are supported (just runs windowed). Mouse is read, but
|
||||
not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
|
||||
the mouse and use it in the game. If you want to move the mouse out of
|
||||
QWCL, you have to turn Use Mouse off.
|
||||
|
||||
Full sound support is included. The default sound rate is 16-bit stereo,
|
||||
11KHz. You can change this in the options section below.
|
||||
|
||||
New Command Line Options for Linux SVGAlib Quake
|
||||
------------------------------------------------
|
||||
|
||||
-mem <mb>
|
||||
Specify memory in megabytes to allocate (default is 8MB, which should be fine
|
||||
for most needs).
|
||||
|
||||
-nostdout
|
||||
Don't do any output to stdout
|
||||
|
||||
-cddev <device>
|
||||
CD device, default is /dev/cdrom
|
||||
|
||||
-sndbits <8 or 16>
|
||||
Set sound bit sample size. Default is 16 if supported.
|
||||
|
||||
-sndspeed <speed>
|
||||
Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
|
||||
Default is 11025.
|
||||
|
||||
-sndmono
|
||||
Set mono sound
|
||||
|
||||
-sndstereo
|
||||
Set stereo sound (default if supported)
|
||||
|
||||
Installation
|
||||
------------
|
||||
|
||||
Boot DOS (I know, but you need it to run the Quake install program) and
|
||||
install Quake from your Quake CD to a DOS parition.
|
||||
|
||||
Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
|
||||
directory into it. i.e.:
|
||||
(cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
|
||||
|
||||
Quake for X11 does not need to be setuid root. Sound can fail if /dev/dsp is
|
||||
not mode 666.
|
||||
|
||||
Quake may segfault if it tries to initialize your sound card and their isn't
|
||||
one. Same with the CDROM. If it dies, try it with -nosound and/or
|
||||
-nocdaudio. If you have a sound card it died on and you know it is
|
||||
supported by USSLite (the driver that comes with the Linux kernel), let me
|
||||
know and I'll take a look at it.
|
||||
|
||||
It should work with SCSI CDROMs, but is untested.
|
||||
|
||||
Full TCP/IP network support is in, including listen and dedicated server
|
||||
modes.
|
||||
|
||||
All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
|
||||
distribution will work, 'cept for stuff with vid modes and stuff.
|
||||
|
||||
End Notes
|
||||
---------
|
||||
|
||||
Linux Quake is *NOT* an officially supported product. Mail about it
|
||||
will be deleted. Do not email id about this product. If you are having
|
||||
technical difficultly, you can email me, but make sure you have the correct
|
||||
kernel, libc, svgalib and other software versions before you email me.
|
||||
|
||||
Dave 'Zoid' Kirsch
|
||||
zoid@idsoftware.com
|
||||
Official Quake Unix Port Administrator
|
||||
|
||||
Acks
|
||||
----
|
||||
|
||||
Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
|
||||
support.
|
||||
Dave Taylor <ddt@crack.com> for basic Linux support.
|
||||
id Software for Quake and making me port it. :)
|
||||
|
||||
Lots of people on #linux, #quake for testing.
|
||||
|
119
doc/data/help.txt
Normal file
119
doc/data/help.txt
Normal file
|
@ -0,0 +1,119 @@
|
|||
TECH SUPPORT
|
||||
Any of the information listed below could change. Check the id software
|
||||
Web Site, at www.idsoftware.com, for updates.
|
||||
|
||||
A. Tech Support Options
|
||||
id Software does charge for technical support, but we strive to offer
|
||||
this service at the lowest cost possible. Because volume on the support
|
||||
lines dictate costs, we periodically adjust our rates for Voice Tech
|
||||
Support. Check our web site for current pricing.
|
||||
|
||||
Paying for Voice or Automated Support
|
||||
1 -- You can get Voice Support using a major credit card for a one-time
|
||||
shot. The system asks for your credit card number and expiration date,
|
||||
then pre-authorizes your credit card for the tech support call. You will
|
||||
only be billed for the number of minutes actually used.
|
||||
|
||||
2 -- You can assign yourself a rechargeable PIN account. The system prompts
|
||||
you for your credit card information, and assigns you a PIN account number.
|
||||
You can use the PIN to access Voice Support, Automated Support and the
|
||||
Game Hints Line. Once your account runs out, you can charge it up again.
|
||||
|
||||
3 -- You may also charge up a PIN account using the number 1 (900) call-2-id.
|
||||
Then call back at 1(800)ID-GAMES (1(800)434-3627), and use your new PIN to
|
||||
receive all the support and hints you wish.
|
||||
|
||||
4 -- id Software's Game Hints Line is accessible either using a PIN account
|
||||
via 1 (800) ID-GAMES (see above), or by calling 1 (900) CALL2-ID, which
|
||||
places the call on your phone bill.
|
||||
|
||||
1. Voice Support
|
||||
Telephone -- 1 (800) id-games
|
||||
|
||||
Lines Open from 12 noon to 10pm Central Time, 7 Days a
|
||||
week ($1.75 per minute). Closed some holidays
|
||||
|
||||
Please have the following information handy.
|
||||
1. Game title and version number. (The version
|
||||
number can be found on the end text screen.)
|
||||
2. Your operating system, processor, processor
|
||||
speed and amount of RAM.
|
||||
3. If you are having a sound, video or modem
|
||||
problem, we need to know the device brand name
|
||||
and model.
|
||||
|
||||
2. Automated Support
|
||||
Telephone -- 1 (800) id-games
|
||||
|
||||
Lines Open 24 hours a day, 365 days a year, or 366 days
|
||||
in Leap years ($0.25 per minute)
|
||||
|
||||
Please have pencil and paper handy.
|
||||
|
||||
3. E-mail Support
|
||||
Just send your e-mail to support@idsoftware.com
|
||||
|
||||
We will do our best to respond within 48 hours after
|
||||
receiving your e-mail.
|
||||
|
||||
When sending e-mail, cut and paste the following into your
|
||||
e-mail message and fill in the blanks:
|
||||
|
||||
Date:
|
||||
Name:
|
||||
Phone number:
|
||||
E-mail address: (please include this, we redirect tons of mail)
|
||||
Game Title:
|
||||
Version #:
|
||||
Operating system (eg., DOS 6.0 or Windows 95):
|
||||
Computer type:
|
||||
Processor type:
|
||||
Processor speed:
|
||||
Video card brand and model: (only if video problem)
|
||||
Audio card brand and model: (only if audio problem)
|
||||
Modem brand and model: (only if modem problem)
|
||||
Network card brand and model: (only if netgame problem)
|
||||
Network configuration (eg., NET.CFG file): (only if netgame problem)
|
||||
Drivers, protocol stacks, and versions: (eg., lsl v2.14, exp16odi
|
||||
v2.33, and ipxodi v3.01) (only if netgame problem)
|
||||
If there were any error messages or fault information, report them
|
||||
here:
|
||||
Please state the problem you encountered:
|
||||
Please state how to reproduce the problem:
|
||||
|
||||
4. Web Support
|
||||
Found at www.idsoftware.com
|
||||
|
||||
Our web support pages provide the same information that's
|
||||
available via Automated Support, except it's free!
|
||||
|
||||
5. News Sites
|
||||
For information, FAQ, or announcements:
|
||||
rec.games.computer.quake.announce
|
||||
For editing and hecking Quake-related files:
|
||||
rec.games.computer.quake.editing
|
||||
For general Quake discussion:
|
||||
rec.games.computer.quake.misc
|
||||
|
||||
6. Game Hints Line
|
||||
Telephone -- 1 (800) id-games or 1 (900) call-2-id
|
||||
|
||||
Lines Open 24 hours a day, 365 days a year, or 366 days
|
||||
in Leap years ($0.85 per minute)
|
||||
You must be 18 years of age or have parental permission
|
||||
to call 1 (900) call-2-id.
|
||||
|
||||
B. In Europe
|
||||
The help lines in Europe are open 7:30am - 5:00pm GMT,
|
||||
Monday - Friday.
|
||||
|
||||
English: +44 01923 209145
|
||||
German: +44 (0)1923 209151
|
||||
French: +44 (0)1923 209148
|
||||
|
||||
C. Problems
|
||||
If you have an unfavorable experience using our services, please
|
||||
send e-mail to 911@idsoftware.com. We would also like to hear
|
||||
from you if you have something positive to share with us. Kindly
|
||||
include your full name, address, phone number, and the problem
|
||||
encountered or information you'd like to tell us about.
|
97
doc/data/licinfo.txt
Normal file
97
doc/data/licinfo.txt
Normal file
|
@ -0,0 +1,97 @@
|
|||
Here is a brief explanation of all the legal mumbo jumbo contained in the
|
||||
various license agreements that may or may not be part of this package.
|
||||
|
||||
(This document was designed to be a quick overview of our license terms.
|
||||
You must refer to the full text of the license for a complete listing of
|
||||
terms and conditions.)
|
||||
|
||||
QUAKE SHAREWARE END USER LICENSE (slicnse.txt) or
|
||||
What You Can and Cannot Do With the Shareware Version of Quake.
|
||||
|
||||
CAN DO:
|
||||
-- Play & Enjoy the single player game
|
||||
-- Setup a shareware version based server on a not-for-profit basis
|
||||
|
||||
CANNOT DO:
|
||||
-- Run the game with user developed levels.
|
||||
-- You may not commercially exploit the shareware version in any way
|
||||
This specifically excludes retail distribution of the shareware
|
||||
version. Do not call or e-mail to ask if you can be a retail
|
||||
distributor of the shareware version -- the answer is no!
|
||||
-- Commercially exploit any id copyrighted and/or trademarked property.
|
||||
Example: Game names, logos, graphics, etc.
|
||||
|
||||
|
||||
QUAKE REGISTERED VERSION END USER LICENSE (rlicnse.txt) or
|
||||
What You Can and Cannot Do With the Registered Version of Quake.
|
||||
|
||||
CAN DO:
|
||||
-- Play & Enjoy the single player game
|
||||
-- Setup a registered version based server on a not-for-profit basis
|
||||
-- Develop new levels and/or level creation utilities.
|
||||
-- Play the game and/or setup a Registered Version based server using
|
||||
a user-developed level.
|
||||
|
||||
CANNOT DO:
|
||||
-- Commercially exploit the Registered Version of Quake in any way;
|
||||
see commercially exploitation license info below.
|
||||
-- Commercially exploit any id copyrighted and/or trademarked
|
||||
property.
|
||||
Example: Game names, logos, game graphics, etc.
|
||||
-- Sell user-developed levels and/or tools
|
||||
|
||||
COMMERCIAL EXPLOITATION LICENSE (comexp.txt -- accompanies Quake
|
||||
registered version only)
|
||||
|
||||
If you are interested in trying to make money using the registered version
|
||||
of Quake (this sort of thing is not allowed using the shareware version) you
|
||||
must sign our easy-to-digest Commercial Exploitation License.
|
||||
|
||||
This is a royalty free license that allows you to run Quake for a profit
|
||||
through a certain monthly gross profit range. If your Quake-related business
|
||||
becomes successful the agreement brings id into the revenue stream.
|
||||
|
||||
Basic terms of the commercial exploitation license:
|
||||
|
||||
-- License grants a royalty free commercial exploitation right for the
|
||||
registered version of Quake as a whole so long as Quake's monthly gross
|
||||
revenue is below $5,000.00
|
||||
|
||||
-- License provides for a 12.5% royalty to be paid to id Software in months
|
||||
where the licensee's Quake related monthly gross revenue is above $5,000.00
|
||||
|
||||
-- Royalty is based off net income. Net income is defined as Quake-related
|
||||
gross income less Quake-related expenses.
|
||||
|
||||
-- License expressly prohibits commercial exploitation via the sale (retail
|
||||
or otherwise) of the shareware or registered versions of Quake.
|
||||
|
||||
-- License expressly prohibits advertising/marketing use of our copyrighted
|
||||
and/or trademarked properties.
|
||||
|
||||
To get into bed with us on this deal you must print two (2) copies of the
|
||||
document named comexp.txt. (You should find comexp.txt somewhere on the
|
||||
registered version CD.) Sign/fill in the blanks of both copies where
|
||||
indicated and mail both to:
|
||||
|
||||
id Software
|
||||
18601 LBJ #666
|
||||
Mesquite, TX 75150
|
||||
Attn: ComExp License
|
||||
|
||||
We will then countersign the documents and mail one back to you.
|
||||
|
||||
Two items worth noting here:
|
||||
|
||||
1. It is VERY IMPORTANT that the information you enter in the signature
|
||||
block be legible. We prefer it if you enter the info into the blanks before
|
||||
printing your two copies. If we cannot read your information we will not be
|
||||
able to return the documents to you.
|
||||
|
||||
2. The terms of this document are not subject to negotiation. If you cannot
|
||||
live with the terms spelled out in the agreement do not engage in any
|
||||
commercial exploitation of Quake and do not sign the document.
|
||||
|
||||
|
||||
|
||||
|
1030
doc/data/manual.txt
Normal file
1030
doc/data/manual.txt
Normal file
File diff suppressed because it is too large
Load diff
103
doc/data/order.txt
Normal file
103
doc/data/order.txt
Normal file
|
@ -0,0 +1,103 @@
|
|||
ORDERING INFO
|
||||
To order the full version of Quake (or any other id Software
|
||||
product) in North America, call our fulfillment center at 1-800-idgames
|
||||
(1-800-434-3627). Except as noted by our operators, you can expect
|
||||
Airborne Express afternoon delivery. The price for the full version
|
||||
of Quake (available on PC CDROM only) is $45, plus $5 shipping, for a
|
||||
total of $50. Our fulfillment center accepts Visa, Mastercard, and
|
||||
American Express. You can also fax, mail, or email your order using
|
||||
the attached forms. The fax number is (317) 361-3710 and the email
|
||||
address is idsoftware@stream.com. To prepay and order with a check
|
||||
by mail, send your check and the order form to:
|
||||
|
||||
id Software
|
||||
P.O. Box 4500
|
||||
Crawfordsville, IN 47933
|
||||
|
||||
To see an electronic catalog of our software, tshirts, hint books, and
|
||||
other merchandise available, check out the Shopping Maul section of our
|
||||
website at www.idsoftware.com.
|
||||
|
||||
INTERNATIONAL ORDERS
|
||||
Quake is available worldwide as a full retail product. To find out
|
||||
which local stores carry Quake and other id products, contact the
|
||||
following international affiliates:
|
||||
|
||||
Europe Australia
|
||||
GT Interactive Software Roadshow New Media
|
||||
1712 583791 (U.K.) 1 902 962000
|
||||
|
||||
Taiwan Singapore
|
||||
U.S. Summit Corporation Summit Co. (Singapore) Pte. Ltd.
|
||||
706-0660 273-9988
|
||||
|
||||
Malaysia Honk Kong
|
||||
Summit Co. (Malaysia) Sdn Bhd Tsun Tsun Trading Company
|
||||
757-2244 571-4231
|
||||
|
||||
Thailand Israel/Jordan/Lebanon/Egypt
|
||||
U.S. Summit Corp. (Overseas) Mirage Mulimedia
|
||||
374-3956 972 3 510 5764
|
||||
|
||||
If you are in a territory that cannot access 1(800)idgames, and you
|
||||
wish to order our products directly, you must place your order in
|
||||
writing to the fax, mail, or email addresses listed above under
|
||||
ORDERING INFO.
|
||||
|
||||
International phone orders will NOT be accepted. Unfortunately, due
|
||||
to international shipping costs, all international orders are sent
|
||||
out via US Mail. This means we cannot guarantee timeliness of delivery
|
||||
due to customs and other delays inherent to international shipping
|
||||
______________________________________________________________________
|
||||
ORDER FORM -- USE THIS FORM TO FAX , MAIL OR EMAIL YOUR ORDER.
|
||||
|
||||
id Software Order Center Date ______________
|
||||
PO BOX 4500 Phone: 1800 id games
|
||||
Crawfordsville, IN 47933 Fax: (317) 361-3710
|
||||
idsoftware@stream.com
|
||||
|
||||
|
||||
Product List and Prices in U.S. Currency: (check items)
|
||||
|
||||
Quake (CD ROM only) $45 ____
|
||||
The Ultimate DOOM (Mac version available – must specify) $25 ____
|
||||
DOOM II (Mac version available – must specify) $40 ____
|
||||
Master Levels for DOOM II (CD ROM only) $25 ____
|
||||
Final DOOM (CD ROM only) $40 ____
|
||||
DOOM Hint Book $15 ____
|
||||
Original DOOM Tshirt (S,M.L.XL) $13 ____
|
||||
The Ultimate DOOM Tshirt (XXL only) $13 ____
|
||||
Final DOOM Tshirt $13 ____
|
||||
Heretic:Shadow of the Serpent Riders (CD ROM only) $40 ____
|
||||
Heretic Hint Book $15 ____
|
||||
Hexen:Beyond Heretic (Mac version available – must specify) $40 ____
|
||||
Hexen:Deathkings of the Dark Citadel (CD ROM only) $25 ____
|
||||
Hexen Hint Book $15 ____
|
||||
Hexen Tshirt (XXL only) $13 ____
|
||||
Wolfenstein 3D (PC CD only) $20 ____
|
||||
Commander Keen (3.5 disk only) $15 ____
|
||||
|
||||
Order total: $______
|
||||
|
||||
Name: Age (optional):
|
||||
|
||||
Form of payment (check, money order, or credit card):
|
||||
|
||||
Credit card number: Expiration Date:
|
||||
|
||||
Exact mailing address:______________________________________
|
||||
_______________________________________
|
||||
_______________________________________
|
||||
_______________________________________
|
||||
|
||||
Phone: Fax: Email:
|
||||
|
||||
Shipping: US orders-$5.00 first product/$2.00 each additional
|
||||
(allow 3-5 business days)
|
||||
|
||||
International shipping for prepaid orders are via US Mail, and
|
||||
we cannot guarantee the time it will take to arrive.
|
||||
|
||||
*Prices subject to change
|
||||
|
||||
|
456
doc/data/readme.txt
Normal file
456
doc/data/readme.txt
Normal file
|
@ -0,0 +1,456 @@
|
|||
Welcome to Quake!
|
||||
|
||||
This file details how to get Quake running on your system and what to do
|
||||
if you have problems. We would like to thank Gandalf Technologies, Inc and
|
||||
MPath Interactive for the use of their technology. We would also like to
|
||||
thank Trent Reznor and Nine Inch Nails for their tremendous contributions
|
||||
to Quake's entire audio portion.
|
||||
|
||||
The NIN logo is a Registered Trademark licensed to Nothing Interactive, Inc.
|
||||
All Rights Reserved.
|
||||
|
||||
Quake System Requirements
|
||||
-------------------------
|
||||
IBM PC and Compatibles
|
||||
Pentium processor or better
|
||||
VGA Compatible Display or better
|
||||
8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
|
||||
CD-ROM drive Required
|
||||
MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
|
||||
Hard Drive (30MB for Shareware, 80 MB for Registered)
|
||||
|
||||
*** IMPORTANT!: Quake requires a floating point processor.
|
||||
Systems that do not have an FPU installed will not run Quake -- at all.
|
||||
|
||||
*** IMPORTANT Video Adapter Note! ***
|
||||
On some ATI Mach32 cards, Quake can come up with a garbled video display.
|
||||
This is due to a problem with the card in which 320x200 mode isn't
|
||||
initialized correctly. Workarounds include:
|
||||
|
||||
1) If running from Windows, start Quake from an icon, or from a windowed
|
||||
(not fullscreen) MS-DOS prompt. If Quake is already running and has
|
||||
the garbled screen, press Alt-Enter twice to switch to the desktop and
|
||||
back to fullscreen, and the screen will display properly.
|
||||
|
||||
2) If running from DOS, either put the line
|
||||
|
||||
vid_mode 1
|
||||
|
||||
in id1\autoexec.cfg, or, typing blind, press tilde ('~') to bring down
|
||||
the console, type
|
||||
|
||||
vid_mode 1<enter>
|
||||
|
||||
and the screen will display properly.
|
||||
|
||||
========================================================================
|
||||
Here are the text files included with the shareware release of Quake and
|
||||
what they are:
|
||||
|
||||
README.TXT This file
|
||||
TECHINFO.TXT Technical information on Quake's subsystems and
|
||||
their advanced use.
|
||||
MANUAL.TXT Text version of the printed game manual
|
||||
LICINFO.TXT Info on the various license files included with Quake
|
||||
SLICNSE.TXT Shareware Quake end-user license
|
||||
ORDER.TXT How to order Quake
|
||||
HELP.TXT How to get help with Quake
|
||||
|
||||
Here are the text files included with the registered version of Quake and
|
||||
what they are:
|
||||
|
||||
README.TXT This file
|
||||
TECHINFO.TXT Technical information on Quake's subsystems and
|
||||
their advanced use.
|
||||
MANUAL.TXT Text version of the printed game manual
|
||||
LICINFO.TXT Info on the various license files included with Quake
|
||||
RLICNSE.TXT Registered Quake end-user license
|
||||
COMEXP.TXT Commercial exploitation agreement
|
||||
ORDER.TXT How to order Quake
|
||||
HELP.TXT How to get help with Quake
|
||||
|
||||
|
||||
Running Quake
|
||||
-------------
|
||||
|
||||
DOS: To launch Quake from the DOS Prompt, go to the Quake directory and
|
||||
simply type "QUAKE" <ENTER>. (no quotes)
|
||||
|
||||
Windows 95: To launch Quake in single player mode, double click on the file
|
||||
QUAKE.EXE From Windows Explorer. To run Quake in Multi-Player mode using
|
||||
the TCP/IP protocol, first check your network settings to ensure the
|
||||
protocol is installed, then double click on the Q95.BAT file to launch the
|
||||
game. In this version (v0.91) there is a minor bug that will cause the
|
||||
Q95.BAT file to exit the first time you run it, without running Quake.
|
||||
Merely double-click on that file again and it will work.
|
||||
|
||||
Audio Setup
|
||||
-----------
|
||||
|
||||
When using a Sound Card with Quake, there are a few setup steps which must
|
||||
be taken. First, the "BLASTER" environment variable setting must be in your
|
||||
autoexec.bat (or you can type it in manually from the MS-DOS command prompt).
|
||||
Running the Sound Blaster utility diagnose.exe will automatically configure
|
||||
your sound card and put this statement in your autoexec.bat file for you.
|
||||
A typical blaster setting looks like this (although yours may vary):
|
||||
|
||||
SET BLASTER=A220 I5 D1 H5 P330 T6
|
||||
|
||||
If you want to play the audio track from the CD-ROM while playing Quake,
|
||||
you must ensure that the audio cable from the CD-ROM is connected to the
|
||||
sound card.
|
||||
|
||||
If you think your sound card is setup properly and it STILL doesn't work,
|
||||
check to make sure that your BLASTER environment variable contains the
|
||||
high DMA setting (H5 in the above example).
|
||||
|
||||
If you don't get sound while trying to play the audio track, check to see
|
||||
if a small cable goes from the back of your CD-ROM player directly to your
|
||||
sound card. If the CD-ROM audio cable is connected to your sound board (or
|
||||
the motherboard in some cases) and you STILL don't hear CD Audio coming from
|
||||
your speakers, make sure the MIXER program has the CD volume turned up.
|
||||
You will also need to run the CD-ROM driver MSCDEX.EXE. Here is an example
|
||||
of the files you should see (yours probably will vary) listed in your
|
||||
CONFIG.SYS and AUTOEXEC.BAT (explanation is in parentheses):
|
||||
|
||||
CONFIG.SYS:
|
||||
|
||||
DEVICE=C:\PROSCSI\CDROM.SYS /D:PROCD01 (CD-ROM driver)
|
||||
|
||||
AUTOEXEC.BAT:
|
||||
|
||||
SET BLASTER=A220 I5 D1 H5 P330 T6 (sound environment variable setting)
|
||||
C:\WINDOWS\COMMAND\MSCDEX.EXE /D:PROCD01 /L:D (CD-ROM driver)
|
||||
|
||||
===================================================
|
||||
UltraSound MAX and UltraSound PnP Support for Quake
|
||||
===================================================
|
||||
|
||||
Before running Quake, make sure that your sound card works and your
|
||||
environment variables are set correctly.
|
||||
|
||||
Other UltraSound Cards (ACE & Classic)
|
||||
--------------------------------------
|
||||
These drivers are not for the UltraSound ACE or UltraSound Classic
|
||||
sound cards. We have heard mixed reports that MegaEm or SBOS
|
||||
have a chance of working with the UltraSound Classic but there is a
|
||||
short sound F/X delay.
|
||||
|
||||
UltraSound PnP and PnP Pro
|
||||
--------------------------
|
||||
You must make sure that you do NOT have IWSBOS or MegaEm loaded.
|
||||
|
||||
Setup
|
||||
-----
|
||||
Quake will automatically detect that the UltraSound Max or PnP
|
||||
are installed. It does this by looking at the SET INTERWAVE (PnP)
|
||||
and SET ULTRA16 (Max) environment variables.
|
||||
|
||||
Quake will use the settings found on the SET ULTRASND/ULTRA16 (Max)
|
||||
and in the IW.INI (PnP) file to determine what port settings to use.
|
||||
|
||||
Troubleshooting Windows 95 (DOS Box)
|
||||
------------------------------------
|
||||
We recommend that you restart your computer in MS-DOS Mode. DOS Box
|
||||
may or may not work, so use at your own risk.
|
||||
|
||||
CD Audio Input
|
||||
--------------
|
||||
If you have not already enabled CD audio output by default you will
|
||||
need to enable it. For the UltraSound MAX you can run "ULTRINIT -EC".
|
||||
For the UltraSound PnP you will need to enable the CD audio output
|
||||
in Win'95 and then restart your computer into MS-DOS.
|
||||
|
||||
===================================================
|
||||
Mouse Setup
|
||||
-----------
|
||||
|
||||
If you are going to use a mouse when playing Quake, you will need to load
|
||||
your mouse driver. This should go in the AUTOEXEC.BAT file as well. Here
|
||||
is an example:
|
||||
|
||||
C:\LOGITECH\MOUSE\MOUSE.EXE (mouse driver)
|
||||
|
||||
|
||||
Booting Clean
|
||||
-------------
|
||||
|
||||
If you are going to be running Quake with only 8 megabytes of RAM, it is best
|
||||
to boot clean . You eliminate unwanted utilities or applications from taking
|
||||
up valuable memory, without having to alter your regular AUTOEXEC.BAT and
|
||||
CONFIG.SYS. Booting clean can be done in one of two ways. If you have
|
||||
MS-DOS version 6.xx, booting clean is as simple a pressing the shift key
|
||||
when you see the words "Starting MS-DOS". If you have MS-DOS ver 5.xx you
|
||||
will need to make a system disk.
|
||||
|
||||
To make a boot disk, type the following from the MS-DOS command prompt:
|
||||
|
||||
FORMAT A: /S
|
||||
|
||||
1. Make sure that this is a disk you wish to erase.
|
||||
2. This disk absolutely HAS to be formatted in the A: drive.
|
||||
|
||||
To use the system disk, place the disk in the A: drive and reset the
|
||||
computer.
|
||||
|
||||
NOTE: If your sound card requires a driver to be loaded, or you will be
|
||||
using a mouse, or you will be using Quake's CD audio feature, the system
|
||||
disk will need to have a CONFIG.SYS and AUTOEXEC.BAT that load the
|
||||
appropriate drivers.
|
||||
|
||||
Creating a Quake Shortcut
|
||||
|
||||
As an alternative to making a Boot Disk, Windows 95 users can create a
|
||||
Quake Shortcut. By double clicking onthis shortcut, Windows 95 will reboot
|
||||
in MS-DOS mode and install only the desired drivers, giving you the same
|
||||
results as using a Boot Disk. To create a Quake Shortcut, do the following:
|
||||
|
||||
1. Using Explorer, right click and drag the file QUAKE.EXE, from the Quake
|
||||
directory, to your desktop. Windows 95 will make an MS-DOS Icon titled
|
||||
"Shortcut to quake".
|
||||
2. Right click on the new icon, and from the menu that pops up, choose
|
||||
"Properties". Then choose the "Program" tab at the top.
|
||||
3. Now click on the "Advanced..." button near the bottom. The "Advanced
|
||||
Program Settings" window should appear.
|
||||
4. Select the "MS-DOS mode" check box and the "Specify a new MS-DOS
|
||||
configuration" option button.
|
||||
5. Now simply fill in the "CONFIG.SYS for MS-DOS mode:" and "AUTOEXEC.BAT
|
||||
for MS-DOS mode:" boxes with the same sound, CD-ROM and mouse settings as
|
||||
mentioned above in the Boot Disks section.
|
||||
6. Click on "OK" when you are finished. If you wish, you can change your
|
||||
Quake Shortcut Icon to something a little more exciting by clicking on
|
||||
"Change Icon...".
|
||||
7. To finish, click on "OK" again.
|
||||
8. You can rename your Quake Shortcut by right clicking on the shortcut
|
||||
icon, choosing "Rename" and typing in the new name.
|
||||
|
||||
|
||||
======================================================
|
||||
== Known Problems ==
|
||||
======================================================
|
||||
|
||||
Problem: Zombies sometime get stuck on the ground and connot get back up.
|
||||
(You can still hear them, but you cannot kill them. This bug makes it
|
||||
impossible to get 100% kills on whatever level it occurs on.)
|
||||
Solution: There is no workaround for this bug.
|
||||
|
||||
Problem: It is sometimes possible for the player to get stuck in a room or
|
||||
in a wall.
|
||||
Solution: If you get stuck, use the 'kill' console command. It is a good
|
||||
idea to save your game often.
|
||||
|
||||
Problem: View centering problems. Sometimes during a game, the view will not
|
||||
center properly. The end result is the player view looking up torwards the
|
||||
ceiling while walking.
|
||||
Solution: Exit to the next level or use the 'kill' console command..
|
||||
|
||||
|
||||
======================================================
|
||||
== Troubleshooting ==
|
||||
======================================================
|
||||
|
||||
If Quake fails to start up, or has problems not addressed elsewhere in the
|
||||
documentation, try the -safe command line switch, which disables a number
|
||||
of parts of Quake that can be problems if there are hardware or configuration
|
||||
problems. The -safe command line switch is equivalent to -stdvid, -nosound,
|
||||
-nonet, and -nocdaudio together. Those four switches do the following:
|
||||
|
||||
-stdvid: disables VESA video modes.
|
||||
|
||||
-nosound: disables sound card support.
|
||||
|
||||
-nonet: disables network card support.
|
||||
|
||||
-nocdaudio: disables CD audio support.
|
||||
|
||||
If -safe makes the problem go away, try using each of the switches
|
||||
individually to isolate the area in which you're experiencing the problem,
|
||||
then either correct the configuration or hardware problem or play Quake with
|
||||
that functionality disabled.
|
||||
|
||||
If you still have problems, try booting clean in conjunction with
|
||||
the -safe command line parameter. For information on booting clean, refer
|
||||
to the "Booting Clean" section above.
|
||||
|
||||
If you experience page faults while running Quarterdeck's QDPMI DPMI server,
|
||||
this is caused by a bug in QDPMI. Workarounds: Remove QDPMI from CONFIG.SYS,
|
||||
issue the command QDPMI OFF before running QUAKE, or get the update patch
|
||||
for QDPMI from Quarterdeck. You may be running QDPMI without knowing it if
|
||||
you have QEMM installed, because it can be installed as part of the QEMM
|
||||
installation.
|
||||
|
||||
|
||||
Technical Support
|
||||
-----------------
|
||||
|
||||
If you are having trouble installing or running Quake you can receive
|
||||
technical support by sending e-mailing to support@idsoftware.com. You can
|
||||
also refer to our web page, www.idsoftware.com, or call 1-800-idgames.
|
||||
|
||||
When sending support e-mail, cut and paste the following into your e-mail
|
||||
message and fill in the blanks:
|
||||
|
||||
Date:
|
||||
Name:
|
||||
Phone number:
|
||||
E-mail address: (please include this, we redirect tons of mail)
|
||||
Game Title:
|
||||
Version #:
|
||||
Operating system (i.e., DOS 6.0 or Windows 95):
|
||||
Computer type:
|
||||
BIOS date:
|
||||
BIOS version:
|
||||
Processor type:
|
||||
Processor speed:
|
||||
Do you program at school/work?
|
||||
Do you provide tech. support at school/work?
|
||||
Please state the problem you encountered:
|
||||
Please state how to reproduce the problem:
|
||||
|
||||
If program crashed with nasty undecipherable techno-garbage, please
|
||||
look for the eight-digit hex number which comes after "eip="
|
||||
and write it down here:
|
||||
|
||||
** NOTE: If you are sending a bug report, PLEASE refer to the TECHINFO.TXT
|
||||
file for the correct form and procedures.
|
||||
|
||||
|
||||
======================================================
|
||||
== Version History ==
|
||||
======================================================
|
||||
v1.01 -- Bugs fixed
|
||||
------------------------------------------------------
|
||||
* Fixed modem code
|
||||
* Fixed fraglimit & timelimit
|
||||
* Added NOEXIT cvar (so no one can exit a level)
|
||||
------------------------------------------------------
|
||||
v1.00 -- Bugs fixed
|
||||
------------------------------------------------------
|
||||
* Gravis Ultrasound audio support (still has bugs)
|
||||
* More deathmatch start spots on E1M6 and END
|
||||
* Print server version and PROG CRC on connect
|
||||
* -dedicated starts start.map if nothing else specified
|
||||
* fixed lookspring function during net game
|
||||
* fixed rare crash during long running dedicated server
|
||||
------------------------------------------------------
|
||||
v0.94 -- Bugs fixed / Features added -- LIMITED BETA VERSION
|
||||
------------------------------------------------------
|
||||
* Totally rewritten menus
|
||||
* New lighting model with overbrighting
|
||||
* Parsed lowercase BLASTER parms
|
||||
* Better Sound Blaster shutdown code
|
||||
* Rewrote BLASTER initialization
|
||||
* Fixed DMA channel 0 bugs
|
||||
* Added SBPro 8 stereo setup
|
||||
* Fix delayed sound on 8 bit Sound Blasters
|
||||
* Fixed speed key affecting angle-turning from keyboard
|
||||
* Fixed "no such Alias frame" bugs
|
||||
* Fixed Zombie not getting up bug
|
||||
* Checked for very high joystick values, signalling a failed read
|
||||
* Unstuck jumping Fiends and Spawn
|
||||
* Fixed large BModels blinking out in complex areas
|
||||
* Fixed s_localsound with no sound started
|
||||
* Saved spawn parms in savegame
|
||||
* Fixed screenshot save location
|
||||
* Bind with no arguments no longer clears value
|
||||
* Allow console in intermission / finale
|
||||
* Fixed false gib messages
|
||||
* Full-screen TAB scoreboard in DeathMatch
|
||||
* Fixed "+playdemo <demo>" from command line
|
||||
* Trapped overflow in sizebuf messages
|
||||
* Moveup / movedown in water!
|
||||
* Fixed-up Talk command
|
||||
* Added unsupported crosshair option ("crosshair 1" from console)
|
||||
* Colored chat messages with notify sound
|
||||
* Fixed "connect during intermission" bug
|
||||
* Changelevel while demos running no longer crashes
|
||||
* Fixed changelevel with no map left up loading screen
|
||||
* Fixed long names entered from the console causing crash
|
||||
* Stopped demos changing while in the menus
|
||||
|
||||
* Fixed modem initialization from menu
|
||||
* Fixed serial reliable stream getting stalled
|
||||
* Serial/modem code fixes
|
||||
16550a lost transmit buffer empty interrupts
|
||||
fixed sometimes processing interrupts from com1 when using com2
|
||||
added com3/com4 support from menus
|
||||
fixed first character of modem init not getting sent
|
||||
saved serial/modem settings in config.cfg
|
||||
* Fixed name and colors not always sent to server at startup
|
||||
* Fixed "stopdemo" crashing the system when there wasn't a demo playing
|
||||
* Added server's TCP/IP and IPX addresses (if available) to status command
|
||||
|
||||
* In 0.92, an additional check for a usable VESA video mode was added;
|
||||
the numpages field was verified to be greater than 0, and no mode was
|
||||
supported that had numpages set to 0 (which indicates that there's not
|
||||
enough video memory for that mode). ATI's VESA driver, m64vbe,
|
||||
reports 0 for numpages, so VESA video modes that were available in 0.91
|
||||
were no longer available in 0.92. This extra numpages check has
|
||||
been removed.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
v0.93 -- Never officially released; internal testing only.
|
||||
-----------------------------------------------------------------------
|
||||
v0.92 -- Bugs fixed
|
||||
-----------------------------------------------------------------------
|
||||
Typing long strings in the hostname or modem init field in the menus caused
|
||||
crashes.
|
||||
|
||||
Under Win95 IPX was detected but not functional, resulting in the game
|
||||
exiting to DOS.
|
||||
|
||||
If -nosound, got "S_LocalSound: can't cache" on every keypress in the menu.
|
||||
|
||||
When vid_nopageflip was set to 1 in VESA modes, going underwater resulted in
|
||||
only the upper left corner of the drawing area being updated.
|
||||
|
||||
The single player scoreboard (tab) printed text incorrectly in all modes
|
||||
greater than 320 pixels wide.
|
||||
|
||||
On network connections that dropped packets, the reliable message stream
|
||||
could get stopped up, resulting in frag counts and talk messages no longer
|
||||
being delivered, although game movement continued.
|
||||
|
||||
The com port settings from the menu were getting saved & restored but
|
||||
not used.
|
||||
|
||||
Direct serial connections did not work with slist.
|
||||
|
||||
Quake now checks the vesa information for hardware incabable of page-flipping.
|
||||
|
||||
Menu sound sometimes didn't play.
|
||||
|
||||
Q95 (qlaunch.exe) frequently failed to execute on the first attempt.
|
||||
|
||||
Q95 (quakeudp.dll) was running out of buffers when running a server.
|
||||
|
||||
Teams were not being set according to pants colors.
|
||||
|
||||
|
||||
Joystick notes
|
||||
--------------
|
||||
Your joystick must be plugged in when Quake is launched.
|
||||
|
||||
If you have a joystick plugged in, but don't want to use it in Quake
|
||||
(it slows the game down a few percent), or you have weird hardware that
|
||||
doesn't like being tested as a joystick add "-nojoy" to your Quake
|
||||
command line.
|
||||
|
||||
You can turn off joystick reading during the game by typing "joystick 0" at
|
||||
the Quake command console.
|
||||
|
||||
You MUST configure your buttons from the configure keys menu before they will
|
||||
work. There is no default configuration.
|
||||
|
||||
If your joystick or interface card improperly sets the third or fourth
|
||||
joystick buttons, type "joybuttons 2" at the quake console or in your
|
||||
.CFG file.
|
||||
|
||||
The "mlook" button command now lets the joystick as well as the mouse control
|
||||
pitch angles.
|
||||
|
||||
The "sidestep" buttom command works on joysticks as with mice and keyboard
|
||||
movement.
|
||||
|
||||
The "invert mouse up/down" menu option also inverts the joystick pitch
|
||||
direction.
|
204
doc/data/rlicnse.txt
Normal file
204
doc/data/rlicnse.txt
Normal file
|
@ -0,0 +1,204 @@
|
|||
REGISTERED VERSION: QUAKE
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the
|
||||
"Agreement") is a legal agreement between you, the end-user, and Id
|
||||
Software, Inc. ("ID"). By continuing the installation of this game
|
||||
program, by loading or running the game, or by placing or copying
|
||||
the game program onto your computer hard drive, you are agreeing to
|
||||
be bound by the terms of this Agreement. If you do not agree to
|
||||
the terms of this Agreement, promptly return the game program and
|
||||
the accompanying items (including all written materials), along
|
||||
with your receipt to the place from where you obtained them for a
|
||||
full refund.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the limited
|
||||
right to use one (1) copy of the enclosed or foregoing game program
|
||||
(the "Software") on a single computer. You have no ownership or
|
||||
proprietary rights in or to the Software or the written materials
|
||||
accompanying the Software. For purposes of this section, "use"
|
||||
means loading the Software into RAM, as well as installation on a
|
||||
hard disk or other storage device. You may create a map editor,
|
||||
modify maps and make your own maps (collectively referenced as the
|
||||
"Permitted Derivative Works") for the Software. Permitted
|
||||
Derivative Works may not be sold, whether by you or by any other
|
||||
person or entity, but you may exchange the Permitted Derivative
|
||||
Works at no charge amongst other end-users. The Software, together
|
||||
with any archive copy thereof, shall be either returned to ID or
|
||||
destroyed when no longer used in accordance with this Agreement, or
|
||||
when the right to use the Software is terminated. You agree that
|
||||
the Software will not be shipped, transferred or exported into any
|
||||
country in violation of the U.S. Export Administration Act (or any
|
||||
other law governing such matters) and that you will not utilize, in
|
||||
any other manner, the Software in violation of any applicable law.
|
||||
|
||||
2. Commercial Use is Prohibited. Except as provided in
|
||||
paragraph 5. hereinbelow in regard to the Software, under no
|
||||
circumstances shall you, the end-user, be permitted, allowed or
|
||||
authorized to commercially exploit the Software, any data
|
||||
comprising the Software. Neither you nor anyone at your direction
|
||||
shall do any of the following acts (any such acts shall be deemed
|
||||
void and a breach of this Agreement) with regard to the Software,
|
||||
or any portion thereof, such as a screen display or a screenshot:
|
||||
|
||||
a. Rent the Software;
|
||||
|
||||
b. Sell the Software;
|
||||
|
||||
c. Lease or lend the Software;
|
||||
|
||||
d. Offer the Software on a pay-per-play basis;
|
||||
|
||||
e. Distribute, by electronic means or otherwise, the
|
||||
Software for money or any other consideration; or
|
||||
|
||||
f. In any other manner and through any medium
|
||||
whatsoever commercially exploit the Software or use
|
||||
the Software for any commercial purpose.
|
||||
|
||||
3. Additional Prohibited Uses. Neither you nor anyone
|
||||
at your direction shall take the following action in regard to the
|
||||
Software, or any portion thereof, such as a screen display or a
|
||||
screenshot:
|
||||
|
||||
a. Modify, disassemble, reverse engineer or decompile
|
||||
the Software;
|
||||
|
||||
b. Translate the Software;
|
||||
|
||||
c. Reproduce the Software;
|
||||
|
||||
d. Publicly display the Software;
|
||||
|
||||
e. Prepare derivative works based upon the Software
|
||||
(except Permitted Derivative Works); or
|
||||
|
||||
f. Distribute, by electronic means or otherwise, the
|
||||
Software.
|
||||
|
||||
4. Use of Other Material is Prohibited. Use, in any manner, of
|
||||
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
|
||||
art work, images, screen displays or screenshots, sound effects, music,
|
||||
and other such material contained within, generated by or relating to
|
||||
the Software is prohibited.
|
||||
|
||||
5. To Receive Permission to Commercially Exploit. If
|
||||
you desire to commercially exploit the Software, you may execute
|
||||
the Commercial Exploitation License Agreement for QUAKE (the
|
||||
"License") contained within the QUAKE install package and forward
|
||||
the original License to Id Software at the address noted therein.
|
||||
Please note that ID may refuse your request and not sign the
|
||||
License in ID's sole discretion.
|
||||
|
||||
6. Restrictions Apply to Third Parties. The
|
||||
prohibitions and restrictions described herein apply to anyone in
|
||||
possession of the Software and/or Permitted Derivative Works.
|
||||
|
||||
7. Copyright. The Software and all copyrights related
|
||||
thereto (including all characters and other images generated by the
|
||||
Software or depicted in the Software) is owned by ID and is protected
|
||||
by United States copyright laws and international treaty provisions.
|
||||
You must treat the Software like any other copyrighted material,
|
||||
except that you may either (a) make one copy of the Software solely
|
||||
for back-up or archival purposes, or (b) transfer the Software to a
|
||||
single hard disk provided you keep the original solely for back-up or
|
||||
archival purposes. You may not otherwise reproduce, copy or disclose
|
||||
to others, in whole or in any part, the Software. You may not copy
|
||||
the written materials accompanying the Software. The same
|
||||
restrictions and prohibitions regarding your use of the Software as
|
||||
provided in this Agreement apply to your use of the written materials
|
||||
accompanying the Software. The written materials are owned by ID and
|
||||
are protected by United States copyright laws and international
|
||||
treaties. You agree to use your best efforts to see that any user of
|
||||
the Software licensed hereunder complies with this Agreement.
|
||||
|
||||
8. Limited Warranty. ID warrants that if properly
|
||||
installed and operated on a computer for which it is designed, the
|
||||
Software will perform substantially in accordance with the
|
||||
accompanying written materials for a period of ninety (90) days
|
||||
from the date of purchase of the Software. ID's entire liability
|
||||
and your exclusive remedy shall be, at ID's option, either (a)
|
||||
return of the price paid or (b) repair or replacement of the
|
||||
Software that does not meet ID's Limited Warranty. To make a
|
||||
warranty claim, return the Software to the point of purchase,
|
||||
accompanied by proof of purchase, your name, your address, and a
|
||||
statement of defect, or return the Software with the above
|
||||
information to ID. This Limited Warranty is void if failure of the
|
||||
Software has resulted in whole or in part from accident, abuse,
|
||||
misapplication or violation of this Agreement. Any replacement
|
||||
Software will be warranted for the remainder of the original
|
||||
warranty period or thirty (30) days from your receipt of the
|
||||
replacement software, whichever is longer. This warranty allocates
|
||||
risks of product failure between Licensee and ID. ID's product
|
||||
pricing reflects this allocation of risk and the limitations of
|
||||
liability contained in this warranty.
|
||||
|
||||
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER
|
||||
WARRANTIES, BOTH EXPRESS IMPLIED, INCLUDING BUT NOT LIMITED TO,
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR
|
||||
PURPOSE WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN
|
||||
MATERIALS. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS.
|
||||
YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO
|
||||
JURISDICTION. ID DOES NOT WARRANT THAT THE OPERATION OF THE
|
||||
SOFTWARE WILL BE UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S
|
||||
SPECIFIC REQUIREMENTS. THE WARRANTY SET FORTH ABOVE IS IN LIEU OF
|
||||
ALL OTHER EXPRESS WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS,
|
||||
EMPLOYEES, DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO
|
||||
MAKE MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON
|
||||
BEHALF OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
|
||||
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE
|
||||
WARRANTIES BY ID AND SHOULD NOT BE RELIED UPON.
|
||||
|
||||
10. Exclusive Remedies. You agree that your exclusive
|
||||
remedy against ID, its affiliates, contractors, suppliers, and
|
||||
agents for loss or damage caused by any defect or failure in the
|
||||
Software regardless of the form of action, whether in contract,
|
||||
tort, including negligence, strict liability or otherwise, shall be
|
||||
the return of the purchase price paid or replacement of the
|
||||
Software. This Agreement shall be construed in accordance with and
|
||||
governed by the laws of the State of Texas. Copyright and other
|
||||
proprietary matters will be governed by United States laws and
|
||||
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR
|
||||
LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
|
||||
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM
|
||||
BREACH OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL
|
||||
THEORY EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY
|
||||
OF SUCH DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some
|
||||
jurisdictions do not allow the exclusion or limitation of
|
||||
incidental or consequential damages, so the above limitation or
|
||||
exclusion may not apply to you.
|
||||
|
||||
11. General Provisions. Neither this Agreement nor any
|
||||
part or portion hereof shall be assigned, sublicensed or otherwise
|
||||
transferred by you. Should any provision of this Agreement be held
|
||||
to be void, invalid, unenforceable or illegal by a court, the
|
||||
validity and enforceability of the other provisions shall not be
|
||||
affected thereby. If any provision is determined to be
|
||||
unenforceable, you agree to a modification of such provision to
|
||||
provide for enforcement of the provision's intent, to the extent
|
||||
permitted by applicable law. Failure of a party to enforce any
|
||||
provision of this Agreement shall not constitute or be construed as
|
||||
a waiver of such provision or of the right to enforce such
|
||||
provision. If you fail to comply with any terms of this Agreement,
|
||||
YOUR LICENSE IS AUTOMATICALLY TERMINATED.
|
||||
|
||||
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, THAT YOU
|
||||
UNDERSTAND THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE
|
||||
INSTALLATION OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR
|
||||
BY PLACING OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU
|
||||
AGREE TO BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU
|
||||
FURTHER AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID
|
||||
AND YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
|
||||
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES ALL
|
||||
PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER
|
||||
COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF
|
||||
THIS AGREEMENT.
|
||||
|
||||
June 21, 1996
|
||||
|
||||
REGISTERED VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT Page 4
|
||||
(DWC:dw:3406.0024:DWC\doc:1164)
|
||||
|
||||
|
175
doc/data/slicnse.txt
Normal file
175
doc/data/slicnse.txt
Normal file
|
@ -0,0 +1,175 @@
|
|||
SHAREWARE VERSION: QUAKE
|
||||
LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
|
||||
This Limited Use Software License Agreement (the "Agreement") is a
|
||||
legal agreement between you, the end-user, and id Software, Inc.
|
||||
("ID"). By continuing the installation of this game program, by
|
||||
loading or running the game, or by placing or copying the game
|
||||
program onto your computer hard drive, you are agreeing to be bound
|
||||
by the terms of this Agreement.
|
||||
|
||||
ID SOFTWARE LICENSE
|
||||
|
||||
1. Grant of License. ID grants to you the limited right to use
|
||||
one (1) copy of the enclosed or foregoing Id Software game program
|
||||
(the "Software"), which is the shareware version or episode one of
|
||||
the game program. For purposes of this section, "use" means loading
|
||||
the Software into RAM, as well as installation on a hard disk or
|
||||
other storage device. You agree that the Software will not be
|
||||
shipped, transferred or exported into any country in violation of
|
||||
the U.S. Export Administration Act (or any other law governing such
|
||||
matters) and that you will not utilize, in any other manner, the
|
||||
Software in violation of any applicable law.
|
||||
|
||||
2. Commercial Use is Prohibited. Under no circumstances shall
|
||||
you, the end-user, be permitted, allowed or authorized to
|
||||
commercially exploit the Software, or any portion thereof, such
|
||||
as a screen display or a screenshot. Neither you nor anyone at your
|
||||
direction shall do any of the following acts:
|
||||
|
||||
a. Rent the Software;
|
||||
|
||||
b. Sell the Software;
|
||||
|
||||
c. Lease or lend the Software;
|
||||
|
||||
d. Offer the Software on a pay-per-play basis;
|
||||
|
||||
e. Distribute the Software for money or any other
|
||||
consideration; or
|
||||
|
||||
f. In any other manner and through any medium
|
||||
whatsoever commercially exploit the Software or use
|
||||
the Software for any commercial purpose.
|
||||
|
||||
3. Additional Prohibited Uses. Neither you, nor anyone at your
|
||||
direction, shall take the following action in regard to the
|
||||
Software, or any portion thereof, such as a screen display or
|
||||
a screenshot:
|
||||
|
||||
a. Modify, disassemble, reverse engineer or decompile
|
||||
the Software;
|
||||
|
||||
b. Translate the Software;
|
||||
|
||||
c. Reproduce the Software;
|
||||
|
||||
d. Publicly display the Software; or
|
||||
|
||||
e. Prepare derivative works based upon the Software.
|
||||
|
||||
4. Use of Other Material is Prohibited. Use, in any manner, of
|
||||
the trademarks, such as Quake(tm) and the NIN(r) logo, logos, symbols,
|
||||
art work, images, screen displays or screenshots, sound effects, music,
|
||||
and other such material contained within, generated by or relating to
|
||||
the Software is prohibited.
|
||||
|
||||
5. Restrictions Apply to Third Parties. The prohibitions and
|
||||
restrictions described herein apply to anyone in possession of
|
||||
the Software.
|
||||
|
||||
6. Permitted Distribution. So long as this Agreement
|
||||
accompanies the Software at all times, ID grants to Providers the
|
||||
limited right to distribute, free of charge, except normal access
|
||||
fees, and by electronic means only, the Software; provided, however,
|
||||
the Software must be so electronically distributed only in a
|
||||
compressed format. The term "Providers," as used in the foregoing
|
||||
sentence, shall mean persons whose business it is to provide
|
||||
services on the Internet, on commercial online networks, or on the
|
||||
BBS. Anyone who receives the Software from a Provider shall be
|
||||
limited to all the terms and conditions of this Agreement. Further,
|
||||
ID grants to you, the end-user, the limited right to distribute,
|
||||
free of charge only, the Software as a whole.
|
||||
|
||||
7. Copyright. The Software is owned by ID and is protected by
|
||||
United States copyright laws and international treaty provisions.
|
||||
You must treat the Software like any other copyrighted material,
|
||||
except that you may make copies of the Software to give to other
|
||||
persons. You may not charge or receive any consideration from any
|
||||
other person for the receipt or use of the Software. You agree to
|
||||
use your best efforts to see that any user of the Software licensed
|
||||
hereunder complies with this Agreement.
|
||||
|
||||
8. Limited Warranty. ID warrants that if properly installed and
|
||||
operated on a computer for which it is designed, the Software will
|
||||
perform substantially in accordance with its designed purpose for a
|
||||
period of ninety (90) days from the date the Software is first
|
||||
obtained by an end-user. ID's entire liability and your exclusive
|
||||
remedy shall be, at ID's option, either (a) return of the retail
|
||||
price paid, if any, or (b) repair or replacement of the Software
|
||||
that does not meet ID's Limited Warranty. To make a warranty claim,
|
||||
return the Software to the point of purchase, accompanied by proof
|
||||
of purchase, your name, your address, and a statement of defect, or
|
||||
return the Software with the above information to ID. This Limited
|
||||
Warranty is void if failure of the Software has resulted in whole
|
||||
or in part from accident, abuse, misapplication or violation of this
|
||||
Agreement. Any replacement Software will be warranted for the
|
||||
remainder of the original warranty period or thirty (30) days,
|
||||
whichever is longer. This warranty allocates risks of product
|
||||
failure between Licensee and ID. ID's product pricing reflects this
|
||||
allocation of risk and the limitations of liability contained in
|
||||
this warranty.
|
||||
|
||||
9. NO OTHER WARRANTIES. ID DISCLAIMS ALL OTHER WARRANTIES,
|
||||
EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO, IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A pARTICULAR PURPOSE
|
||||
WITH RESPECT TO THE SOFTWARE AND THE ACCOMPANYING WRITTEN MATERIALS,
|
||||
IF ANY. THIS LIMITED WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS. YOU
|
||||
MAY HAVE OTHERS WHICH VARY FROM JURISDICTION TO JURISDICTION. ID
|
||||
DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE
|
||||
UNINTERRUPTED, ERROR FREE OR MEET LICENSEE'S SPECIFIC REQUIREMENTS.
|
||||
THE WARRANTY SET FORTH ABOVE IS IN LIEU OF ALL OTHER EXPRESS
|
||||
WARRANTIES WHETHER ORAL OR WRITTEN. THE AGENTS, EMPLOYEES,
|
||||
DISTRIBUTORS, AND DEALERS OF ID ARE NOT AUTHORIZED TO MAKE
|
||||
MODIFICATIONS TO THIS WARRANTY, OR ADDITIONAL WARRANTIES ON BEHALF
|
||||
OF ID. ADDITIONAL STATEMENTS SUCH AS DEALER ADVERTISING OR
|
||||
PRESENTATIONS, WHETHER ORAL OR WRITTEN, DO NOT CONSTITUTE WARRANTIES
|
||||
BY ID AND SHOULD NOT BE RELIED UPON.
|
||||
|
||||
10. Exclusive Remedies. You agree that your exclusive remedy
|
||||
against ID, its affiliates, contractors, suppliers, and agents for
|
||||
loss or damage caused by any defect or failure in the Software
|
||||
regardless of the form of action, whether in contract,tort,
|
||||
including negligence, strict liability or otherwise, shall be the
|
||||
return of the retail purchase price paid, if any, or replacement of
|
||||
the Software. This Agreement shall be construed in accordance with
|
||||
and governed by the laws of the State of Texas. Copyright and other
|
||||
proprietary matters will be governed by United States laws and
|
||||
international treaties. IN ANY CASE, ID SHALL NOT BE LIABLE FOR LOSS
|
||||
OF DATA, LOSS OF PROFITS, LOST SAVINGS, SPECIAL, INCIDENTAL,
|
||||
CONSEQUENTIAL, INDIRECT OR OTHER SIMILAR DAMAGES ARISING FROM BREACH
|
||||
OF WARRANTY, BREACH OF CONTRACT, NEGLIGENCE, OR OTHER LEGAL THEORY
|
||||
EVEN IF ID OR ITS AGENT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
|
||||
DAMAGES, OR FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do
|
||||
not allow the exclusion or limitation of incidental or consequential
|
||||
damages, so the above limitation or exclusion may not apply to you.
|
||||
|
||||
11. General Provisions. Neither this Agreement nor any part or
|
||||
portion hereof shall be assigned or sublicensed, except as described
|
||||
herein. Should any provision of this Agreement be held to be void,
|
||||
invalid, unenforceable or illegal by a court, the validity and
|
||||
enforceability of the other provisions shall not be affected thereby.
|
||||
If any provision is determined to be unenforceable, you agree to a
|
||||
modification of such provision to provide for enforcement of the
|
||||
provision's intent, to the extent permitted by applicable law. Failure
|
||||
of a party to enforce any provision of this Agreement shall not
|
||||
constitute or be construed as a waiver of such provision or of the
|
||||
right to enforce such provision. If you fail to comply with any terms
|
||||
of this Agreement, YOUR LICENSE IS AUTOMATICALLY TERMINATED.
|
||||
|
||||
YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND
|
||||
THIS AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION
|
||||
OF THE SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
|
||||
OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, YOU AGREE TO
|
||||
BE BOUND BY THIS AGREEMENT'S TERMS AND CONDITIONS. YOU FURTHER
|
||||
AGREE THAT, EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND
|
||||
YOU, THIS AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE
|
||||
RIGHTS AND LIABILITIES OF THE PARTIES. THIS AGREEMENT SUPERSEDES
|
||||
ALL PRIOR ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY
|
||||
OTHER COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT
|
||||
MATTER OF THIS AGREEMENT.
|
||||
|
||||
June 21, 1996
|
||||
|
||||
SHAREWARE VERSION: QUAKE LIMITED USE SOFTWARE LICENSE AGREEMENT
|
||||
(DWC:dw:3406.0024:DWC\doc:1163)
|
1901
doc/data/techinfo.txt
Normal file
1901
doc/data/techinfo.txt
Normal file
File diff suppressed because it is too large
Load diff
171
doc/glqnotes.txt
Normal file
171
doc/glqnotes.txt
Normal file
|
@ -0,0 +1,171 @@
|
|||
Glquake v0.99, Quake v1.09 release notes
|
||||
|
||||
3dfx owners -- read the 3dfx.txt file.
|
||||
|
||||
On a standard OpenGL system, all you should need to do to run glquake is put
|
||||
glquake.exe in your quake directory, and run it from there. DO NOT install
|
||||
the opengl32.dll unless you have a 3dfx! Glquake should change the screen
|
||||
resolution to 640*480*32k colors and run full screen by default.
|
||||
|
||||
If you are running win-95, your desktop must be set to 32k or 64k colors
|
||||
before running glquake. NT can switch automatically.
|
||||
|
||||
Theoretically, glquake will run on any compliant OpenGL that supports the
|
||||
texture objects extensions, but unless it is very powerfull hardware that
|
||||
accelerates everything needed, the game play will not be acceptable. If it
|
||||
has to go through any software emulation paths, the performance will likely
|
||||
by well under one frame per second.
|
||||
|
||||
3dfx has provided an opengl32.dll that implements everything glquake needs,
|
||||
but it is not a full opengl implementation. Other opengl applications are
|
||||
very unlikely to work with it, so consider it basically a "glquake driver".
|
||||
See the encluded 3dfx.txt for specific instalation notes. 3dfx can only run
|
||||
full screen, but you must still have your desktop set to a 16 bit color mode
|
||||
for glquake to start.
|
||||
|
||||
resolution options
|
||||
------------------
|
||||
We had dynamic resolution changing in glquake for a while, but every single
|
||||
opengl driver I tried it on messed up in one way or another, so it is now
|
||||
limited to startup time only.
|
||||
|
||||
glquake -window
|
||||
This will start glquake in a window on your desktop instead of switching the
|
||||
screen to lower resolution and covering everything.
|
||||
|
||||
glquake -width 800 -height 600
|
||||
Tries to run glquake at the specified resolution. Combined with -window, it
|
||||
creates a desktop window that size, otherwise it tries to set a full screen
|
||||
resolution.
|
||||
|
||||
You can also specify the resolution of the console independant of the screen
|
||||
resolution.
|
||||
|
||||
glquake -conwidth 320
|
||||
This will specify a console resolution of 320 by 240 (the height is
|
||||
automatically determined by the default 4:3 aspect ratio, you can also
|
||||
specify the height directly with -conheight).
|
||||
|
||||
In higher resolution modes such as 800x600 and 1024x768, glquake will default
|
||||
to a 640x480 console, since the font becomes small enough at higher
|
||||
resolutions to become unreadable. If do you wish to have a higher resolution
|
||||
console and status bar, specify it as well, such as:
|
||||
glquake -width 800 -height 600 -conwidth 800
|
||||
|
||||
texture options
|
||||
---------------
|
||||
The amount of textures used in the game can have a large impact on performance.
|
||||
There are several options that let you trade off visual quality for better
|
||||
performance.
|
||||
|
||||
There is no way to flush already loaded textures, so it is best to change
|
||||
these options on the command line, or they will only take effect on some of
|
||||
the textures when you change levels.
|
||||
|
||||
OpenGL only allows textures to repeat on power of two boundaries (32, 64,
|
||||
128, etc), but software quake had a number of textures that repeated at 24
|
||||
or 96 pixel boundaries. These need to be either stretched out to the next
|
||||
higher size, or shrunk down to the next lower. By default, they are filtered
|
||||
down to the smaller size, but you can cause it to use the larger size if you
|
||||
really want by using:
|
||||
|
||||
glquake +gl_round_down 0
|
||||
This will generally run well on a normal 4 MB 3dfx card, but for other cards
|
||||
that have either worse texture management or slower texture swapping speeds,
|
||||
there are some additional settings that can drastically lower the amount of
|
||||
textures to be managed.
|
||||
|
||||
glquake +gl_picmip 1
|
||||
This causes all textures to have one half the dimensions they otherwise would.
|
||||
This makes them blurry, but very small. You can set this to 2 to make the
|
||||
textures one quarter the resolution on each axis for REALLY blurry textures.
|
||||
|
||||
glquake +gl_playermip 1
|
||||
This is similar to picmip, but is only used for other players in deathmatch.
|
||||
Each player in a deathmatch requires an individual skin texture, so this can
|
||||
be a serious problem for texture management. It wouldn't be unreasonable to
|
||||
set this to 2 or even 3 if you are playing competatively (and don't care if
|
||||
the other guys have smudged skins). If you change this during the game, it
|
||||
will take effect as soon as a player changes their skin colors.
|
||||
|
||||
GLQuake also supports the following extensions for faster texture operation:
|
||||
|
||||
GL_SGIS_multitexture
|
||||
Multitextures support allows certain hardware to render the world in one
|
||||
pass instead of two. GLQuake uses two passes, one for the world textures
|
||||
and the second for the lightmaps that are blended on the textures. On some
|
||||
hardware, with a GL_SIGS_multitexture supported OpenGL implementation, this
|
||||
can be done in one pass. On hardware that supports this, you will get a
|
||||
60% to 100% increase in frame rate. Currently, only 3DFX dual TMU cards
|
||||
(such as the Obsidian 2220) support this extension, but other hardware will
|
||||
soon follow.
|
||||
|
||||
This extension will be autodetected and used. If for some reason it is not
|
||||
working correctly, specify the command line option "-nomtex" to disable it.
|
||||
|
||||
GL_EXT_shared_texture_palette
|
||||
GLQuake uses 16bit textures by default but on OpenGL implementations
|
||||
that support the GL_EXT_shared_texture_palette extension, GLQuake will use
|
||||
8bit textures instead. This results in using half the needed texture memory
|
||||
of 16bit texture and can improve performance. This is very little difference
|
||||
in visual quality due to the fact that the textures are 8bit sources to
|
||||
begin with.
|
||||
|
||||
run time options
|
||||
----------------
|
||||
At the console, you can set these values to effect drawing.
|
||||
|
||||
gl_texturemode GL_NEAREST
|
||||
Sets texture mapping to point sampled, which may be faster on some GL systems
|
||||
(not on 3dfx).
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP
|
||||
This is the default texture mode.
|
||||
|
||||
gl_texturemode GL_LINEAR_MIPMAP_LINEAR
|
||||
This is the highest quality texture mapping (trilinear), but only very high
|
||||
end hardware (intergraph intense 3D / realizm) supports it. Not that big of
|
||||
a deal, actually.
|
||||
|
||||
gl_finish 0
|
||||
This causes the game to not issue a glFinish() call each frame, which may make
|
||||
some hardware run faster. If this is cleared, the 3dfx will back up a number
|
||||
of frames and not be very playable.
|
||||
|
||||
gl_flashblend 0
|
||||
By default, glquake just draws a shaded ball around objects that are emiting
|
||||
light. Clearing this variable will cause it to properly relight the world
|
||||
like normal quake, but it can be a significant speed hit on some systems.
|
||||
|
||||
gl_ztrick 0
|
||||
Glquake uses a buffering method that avoids clearing the Z buffer, but some
|
||||
hardware platforms don't like it. If the status bar and console are flashing
|
||||
every other frame, clear this variable.
|
||||
|
||||
gl_keeptjunctions 0
|
||||
If you clear this, glquake will remove colinear vertexes when it reloads the
|
||||
level. This can give a few percent speedup, but it can leave a couple stray
|
||||
blinking pixels on the screen.
|
||||
|
||||
novelty features
|
||||
----------------
|
||||
These are some rendering tricks that were easy to do in glquake. They aren't
|
||||
very robust, but they are pretty cool to look at.
|
||||
|
||||
r_shadows 1
|
||||
This causes every object to cast a shadow.
|
||||
|
||||
r_wateralpha 0.7
|
||||
This sets the opacity of water textures, so you can see through it in properly
|
||||
processed maps. 0.3 is very faint, almost like fog. 1 is completely solid
|
||||
(the default). Unfortunately, the standard quake maps don't contain any
|
||||
visibility information for seeing past water surfaces, so you can't just play
|
||||
quake with this turned on. If you just want to see what it looks like, you
|
||||
can set "r_novis 1", but that will make things go very slow. When I get a
|
||||
chance, I will probably release some maps that have been processed properly
|
||||
for this.
|
||||
|
||||
r_mirroralpha 0.3
|
||||
This changes one particular texture (the stained glass texture in the EASY
|
||||
start hall) into a mirror. The value is the opacity of the mirror surface.
|
||||
|
1240
doc/makefile.linuxi386
Normal file
1240
doc/makefile.linuxi386
Normal file
File diff suppressed because it is too large
Load diff
483
doc/makefile.solaris
Normal file
483
doc/makefile.solaris
Normal file
|
@ -0,0 +1,483 @@
|
|||
#
|
||||
# Quake Makefile for Solaris
|
||||
#
|
||||
# Nov '97 by Zoid <zoid@idsoftware.com>
|
||||
#
|
||||
# ELF only
|
||||
#
|
||||
|
||||
VERSION=1.09
|
||||
|
||||
ifneq (,$(findstring i86pc,$(shell uname -m)))
|
||||
ARCH=i386
|
||||
else
|
||||
ARCH=sparc
|
||||
endif
|
||||
|
||||
MOUNT_DIR=/grog/Projects/WinQuake
|
||||
|
||||
BUILD_DEBUG_DIR=debug$(ARCH)
|
||||
BUILD_RELEASE_DIR=release$(ARCH)
|
||||
|
||||
CC=gcc
|
||||
BASE_CFLAGS=-I/usr/openwin/include
|
||||
|
||||
RELEASE_CFLAGS=$(BASE_CFLAGS) -O6 -ffast-math -funroll-loops -fomit-frame-pointer -fexpensive-optimizations
|
||||
DEBUG_CFLAGS=$(BASE_CFLAGS) -g
|
||||
LDFLAGS=-R /usr/openwin/lib -L /usr/openwin/lib -lm -lX11 -lXext -lsocket -lnsl -lthread -ldl
|
||||
XIL_LDFLAGS=-L /opt/SUNWits/Graphics-sw/xil/lib -R /opt/SUNWits/Graphics-sw/xil/lib:/usr/openwin/lib -L /usr/openwin/lib -lm -lxil -lX11 -lXext -lsocket -lnsl -lthread -ldl
|
||||
|
||||
DO_CC=$(CC) $(CFLAGS) -o $@ -c $<
|
||||
DO_AS=$(CC) $(CFLAGS) -DELF -x assembler-with-cpp -o $@ -c $<
|
||||
|
||||
#############################################################################
|
||||
# SETUP AND BUILD
|
||||
#############################################################################
|
||||
|
||||
TARGETS=$(BUILDDIR)/quake.sw $(BUILDDIR)/quake.xil
|
||||
|
||||
build_debug:
|
||||
@-mkdir $(BUILD_DEBUG_DIR)
|
||||
$(MAKE) targets BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
|
||||
|
||||
build_release:
|
||||
@-mkdir $(BUILD_RELEASE_DIR)
|
||||
$(MAKE) targets BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(RELEASE_CFLAGS)"
|
||||
|
||||
all: build_debug build_release
|
||||
|
||||
targets: $(TARGETS)
|
||||
|
||||
#############################################################################
|
||||
# CLIENT/SERVER
|
||||
#############################################################################
|
||||
|
||||
QUAKE_OBJS= \
|
||||
$(BUILDDIR)/chase.o \
|
||||
$(BUILDDIR)/cl_demo.o \
|
||||
$(BUILDDIR)/cl_input.o \
|
||||
$(BUILDDIR)/cl_main.o \
|
||||
$(BUILDDIR)/cl_parse.o \
|
||||
$(BUILDDIR)/cl_tent.o \
|
||||
$(BUILDDIR)/cmd.o \
|
||||
$(BUILDDIR)/common.o \
|
||||
$(BUILDDIR)/console.o \
|
||||
$(BUILDDIR)/crc.o \
|
||||
$(BUILDDIR)/cvar.o \
|
||||
$(BUILDDIR)/draw.o \
|
||||
$(BUILDDIR)/d_edge.o \
|
||||
$(BUILDDIR)/d_fill.o \
|
||||
$(BUILDDIR)/d_init.o \
|
||||
$(BUILDDIR)/d_modech.o \
|
||||
$(BUILDDIR)/d_part.o \
|
||||
$(BUILDDIR)/d_polyse.o \
|
||||
$(BUILDDIR)/d_scan.o \
|
||||
$(BUILDDIR)/d_sky.o \
|
||||
$(BUILDDIR)/d_sprite.o \
|
||||
$(BUILDDIR)/d_surf.o \
|
||||
$(BUILDDIR)/d_vars.o \
|
||||
$(BUILDDIR)/d_zpoint.o \
|
||||
$(BUILDDIR)/host.o \
|
||||
$(BUILDDIR)/host_cmd.o \
|
||||
$(BUILDDIR)/keys.o \
|
||||
$(BUILDDIR)/menu.o \
|
||||
$(BUILDDIR)/mathlib.o \
|
||||
$(BUILDDIR)/model.o \
|
||||
$(BUILDDIR)/nonintel.o \
|
||||
$(BUILDDIR)/pr_cmds.o \
|
||||
$(BUILDDIR)/pr_edict.o \
|
||||
$(BUILDDIR)/pr_exec.o \
|
||||
$(BUILDDIR)/r_aclip.o \
|
||||
$(BUILDDIR)/r_alias.o \
|
||||
$(BUILDDIR)/r_bsp.o \
|
||||
$(BUILDDIR)/r_light.o \
|
||||
$(BUILDDIR)/r_draw.o \
|
||||
$(BUILDDIR)/r_efrag.o \
|
||||
$(BUILDDIR)/r_edge.o \
|
||||
$(BUILDDIR)/r_misc.o \
|
||||
$(BUILDDIR)/r_main.o \
|
||||
$(BUILDDIR)/r_sky.o \
|
||||
$(BUILDDIR)/r_sprite.o \
|
||||
$(BUILDDIR)/r_surf.o \
|
||||
$(BUILDDIR)/r_part.o \
|
||||
$(BUILDDIR)/r_vars.o \
|
||||
$(BUILDDIR)/screen.o \
|
||||
$(BUILDDIR)/sbar.o \
|
||||
$(BUILDDIR)/sv_main.o \
|
||||
$(BUILDDIR)/sv_phys.o \
|
||||
$(BUILDDIR)/sv_move.o \
|
||||
$(BUILDDIR)/sv_user.o \
|
||||
$(BUILDDIR)/zone.o \
|
||||
$(BUILDDIR)/view.o \
|
||||
$(BUILDDIR)/wad.o \
|
||||
$(BUILDDIR)/world.o \
|
||||
$(BUILDDIR)/cd_null.o \
|
||||
$(BUILDDIR)/snd_dma.o \
|
||||
$(BUILDDIR)/snd_mix.o \
|
||||
$(BUILDDIR)/snd_mem.o \
|
||||
$(BUILDDIR)/net_dgrm.o \
|
||||
$(BUILDDIR)/net_loop.o \
|
||||
$(BUILDDIR)/net_main.o \
|
||||
$(BUILDDIR)/net_vcr.o \
|
||||
$(BUILDDIR)/net_udp.o \
|
||||
$(BUILDDIR)/net_bsd.o \
|
||||
$(BUILDDIR)/sys_sun.o \
|
||||
$(BUILDDIR)/snd_sun.o
|
||||
|
||||
QUAKE_AS_OBJS= \
|
||||
$(BUILDDIR)/d_copy.o \
|
||||
$(BUILDDIR)/d_draw.o \
|
||||
$(BUILDDIR)/d_draw16.o \
|
||||
$(BUILDDIR)/d_parta.o \
|
||||
$(BUILDDIR)/d_polysa.o \
|
||||
$(BUILDDIR)/d_scana.o \
|
||||
$(BUILDDIR)/d_spr8.o \
|
||||
$(BUILDDIR)/d_varsa.o \
|
||||
$(BUILDDIR)/math.o \
|
||||
$(BUILDDIR)/r_aliasa.o \
|
||||
$(BUILDDIR)/r_drawa.o \
|
||||
$(BUILDDIR)/r_edgea.o \
|
||||
$(BUILDDIR)/r_varsa.o \
|
||||
$(BUILDDIR)/surf16.o \
|
||||
$(BUILDDIR)/surf8.o \
|
||||
$(BUILDDIR)/worlda.o \
|
||||
$(BUILDDIR)/r_aclipa.o \
|
||||
$(BUILDDIR)/snd_mixa.o \
|
||||
$(BUILDDIR)/sys_dosa.o
|
||||
|
||||
QUAKE_X_OBJS = $(BUILDDIR)/vid_sunx.o
|
||||
|
||||
QUAKE_XIL_OBJS = $(BUILDDIR)/vid_sunxil.o
|
||||
|
||||
ifeq ($(ARCH),i386)
|
||||
$(BUILDDIR)/quake.sw : $(QUAKE_OBJS) $(QUAKE_AS_OBJS) $(QUAKE_X_OBJS)
|
||||
$(CC) -o $(@) $(QUAKE_OBJS) $(QUAKE_AS_OBJS) $(QUAKE_X_OBJS) $(LDFLAGS)
|
||||
|
||||
$(BUILDDIR)/quake.xil: $(QUAKE_OBJS) $(QUAKE_AS_OBJS) $(QUAKE_XIL_OBJS)
|
||||
$(CC) -o $(@) $(QUAKE_OBJS) $(QUAKE_AS_OBJS) $(QUAKE_XIL_OBJS) $(XIL_LDFLAGS)
|
||||
else
|
||||
$(BUILDDIR)/quake.sw : $(QUAKE_OBJS) $(QUAKE_X_OBJS)
|
||||
$(CC) -o $(@) $(QUAKE_OBJS) $(QUAKE_X_OBJS) $(LDFLAGS)
|
||||
|
||||
$(BUILDDIR)/quake.xil: $(QUAKE_OBJS) $(QUAKE_XIL_OBJS)
|
||||
$(CC) -o $(@) $(QUAKE_OBJS) $(QUAKE_XIL_OBJS) $(XIL_LDFLAGS)
|
||||
endif
|
||||
|
||||
##
|
||||
|
||||
$(BUILDDIR)/chase.o : $(MOUNT_DIR)/chase.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cl_demo.o : $(MOUNT_DIR)/cl_demo.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cl_input.o : $(MOUNT_DIR)/cl_input.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cl_main.o : $(MOUNT_DIR)/cl_main.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cl_parse.o : $(MOUNT_DIR)/cl_parse.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cl_tent.o : $(MOUNT_DIR)/cl_tent.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cmd.o : $(MOUNT_DIR)/cmd.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/common.o : $(MOUNT_DIR)/common.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/console.o : $(MOUNT_DIR)/console.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/crc.o : $(MOUNT_DIR)/crc.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cvar.o : $(MOUNT_DIR)/cvar.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/draw.o : $(MOUNT_DIR)/draw.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_edge.o : $(MOUNT_DIR)/d_edge.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_fill.o : $(MOUNT_DIR)/d_fill.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_init.o : $(MOUNT_DIR)/d_init.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_modech.o : $(MOUNT_DIR)/d_modech.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_part.o : $(MOUNT_DIR)/d_part.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_polyse.o : $(MOUNT_DIR)/d_polyse.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_scan.o : $(MOUNT_DIR)/d_scan.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_sky.o : $(MOUNT_DIR)/d_sky.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_sprite.o : $(MOUNT_DIR)/d_sprite.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_surf.o : $(MOUNT_DIR)/d_surf.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_vars.o : $(MOUNT_DIR)/d_vars.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/d_zpoint.o : $(MOUNT_DIR)/d_zpoint.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/host.o : $(MOUNT_DIR)/host.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/host_cmd.o : $(MOUNT_DIR)/host_cmd.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/keys.o : $(MOUNT_DIR)/keys.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/menu.o : $(MOUNT_DIR)/menu.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/mathlib.o : $(MOUNT_DIR)/mathlib.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/model.o : $(MOUNT_DIR)/model.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/nonintel.o : $(MOUNT_DIR)/nonintel.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/pr_cmds.o : $(MOUNT_DIR)/pr_cmds.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/pr_edict.o : $(MOUNT_DIR)/pr_edict.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/pr_exec.o : $(MOUNT_DIR)/pr_exec.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_aclip.o : $(MOUNT_DIR)/r_aclip.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_alias.o : $(MOUNT_DIR)/r_alias.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_bsp.o : $(MOUNT_DIR)/r_bsp.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_light.o : $(MOUNT_DIR)/r_light.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_draw.o : $(MOUNT_DIR)/r_draw.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_efrag.o : $(MOUNT_DIR)/r_efrag.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_edge.o : $(MOUNT_DIR)/r_edge.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_misc.o : $(MOUNT_DIR)/r_misc.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_main.o : $(MOUNT_DIR)/r_main.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_sky.o : $(MOUNT_DIR)/r_sky.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_sprite.o : $(MOUNT_DIR)/r_sprite.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_surf.o : $(MOUNT_DIR)/r_surf.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_part.o : $(MOUNT_DIR)/r_part.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/r_vars.o : $(MOUNT_DIR)/r_vars.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/screen.o : $(MOUNT_DIR)/screen.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sbar.o : $(MOUNT_DIR)/sbar.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sv_main.o : $(MOUNT_DIR)/sv_main.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sv_phys.o : $(MOUNT_DIR)/sv_phys.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sv_move.o : $(MOUNT_DIR)/sv_move.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sv_user.o : $(MOUNT_DIR)/sv_user.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/zone.o : $(MOUNT_DIR)/zone.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/view.o : $(MOUNT_DIR)/view.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/wad.o : $(MOUNT_DIR)/wad.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/world.o : $(MOUNT_DIR)/world.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/cd_null.o : $(MOUNT_DIR)/cd_null.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/snd_dma.o : $(MOUNT_DIR)/snd_dma.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/snd_mix.o : $(MOUNT_DIR)/snd_mix.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/snd_mem.o : $(MOUNT_DIR)/snd_mem.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_dgrm.o : $(MOUNT_DIR)/net_dgrm.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_loop.o : $(MOUNT_DIR)/net_loop.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_main.o : $(MOUNT_DIR)/net_main.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_vcr.o : $(MOUNT_DIR)/net_vcr.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_udp.o : $(MOUNT_DIR)/net_udp.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/net_bsd.o : $(MOUNT_DIR)/net_bsd.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/sys_sun.o : $(MOUNT_DIR)/sys_sun.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/snd_sun.o : $(MOUNT_DIR)/snd_sun.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/in_sun.o : $(MOUNT_DIR)/in_sun.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/vid_sunx.o : $(MOUNT_DIR)/vid_sunx.c
|
||||
$(DO_CC)
|
||||
|
||||
$(BUILDDIR)/vid_sunxil.o : $(MOUNT_DIR)/vid_sunxil.c
|
||||
$(DO_CC)
|
||||
|
||||
#####
|
||||
|
||||
$(BUILDDIR)/d_copy.o : $(MOUNT_DIR)/d_copy.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_draw.o : $(MOUNT_DIR)/d_draw.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_draw16.o : $(MOUNT_DIR)/d_draw16.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_parta.o : $(MOUNT_DIR)/d_parta.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_polysa.o : $(MOUNT_DIR)/d_polysa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_scana.o : $(MOUNT_DIR)/d_scana.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_spr8.o : $(MOUNT_DIR)/d_spr8.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/d_varsa.o : $(MOUNT_DIR)/d_varsa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/math.o : $(MOUNT_DIR)/math.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/r_aliasa.o : $(MOUNT_DIR)/r_aliasa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/r_drawa.o : $(MOUNT_DIR)/r_drawa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/r_edgea.o : $(MOUNT_DIR)/r_edgea.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/r_varsa.o : $(MOUNT_DIR)/r_varsa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/surf16.o : $(MOUNT_DIR)/surf16.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/surf8.o : $(MOUNT_DIR)/surf8.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/worlda.o : $(MOUNT_DIR)/worlda.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/r_aclipa.o : $(MOUNT_DIR)/r_aclipa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/snd_mixa.o : $(MOUNT_DIR)/snd_mixa.s
|
||||
$(DO_AS)
|
||||
|
||||
$(BUILDDIR)/sys_dosa.o : $(MOUNT_DIR)/sys_dosa.s
|
||||
$(DO_AS)
|
||||
|
||||
#############################################################################
|
||||
# TAR
|
||||
#############################################################################
|
||||
|
||||
# Make RPMs. You need to be root to make this work
|
||||
RPMDIR = /var/tmp/quake-$(VERSION)
|
||||
|
||||
tar:
|
||||
if [ ! -d archives ];then mkdir archives;fi
|
||||
$(MAKE) copyfiles COPYDIR=$(RPMDIR)
|
||||
cd $(RPMDIR); tar cvf q2ded-$(VERSION)-$(ARCH)-sun-solaris2.5.1.tar *
|
||||
cd $(RPMDIR); compress q2ded-$(VERSION)-$(ARCH)-sun-solaris2.5.1.tar
|
||||
mv $(RPMDIR)/*.tar.Z archives/.
|
||||
rm -rf $(RPMDIR)
|
||||
|
||||
copyfiles:
|
||||
-mkdirhier $(COPYDIR)
|
||||
cp $(BUILD_RELEASE_DIR)/quake.sw $(COPYDIR)
|
||||
cp $(BUILD_RELEASE_DIR)/quake.xil $(COPYDIR)
|
||||
strip $(COPYDIR)/quake
|
||||
strip $(COPYDIR)/quake.xil
|
||||
cp $(MOUNT_DIR)/README.Solaris $(COPYDIR)/README.Solaris
|
||||
|
||||
#############################################################################
|
||||
# MISC
|
||||
#############################################################################
|
||||
|
||||
clean: clean-debug clean-release
|
||||
|
||||
clean-debug:
|
||||
$(MAKE) clean2 BUILDDIR=$(BUILD_DEBUG_DIR) CFLAGS="$(DEBUG_CFLAGS)"
|
||||
|
||||
clean-release:
|
||||
$(MAKE) clean2 BUILDDIR=$(BUILD_RELEASE_DIR) CFLAGS="$(DEBUG_CFLAGS)"
|
||||
|
||||
clean2:
|
||||
-rm -f $(QUAKE_OBJS) $(QUAKE_X_OBJS) $(QUAKE_XIL_OBJS)
|
||||
|
2
doc/man/.gitignore
vendored
Normal file
2
doc/man/.gitignore
vendored
Normal file
|
@ -0,0 +1,2 @@
|
|||
Makefile.in
|
||||
Makefile
|
4
doc/man/Makefile.am
Normal file
4
doc/man/Makefile.am
Normal file
|
@ -0,0 +1,4 @@
|
|||
## Process this file with automake to produce Makefile.in
|
||||
man_MANS = quakeforge.1
|
||||
|
||||
EXTRA_DIST = $(man_MANS)
|
47
doc/man/quakeforge.1
Normal file
47
doc/man/quakeforge.1
Normal file
|
@ -0,0 +1,47 @@
|
|||
.\" hey, Emacs: -*- nroff -*-
|
||||
.\" quakeforge is free software; you can redistribute it and/or modify
|
||||
.\" it under the terms of the GNU General Public License as published by
|
||||
.\" the Free Software Foundation; either version 2 of the License, or
|
||||
.\" (at your option) any later version.
|
||||
.\"
|
||||
.\" This program is distributed in the hope that it will be useful,
|
||||
.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
.\" GNU General Public License for more details.
|
||||
.\"
|
||||
.\" You should have received a copy of the GNU General Public License
|
||||
.\" along with this program; see the file COPYING. If not, write to
|
||||
.\" the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
|
||||
.\"
|
||||
.TH QUAKEFORGE 1 "May 15, 2000"
|
||||
.\" Please update the above date whenever this man page is modified.
|
||||
.SH NAME
|
||||
quakeforge \- 3D game engine based on id Software's Quake engine
|
||||
.SH SYNOPSIS
|
||||
.B quakeforge
|
||||
.RI [ options ]
|
||||
.SH DESCRIPTION
|
||||
\fBquakeforge\fP washes your windows, mends your fences, mows your lawn...
|
||||
.PP
|
||||
It also...
|
||||
.SH OPTIONS
|
||||
\fBquakeforge\fP accepts the following options:
|
||||
.TP
|
||||
.BR -i , " --interactive"
|
||||
Prompt for confirmation.
|
||||
.TP
|
||||
.BR -q , " --quiet" , " --silent"
|
||||
Inhibit usual output.
|
||||
.TP
|
||||
.B --verbose
|
||||
Print more information.
|
||||
.TP
|
||||
.B \-h, \-\-help
|
||||
Show summary of options.
|
||||
.TP
|
||||
.B \-v, \-\-version
|
||||
Show version of program.
|
||||
.\" .SH "SEE ALSO"
|
||||
.\" .BR foo "(1), " bar (1)
|
||||
.SH AUTHOR
|
||||
The QuakeForge Project <quake-devel@lists.sourceforge.net>.
|
49
doc/net_DoS_protection.txt
Normal file
49
doc/net_DoS_protection.txt
Normal file
|
@ -0,0 +1,49 @@
|
|||
|
||||
SV_NETDOSPROTECT 0/1
|
||||
Used to turn on/off Denial Of Service protections. Makes it more
|
||||
difficult to use quakeworld servers to conduct DoS attacks against
|
||||
other sites.
|
||||
|
||||
NETDOSVALUES
|
||||
Tells server how many of specified kind of requests (per IP addr)
|
||||
are allowed during time defined with NETDOSEXPIRE.
|
||||
Possible request types:
|
||||
<FLOOD_PING> <FLOOD_LOG> <FLOOD_CONNECT> <FLOOD_STATUS> <FLOOD_RCON> <FLOOD_BAN>
|
||||
|
||||
NETDOSEXPIRE
|
||||
Tells server how much time must pass before request counter expires
|
||||
and gets set to zero.
|
||||
|
||||
|
||||
|
||||
NETDOSVALUES <FLOOD_PING> <FLOOD_LOG> <FLOOD_CONNECT> <FLOOD_STATUS> <FLOOD_RCON> <FLOOD_BAN>
|
||||
NETDOSEXPIRE <FLOOD_PING> <FLOOD_LOG> <FLOOD_CONNECT> <FLOOD_STATUS> <FLOOD_RCON> <FLOOD_BAN>
|
||||
|
||||
defaults are:
|
||||
|
||||
NETDOSVALUES 12 1 3 1 1 1 1
|
||||
NETDOSEXPIRE 1 1 2 0.9 1 5
|
||||
|
||||
meaning :
|
||||
maximum of 12 PINGS are allowed in 1 second
|
||||
maximum of 1 LOG request / second
|
||||
maximum of 2 connect requests / 3 seconds
|
||||
maximum of 1 status request / 0.9 seconds
|
||||
maximum of 1 rcon command / 1 second
|
||||
maximum of 1 request from banned IP / 5 second
|
||||
|
||||
Examples
|
||||
if server receives 15 ping requests under 1 second, it will allow 12 requests
|
||||
and drop 3 without response.
|
||||
|
||||
Other commands:
|
||||
|
||||
sv_allow_log
|
||||
Allow/disallow remote LOG requests
|
||||
|
||||
sv_allow_status
|
||||
Allow/disallow remote status requests
|
||||
|
||||
sv_allow_ping
|
||||
Allow/disallow remote pings
|
||||
|
143
doc/progdefs.q1
Normal file
143
doc/progdefs.q1
Normal file
|
@ -0,0 +1,143 @@
|
|||
|
||||
/* file generated by qcc, do not modify */
|
||||
|
||||
typedef struct
|
||||
{ int pad[28];
|
||||
int self;
|
||||
int other;
|
||||
int world;
|
||||
float time;
|
||||
float frametime;
|
||||
float force_retouch;
|
||||
string_t mapname;
|
||||
float deathmatch;
|
||||
float coop;
|
||||
float teamplay;
|
||||
float serverflags;
|
||||
float total_secrets;
|
||||
float total_monsters;
|
||||
float found_secrets;
|
||||
float killed_monsters;
|
||||
float parm1;
|
||||
float parm2;
|
||||
float parm3;
|
||||
float parm4;
|
||||
float parm5;
|
||||
float parm6;
|
||||
float parm7;
|
||||
float parm8;
|
||||
float parm9;
|
||||
float parm10;
|
||||
float parm11;
|
||||
float parm12;
|
||||
float parm13;
|
||||
float parm14;
|
||||
float parm15;
|
||||
float parm16;
|
||||
vec3_t v_forward;
|
||||
vec3_t v_up;
|
||||
vec3_t v_right;
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
float trace_fraction;
|
||||
vec3_t trace_endpos;
|
||||
vec3_t trace_plane_normal;
|
||||
float trace_plane_dist;
|
||||
int trace_ent;
|
||||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
int msg_entity;
|
||||
func_t main;
|
||||
func_t StartFrame;
|
||||
func_t PlayerPreThink;
|
||||
func_t PlayerPostThink;
|
||||
func_t ClientKill;
|
||||
func_t ClientConnect;
|
||||
func_t PutClientInServer;
|
||||
func_t ClientDisconnect;
|
||||
func_t SetNewParms;
|
||||
func_t SetChangeParms;
|
||||
} globalvars_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float modelindex;
|
||||
vec3_t absmin;
|
||||
vec3_t absmax;
|
||||
float ltime;
|
||||
float movetype;
|
||||
float solid;
|
||||
vec3_t origin;
|
||||
vec3_t oldorigin;
|
||||
vec3_t velocity;
|
||||
vec3_t angles;
|
||||
vec3_t avelocity;
|
||||
vec3_t punchangle;
|
||||
string_t classname;
|
||||
string_t model;
|
||||
float frame;
|
||||
float skin;
|
||||
float effects;
|
||||
vec3_t mins;
|
||||
vec3_t maxs;
|
||||
vec3_t size;
|
||||
func_t touch;
|
||||
func_t use;
|
||||
func_t think;
|
||||
func_t blocked;
|
||||
float nextthink;
|
||||
int groundentity;
|
||||
float health;
|
||||
float frags;
|
||||
float weapon;
|
||||
string_t weaponmodel;
|
||||
float weaponframe;
|
||||
float currentammo;
|
||||
float ammo_shells;
|
||||
float ammo_nails;
|
||||
float ammo_rockets;
|
||||
float ammo_cells;
|
||||
float items;
|
||||
float takedamage;
|
||||
int chain;
|
||||
float deadflag;
|
||||
vec3_t view_ofs;
|
||||
float button0;
|
||||
float button1;
|
||||
float button2;
|
||||
float impulse;
|
||||
float fixangle;
|
||||
vec3_t v_angle;
|
||||
float idealpitch;
|
||||
string_t netname;
|
||||
int enemy;
|
||||
float flags;
|
||||
float colormap;
|
||||
float team;
|
||||
float max_health;
|
||||
float teleport_time;
|
||||
float armortype;
|
||||
float armorvalue;
|
||||
float waterlevel;
|
||||
float watertype;
|
||||
float ideal_yaw;
|
||||
float yaw_speed;
|
||||
int aiment;
|
||||
int goalentity;
|
||||
float spawnflags;
|
||||
string_t target;
|
||||
string_t targetname;
|
||||
float dmg_take;
|
||||
float dmg_save;
|
||||
int dmg_inflictor;
|
||||
int owner;
|
||||
vec3_t movedir;
|
||||
string_t message;
|
||||
float sounds;
|
||||
string_t noise;
|
||||
string_t noise1;
|
||||
string_t noise2;
|
||||
string_t noise3;
|
||||
} entvars_t;
|
||||
|
||||
#define PROGHEADER_CRC 5927
|
158
doc/progdefs.q2
Normal file
158
doc/progdefs.q2
Normal file
|
@ -0,0 +1,158 @@
|
|||
|
||||
/* file generated by qcc, do not modify */
|
||||
|
||||
typedef struct
|
||||
{ int pad[28];
|
||||
int self;
|
||||
int other;
|
||||
int world;
|
||||
float time;
|
||||
float frametime;
|
||||
float force_retouch;
|
||||
string_t mapname;
|
||||
string_t startspot;
|
||||
float deathmatch;
|
||||
float coop;
|
||||
float teamplay;
|
||||
float serverflags;
|
||||
float total_secrets;
|
||||
float total_monsters;
|
||||
float found_secrets;
|
||||
float killed_monsters;
|
||||
float parm1;
|
||||
float parm2;
|
||||
float parm3;
|
||||
float parm4;
|
||||
float parm5;
|
||||
float parm6;
|
||||
float parm7;
|
||||
float parm8;
|
||||
float parm9;
|
||||
float parm10;
|
||||
float parm11;
|
||||
float parm12;
|
||||
float parm13;
|
||||
float parm14;
|
||||
float parm15;
|
||||
float parm16;
|
||||
vec3_t v_forward;
|
||||
vec3_t v_up;
|
||||
vec3_t v_right;
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
float trace_fraction;
|
||||
vec3_t trace_endpos;
|
||||
vec3_t trace_plane_normal;
|
||||
float trace_plane_dist;
|
||||
int trace_ent;
|
||||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
int msg_entity;
|
||||
string_t null;
|
||||
func_t main;
|
||||
func_t StartFrame;
|
||||
func_t PlayerPreThink;
|
||||
func_t PlayerPostThink;
|
||||
func_t ClientKill;
|
||||
func_t ClientConnect;
|
||||
func_t PutClientInServer;
|
||||
func_t ClientDisconnect;
|
||||
func_t SetNewParms;
|
||||
func_t SetChangeParms;
|
||||
} globalvars_t;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float modelindex;
|
||||
vec3_t absmin;
|
||||
vec3_t absmax;
|
||||
float ltime;
|
||||
float movetype;
|
||||
float solid;
|
||||
vec3_t origin;
|
||||
vec3_t oldorigin;
|
||||
vec3_t velocity;
|
||||
vec3_t angles;
|
||||
vec3_t avelocity;
|
||||
vec3_t basevelocity;
|
||||
vec3_t punchangle;
|
||||
string_t classname;
|
||||
string_t model;
|
||||
float frame;
|
||||
float skin;
|
||||
float effects;
|
||||
float drawPercent;
|
||||
float gravity;
|
||||
float mass;
|
||||
float light_level;
|
||||
vec3_t mins;
|
||||
vec3_t maxs;
|
||||
vec3_t size;
|
||||
func_t touch;
|
||||
func_t use;
|
||||
func_t think;
|
||||
func_t blocked;
|
||||
float nextthink;
|
||||
int groundentity;
|
||||
float health;
|
||||
float frags;
|
||||
float weapon;
|
||||
string_t weaponmodel;
|
||||
float weaponframe;
|
||||
float currentammo;
|
||||
float ammo_shells;
|
||||
float ammo_nails;
|
||||
float ammo_rockets;
|
||||
float ammo_cells;
|
||||
float items;
|
||||
float items2;
|
||||
float takedamage;
|
||||
int chain;
|
||||
float deadflag;
|
||||
vec3_t view_ofs;
|
||||
float button0;
|
||||
float button1;
|
||||
float button2;
|
||||
float impulse;
|
||||
float fixangle;
|
||||
vec3_t v_angle;
|
||||
float idealpitch;
|
||||
float pitch_speed;
|
||||
string_t netname;
|
||||
int enemy;
|
||||
float flags;
|
||||
float colormap;
|
||||
float team;
|
||||
float max_health;
|
||||
float teleport_time;
|
||||
float armortype;
|
||||
float armorvalue;
|
||||
float waterlevel;
|
||||
float watertype;
|
||||
float ideal_yaw;
|
||||
float yaw_speed;
|
||||
int aiment;
|
||||
int goalentity;
|
||||
float spawnflags;
|
||||
string_t target;
|
||||
string_t targetname;
|
||||
float dmg_take;
|
||||
float dmg_save;
|
||||
int dmg_inflictor;
|
||||
int owner;
|
||||
vec3_t movedir;
|
||||
string_t message;
|
||||
float sounds;
|
||||
string_t noise;
|
||||
string_t noise1;
|
||||
string_t noise2;
|
||||
string_t noise3;
|
||||
float dmg;
|
||||
float dmgtime;
|
||||
float air_finished;
|
||||
float pain_finished;
|
||||
float radsuit_finished;
|
||||
float speed;
|
||||
} entvars_t;
|
||||
|
||||
#define PROGHEADER_CRC 31586
|
BIN
doc/qe3.ico
Normal file
BIN
doc/qe3.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 766 B |
BIN
doc/quake.gif
Normal file
BIN
doc/quake.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.3 KiB |
BIN
doc/quake.ico
Normal file
BIN
doc/quake.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 9.6 KiB |
98
doc/readme.solaris
Normal file
98
doc/readme.solaris
Normal file
|
@ -0,0 +1,98 @@
|
|||
Solaris 2 Quake / QuakeWorld
|
||||
----------------------------
|
||||
|
||||
This is an UNSUPPORTED version of Quake and QuakeWorld. Don't
|
||||
bother id software about it. Bug reports will be ignored.
|
||||
|
||||
PORT DETAILS
|
||||
------------
|
||||
|
||||
There are a few major difference between this port and the
|
||||
vanilla Quake/QuakeWorld available on the internet. For
|
||||
optimum performance, you should copy everything to a directory
|
||||
on your local system before starting play so that you are
|
||||
not mounting files from a remote filesystem.
|
||||
|
||||
In order to use this program, you need the files pak0.pak
|
||||
and pak1.pak in the id1 directory found on a registered copy of
|
||||
Quake. You can ftp them to your Solaris host from a Windows95
|
||||
machine for example. The files must be in an id1 subdirectory from
|
||||
the directory you install Quake/QuakeWorld, and all file names must
|
||||
be lowercase. Add on packages such as ThreeWave CTF work fine as
|
||||
well, just place such addon packages in their own directory as you
|
||||
would on a Windows95 installation. But again, make sure all files
|
||||
are lowercase.
|
||||
|
||||
COMMAND LINE FLAGS:
|
||||
|
||||
+pixel_multiply
|
||||
|
||||
You can magnify the screen by using this flag:
|
||||
|
||||
Ex: % quake +pixel_multiply 2
|
||||
|
||||
You can also use this command (without the dash)
|
||||
from the Quake console. pixel_multiply is a Quake
|
||||
cvar and is saved from session to session in the
|
||||
config.cfg file.
|
||||
|
||||
-winsize <width> <height>
|
||||
|
||||
Set the size of the window when you start
|
||||
|
||||
-count_frames
|
||||
|
||||
See how many frames per second you're getting
|
||||
|
||||
GAME SETTINGS
|
||||
|
||||
mouse binding
|
||||
|
||||
You can bind and unbind the mouse to the Quake window
|
||||
by using the Use Mouse selection in the Options menu,
|
||||
or with the "_windowed_mouse" command in the console,
|
||||
ex "_windowed_mouse 1" Now, moving the mouse will move
|
||||
your player. Use "_windowed_mouse 0" to unbind. You
|
||||
can bind or alias this to a key.
|
||||
|
||||
Example command:
|
||||
|
||||
% quake.xil +pixel_multiply 2 -winsize 400 300
|
||||
|
||||
WHAT IS "QUAKEWORLD" AND HOW DO I USE IT?
|
||||
-----------------------------------------
|
||||
|
||||
In a nutshell, QuakeWorld is an extension of Quake that is
|
||||
much more user friendly. It allows the user to dynamically
|
||||
download changes from the server, such as new maps and new
|
||||
weapons while inside the Quake client. It is not directly
|
||||
compatible with Quake (ie, you can't connect to a Quake server
|
||||
from a QuakeWorld client) but in general it is superior to
|
||||
Quake. QuakeWorld also offers much smoother play over the
|
||||
Internet by using client prediction. For more information,
|
||||
check out http://www.quakeworld.net/.
|
||||
|
||||
In order to use it, you must make a copy of the "qw"
|
||||
directory. Any new stuff that is downloaded from a QuakeWorld
|
||||
server will be stored in this directory. All regular Quake
|
||||
flags apply so you can use the same command line as before.
|
||||
|
||||
Example command:
|
||||
|
||||
% qwcl.xil +pixel_multiply 2 -winsize 400 300
|
||||
|
||||
WHERE CAN I FIND OUT ABOUT...
|
||||
-----------------------------
|
||||
|
||||
If you've got questions about Quake, rest assured that there
|
||||
are answers out there. Try checking out these web sites:
|
||||
|
||||
http://www.planetquake.com/
|
||||
http://www.stomped.com/
|
||||
http://www.quakeworld.net/
|
||||
|
||||
If all else fails use a search engine.
|
||||
|
||||
Happy fragging,
|
||||
the Quake/Solaris team
|
||||
|
60
doc/readme.txt
Normal file
60
doc/readme.txt
Normal file
|
@ -0,0 +1,60 @@
|
|||
|
||||
This is the complete source code for winquake, glquake, quakeworld, and
|
||||
glquakeworld.
|
||||
|
||||
The projects have been tested with visual C++ 6.0, but masm is also required
|
||||
to build the assembly language files. It is possible to change a #define and
|
||||
build with only C code, but the software rendering versions lose almost half
|
||||
its speed. The OpenGL versions will not be effected very much. The
|
||||
gas2masm tool was created to allow us to use the same source for the dos,
|
||||
linux, and windows versions, but I don't really recommend anyone mess
|
||||
with the asm code.
|
||||
|
||||
The original dos version of Quake should also be buildable from these
|
||||
sources, but we didn't bother trying.
|
||||
|
||||
The code is all licensed under the terms of the GPL (gnu public license).
|
||||
You should read the entire license, but the gist of it is that you can do
|
||||
anything you want with the code, including sell your new version. The catch
|
||||
is that if you distribute new binary versions, you are required to make the
|
||||
entire source code available for free to everyone.
|
||||
|
||||
Our previous code releases have been under licenses that preclude
|
||||
commercial exploitation, but have no clause forcing sharing of source code.
|
||||
There have been some unfortunate losses to the community as a result of
|
||||
mod teams keeping their sources closed (and sometimes losing them). If
|
||||
you are going to publicly release modified versions of this code, you must
|
||||
also make source code available. I would encourage teams to even go a step
|
||||
farther and investigate using public CVS servers for development where
|
||||
possible.
|
||||
|
||||
The primary intent of this release is for entertainment and educational
|
||||
purposes, but the GPL does allow commercial exploitation if you obey the
|
||||
full license. If you want to do something commercial and you just can't bear
|
||||
to have your source changes released, we could still negotiate a separate
|
||||
license agreement (for $$$), but I would encourage you to just live with the
|
||||
GPL.
|
||||
|
||||
All of the Quake data files remain copyrighted and licensed under the
|
||||
original terms, so you cannot redistribute data from the original game, but if
|
||||
you do a true total conversion, you can create a standalone game based on
|
||||
this code.
|
||||
|
||||
I will see about having the license changed on the shareware episode of
|
||||
quake to allow it to be duplicated more freely (for linux distributions, for
|
||||
example), but I can't give a timeframe for it. You can still download one of
|
||||
the original quake demos and use that data with the code, but there are
|
||||
restrictions on the redistribution of the demo data.
|
||||
|
||||
If you never actually bought a complete version of Quake, you might want
|
||||
to rummage around in a local software bargain bin for one of the originals,
|
||||
or perhaps find a copy of the "Quake: the offering" boxed set with both
|
||||
mission packs.
|
||||
|
||||
Thanks to Dave "Zoid" Kirsh and Robert Duffy for doing the grunt work of
|
||||
building this release.
|
||||
|
||||
John Carmack
|
||||
Id Software
|
||||
|
||||
|
219
doc/skybox.fig
Normal file
219
doc/skybox.fig
Normal file
|
@ -0,0 +1,219 @@
|
|||
#FIG 3.2
|
||||
Landscape
|
||||
Center
|
||||
Inches
|
||||
Letter
|
||||
100.00
|
||||
Single
|
||||
-2
|
||||
1200 2
|
||||
6 900 4500 2100 5700
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
1200 4800 1800 4800 1800 5400 1200 5400 1200 4800
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 4800 900 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 5400 2100 5700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 4800 2100 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 5400 900 5700
|
||||
-6
|
||||
6 2700 4500 3900 5700
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
3000 4800 3600 4800 3600 5400 3000 5400 3000 4800
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 4800 2700 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 5400 3900 5700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 4800 3900 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 5400 2700 5700
|
||||
-6
|
||||
6 4500 4500 5700 5700
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
4800 4800 5400 4800 5400 5400 4800 5400 4800 4800
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 4800 4500 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 5400 5700 5700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 4800 5700 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 5400 4500 5700
|
||||
-6
|
||||
6 6300 4500 7500 5700
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
6600 4800 7200 4800 7200 5400 6600 5400 6600 4800
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 4800 6300 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 5400 7500 5700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 4800 7500 4500
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 5400 6300 5700
|
||||
-6
|
||||
6 900 2700 2100 3900
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
1200 3000 1800 3000 1800 3600 1200 3600 1200 3000
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 3000 900 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 3600 2100 3900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 3000 2100 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 3600 900 3900
|
||||
-6
|
||||
6 2700 2700 3900 3900
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
3000 3000 3600 3000 3600 3600 3000 3600 3000 3000
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 3000 2700 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 3600 3900 3900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 3000 3900 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 3600 2700 3900
|
||||
-6
|
||||
6 4500 2700 5700 3900
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
4800 3000 5400 3000 5400 3600 4800 3600 4800 3000
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 3000 4500 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 3600 5700 3900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 3000 5700 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 3600 4500 3900
|
||||
-6
|
||||
6 6300 2700 7500 3900
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
6600 3000 7200 3000 7200 3600 6600 3600 6600 3000
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 3000 6300 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 3600 7500 3900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 3000 7500 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 3600 6300 3900
|
||||
-6
|
||||
6 8100 2700 9300 3900
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
8400 3000 9000 3000 9000 3600 8400 3600 8400 3000
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
8400 3000 8100 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
9000 3600 9300 3900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
9000 3000 9300 2700
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
8400 3600 8100 3900
|
||||
-6
|
||||
6 900 900 2100 2100
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
1200 1200 1800 1200 1800 1800 1200 1800 1200 1200
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 1200 900 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 1800 2100 2100
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1800 1200 2100 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
1200 1800 900 2100
|
||||
-6
|
||||
6 2700 900 3900 2100
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
3000 1200 3600 1200 3600 1800 3000 1800 3000 1200
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 1200 2700 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 1800 3900 2100
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3600 1200 3900 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
3000 1800 2700 2100
|
||||
-6
|
||||
6 4500 900 5700 2100
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
4800 1200 5400 1200 5400 1800 4800 1800 4800 1200
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 1200 4500 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 1800 5700 2100
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
5400 1200 5700 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
4800 1800 4500 2100
|
||||
-6
|
||||
6 6300 900 7500 2100
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
6600 1200 7200 1200 7200 1800 6600 1800 6600 1200
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 1200 6300 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 1800 7500 2100
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
7200 1200 7500 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
6600 1800 6300 2100
|
||||
-6
|
||||
6 8100 900 9300 2100
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
8400 1200 9000 1200 9000 1800 8400 1800 8400 1200
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
8400 1200 8100 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
9000 1800 9300 2100
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
9000 1200 9300 900
|
||||
2 1 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 2
|
||||
8400 1800 8100 2100
|
||||
-6
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
1350 1425 1650 1425 1650 1650 1350 1650 1350 1425
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
3150 1125 3450 1125 3450 1275 3150 1275 3150 1125
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
4950 1125 5250 1125 5250 1950 4950 1950 4950 1125
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
6975 1050 6825 1050 6525 1500 6525 1725 6975 1050
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
8325 2850 9225 2850 9225 3150 8325 3150 8325 2850
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
6450 4500 7350 4500 7350 5700 6450 5700 6450 4500
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 6
|
||||
1650 5625 1050 4875 1050 4500 1275 4500 2025 5400 1650 5625
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
3300 5625 2775 4875 2850 4500 3975 4725 3300 5625
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
5400 5700 4650 4950 4800 4500 5775 4800 5400 5700
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
5700 3450 4650 3075 4650 2775 4875 2775 5700 3450
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 6
|
||||
6825 3750 6450 3075 6450 2700 6750 2700 7350 3375 6825 3750
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
1950 3300 1500 2850 1050 3375 1500 3750 1950 3300
|
||||
2 3 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 4
|
||||
8850 1950 8775 975 8250 1575 8850 1950
|
||||
2 2 0 1 0 7 50 0 -1 0.000 0 0 -1 0 0 5
|
||||
2850 2775 3225 2775 3225 3225 2850 3225 2850 2775
|
||||
4 0 0 50 0 0 16 0.0000 4 120 105 900 825 a\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 120 2700 825 b\001
|
||||
4 0 0 50 0 0 16 0.0000 4 120 105 4500 825 c\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 120 6300 825 d\001
|
||||
4 0 0 50 0 0 16 0.0000 4 120 105 8100 825 e\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 90 900 2625 f\001
|
||||
4 0 0 50 0 0 16 0.0000 4 180 120 2700 2625 g\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 120 4500 2625 h\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 75 6300 2625 i\001
|
||||
4 0 0 50 0 0 16 0.0000 4 225 60 8100 2625 j\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 120 900 4425 k\001
|
||||
4 0 0 50 0 0 16 0.0000 4 165 75 2700 4425 l\001
|
||||
4 0 0 50 0 0 16 0.0000 4 120 195 4500 4425 m\001
|
||||
4 0 0 50 0 0 16 0.0000 4 120 120 6300 4425 n\001
|
31
doc/template.h
Normal file
31
doc/template.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
/*
|
||||
#FILENAME#
|
||||
|
||||
#DESCRIPTION#
|
||||
|
||||
Copyright (C) 2000 #AUTHOR#
|
||||
|
||||
Author: #AUTHOR#
|
||||
Date: #DATE#
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
$Id$
|
||||
*/
|
||||
|
3
doc/texinfo/.gitignore
vendored
Normal file
3
doc/texinfo/.gitignore
vendored
Normal file
|
@ -0,0 +1,3 @@
|
|||
Makefile.in
|
||||
Makefile
|
||||
quakeforge.info
|
4
doc/texinfo/Makefile.am
Normal file
4
doc/texinfo/Makefile.am
Normal file
|
@ -0,0 +1,4 @@
|
|||
## Process this file with automake to produce Makefile.in
|
||||
info_TEXINFOS = quakeforge.texinfo
|
||||
|
||||
EXTRA_DIST = gpl.texinfo
|
398
doc/texinfo/gpl.texinfo
Normal file
398
doc/texinfo/gpl.texinfo
Normal file
|
@ -0,0 +1,398 @@
|
|||
@c This GPL is meant to be included from other files.
|
||||
@c To format a standalone GPL, use license.texi.
|
||||
|
||||
@center Version 2, June 1991
|
||||
|
||||
@display
|
||||
Copyright @copyright{} 1989, 1991 Free Software Foundation, Inc. 675
|
||||
Mass Ave, Boston, MA 02111-1307, USA
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
@end display
|
||||
|
||||
@unnumberedsec Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software---to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
@iftex
|
||||
@unnumberedsec TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
@end iftex
|
||||
@ifinfo
|
||||
@center TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
@end ifinfo
|
||||
|
||||
@enumerate 0
|
||||
@item
|
||||
This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The ``Program'', below,
|
||||
refers to any such program or work, and a ``work based on the Program''
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term ``modification''.) Each licensee is addressed as ``you''.
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
@item
|
||||
You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
@item
|
||||
You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
@enumerate a
|
||||
@item
|
||||
You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
@item
|
||||
You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
@item
|
||||
If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
@end enumerate
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
@item
|
||||
You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
@enumerate a
|
||||
@item
|
||||
Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
@item
|
||||
Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
@item
|
||||
Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
@end enumerate
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
@item
|
||||
You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
@item
|
||||
You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
@item
|
||||
Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
@item
|
||||
If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
@item
|
||||
If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
@item
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and ``any
|
||||
later version'', you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
@item
|
||||
If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
@iftex
|
||||
@vskip -@baselineskip
|
||||
@vskip -@baselineskip
|
||||
@heading NO WARRANTY
|
||||
@end iftex
|
||||
@ifinfo
|
||||
@center NO WARRANTY
|
||||
@end ifinfo
|
||||
|
||||
@item
|
||||
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM ``AS IS'' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
@item
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
@end enumerate
|
||||
|
||||
@iftex
|
||||
@heading END OF TERMS AND CONDITIONS
|
||||
@end iftex
|
||||
@ifinfo
|
||||
@center END OF TERMS AND CONDITIONS
|
||||
@end ifinfo
|
||||
|
||||
@page
|
||||
@unnumberedsec How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the ``copyright'' line and a pointer to where the full notice is found.
|
||||
|
||||
@smallexample
|
||||
@var{one line to give the program's name and an idea of what it does.}
|
||||
Copyright (C) 19@var{yy} @var{name of author}
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
@end smallexample
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
@smallexample
|
||||
Gnomovision version 69, Copyright (C) 19@var{yy} @var{name of author}
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details
|
||||
type `show w'. This is free software, and you are welcome
|
||||
to redistribute it under certain conditions; type `show c'
|
||||
for details.
|
||||
@end smallexample
|
||||
|
||||
The hypothetical commands @samp{show w} and @samp{show c} should show
|
||||
the appropriate parts of the General Public License. Of course, the
|
||||
commands you use may be called something other than @samp{show w} and
|
||||
@samp{show c}; they could even be mouse-clicks or menu items---whatever
|
||||
suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a ``copyright disclaimer'' for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
@example
|
||||
@group
|
||||
Yoyodyne, Inc., hereby disclaims all copyright
|
||||
interest in the program `Gnomovision'
|
||||
(which makes passes at compilers) written
|
||||
by James Hacker.
|
||||
|
||||
@var{signature of Ty Coon}, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
@end group
|
||||
@end example
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
195
doc/texinfo/quakeforge.texinfo
Normal file
195
doc/texinfo/quakeforge.texinfo
Normal file
|
@ -0,0 +1,195 @@
|
|||
\input texinfo @c -*-texinfo-*-
|
||||
@c %**start of header
|
||||
@setfilename quakeforge.info
|
||||
@settitle 3D game engine based on id Software's Quake engine
|
||||
@finalout
|
||||
@setchapternewpage odd
|
||||
@c %**end of header
|
||||
|
||||
@set VERSION 0.1.0
|
||||
|
||||
@ifinfo
|
||||
This file documents the @code{quakeforge} command which 3D game engine based on id Software's Quake engine
|
||||
|
||||
Copyright (C) 2000 The QuakeForge Project
|
||||
|
||||
Permission is granted to make and distribute verbatim copies of
|
||||
this manual provided the copyright notice and this permission notice
|
||||
are preserved on all copies.
|
||||
|
||||
@ignore
|
||||
Permission is granted to process this file through TeX and print the
|
||||
results, provided the printed document carries copying permission
|
||||
notice identical to this one except for the removal of this paragraph
|
||||
(this paragraph not being relevant to the printed manual).
|
||||
|
||||
@end ignore
|
||||
Permission is granted to copy and distribute modified versions of this
|
||||
manual under the conditions for verbatim copying, provided that the entire
|
||||
resulting derived work is distributed under the terms of a permission
|
||||
notice identical to this one.
|
||||
|
||||
Permission is granted to copy and distribute translations of this manual
|
||||
into another language, under the above conditions for modified versions,
|
||||
except that this permission notice may be stated in a translation approved
|
||||
by the Foundation.
|
||||
@end ifinfo
|
||||
|
||||
@titlepage
|
||||
@title quakeforge
|
||||
@subtitle 3D game engine based on id Software's Quake engine
|
||||
@subtitle for quakeforge Version @value{VERSION}
|
||||
@author by The QuakeForge Project
|
||||
|
||||
@page
|
||||
@vskip 0pt plus 1filll
|
||||
Copyright @copyright{} 2000 The QuakeForge Project
|
||||
|
||||
Permission is granted to make and distribute verbatim copies of
|
||||
this manual provided the copyright notice and this permission notice
|
||||
are preserved on all copies.
|
||||
|
||||
Permission is granted to copy and distribute modified versions of this
|
||||
manual under the conditions for verbatim copying, provided that the entire
|
||||
resulting derived work is distributed under the terms of a permission
|
||||
notice identical to this one.
|
||||
|
||||
Permission is granted to copy and distribute translations of this manual
|
||||
into another language, under the above conditions for modified versions,
|
||||
except that this permission notice may be stated in a translation approved
|
||||
by the Foundation.
|
||||
@end titlepage
|
||||
|
||||
@c All the nodes can be updated using the EMACS command
|
||||
@c texinfo-every-node-update, which is normally bound to C-c C-u C-e.
|
||||
@node Top, Instructions, (dir), (dir)
|
||||
|
||||
@ifinfo
|
||||
This file documents the @code{quakeforge} command to 3D game engine based on id Software's Quake engine.
|
||||
@end ifinfo
|
||||
|
||||
@c All the menus can be updated with the EMACS command
|
||||
@c texinfo-all-menus-update, which is normally bound to C-c C-u C-a.
|
||||
@menu
|
||||
* Instructions:: How to read this manual.
|
||||
* Copying:: How you can copy and share @code{quakeforge}.
|
||||
* Overview:: Preliminary information.
|
||||
* Sample:: Sample output from @code{quakeforge}.
|
||||
* Invoking quakeforge:: How to run @code{quakeforge}.
|
||||
* Problems:: Reporting bugs.
|
||||
* Concept Index:: Index of concepts.
|
||||
@end menu
|
||||
|
||||
@node Instructions, Copying, Top, Top
|
||||
@chapter How to Read This Manual
|
||||
|
||||
@cindex reading
|
||||
@cindex manual, how to read
|
||||
@cindex how to read
|
||||
To read this manual, begin at the beginning, reading from left to right
|
||||
and top to bottom, until you get to the end. Then stop. You may pause
|
||||
for a beer anywhere in the middle as well, if you wish. (Please note,
|
||||
however, that The King strongly advises against heavy use of
|
||||
prescription pharmaceuticals, based on his extensive personal and
|
||||
professional experience.)
|
||||
|
||||
@node Copying, Overview, Instructions, Top
|
||||
@include gpl.texinfo
|
||||
|
||||
@node Overview, Sample, Copying, Top
|
||||
@chapter Overview
|
||||
@cindex greetings
|
||||
@cindex overview
|
||||
|
||||
The GNU @code{quakeforge} program produces a familiar, friendly greeting.
|
||||
It allows nonprogrammers to use a classic computer science tool which
|
||||
would otherwise be unavailable to them. Because it is protected by the
|
||||
GNU General Public License, users are free to share and change it.
|
||||
|
||||
GNU @code{quakeforge} was written by The QuakeForge Project.
|
||||
|
||||
@node Sample, Invoking quakeforge, Overview, Top
|
||||
@chapter Sample Output
|
||||
@cindex sample
|
||||
|
||||
Here are some realistic examples of running @code{quakeforge}.
|
||||
|
||||
This is the output of the command @samp{quakeforge}:
|
||||
|
||||
@example
|
||||
hello, world!
|
||||
@end example
|
||||
|
||||
This is the output of the command @samp{quakeforge --help}:
|
||||
|
||||
@example
|
||||
3D game engine based on id Software's Quake engine
|
||||
Usage: quakeforge [options]
|
||||
-h, --help Print a summary of the options
|
||||
-v, --version Print the version number
|
||||
@end example
|
||||
|
||||
@node Invoking quakeforge, Problems, Sample, Top
|
||||
@chapter Invoking @code{quakeforge}
|
||||
@cindex invoking
|
||||
@cindex version
|
||||
@cindex options
|
||||
@cindex usage
|
||||
@cindex help
|
||||
@cindex getting help
|
||||
|
||||
The format for running the @code{quakeforge} program is:
|
||||
|
||||
@example
|
||||
quakeforge @var{option} @dots{}
|
||||
@end example
|
||||
|
||||
@code{quakeforge} supports the following options:
|
||||
|
||||
@table @samp
|
||||
@item --interactive
|
||||
@itemx -i
|
||||
Prompt for confirmation.
|
||||
|
||||
@item --quiet
|
||||
@item --silent
|
||||
@itemx -q
|
||||
Inhibit usual output.
|
||||
|
||||
@item --verbose
|
||||
Print more information.
|
||||
|
||||
@item --help
|
||||
@itemx -h
|
||||
Print an informative help message describing the options and then exit.
|
||||
|
||||
@item --version
|
||||
@itemx -v
|
||||
Print the version number of @code{quakeforge} on the standard error output
|
||||
and then exit.
|
||||
@end table
|
||||
|
||||
@node Problems, Concept Index, Invoking quakeforge, Top
|
||||
@chapter Reporting Bugs
|
||||
@cindex bugs
|
||||
@cindex problems
|
||||
|
||||
If you find a bug in @code{quakeforge}, please send electronic mail to
|
||||
@w{@samp{quake-devel@@lists.sourceforge.net}}. Include the version number, which you can find by
|
||||
running @w{@samp{quakeforge --version}}. Also include in your message the
|
||||
output that the program produced and the output you expected.@refill
|
||||
|
||||
If you have other questions, comments or suggestions about
|
||||
@code{quakeforge}, contact the author via electronic mail to
|
||||
@w{@samp{quake-devel@@lists.sourceforge.net}}. The author will try to help you out, although he
|
||||
may not have time to fix your problems.
|
||||
|
||||
@node Concept Index, , Problems, Top
|
||||
@unnumbered Concept Index
|
||||
|
||||
@cindex tail recursion
|
||||
@printindex cp
|
||||
|
||||
@shortcontents
|
||||
@contents
|
||||
@bye
|
77
doc/timestamps.txt
Normal file
77
doc/timestamps.txt
Normal file
|
@ -0,0 +1,77 @@
|
|||
To enable time-stamped messages in the server, set the Cvar sv_timestamps to a
|
||||
value other than 0. When enabled, the string Cvar sv_timefmt is used to format
|
||||
the date and time.
|
||||
|
||||
The following special codes are interpreted inside sv_timefmt strings.
|
||||
|
||||
%a The abbreviated weekday name according to the cur
|
||||
rent locale.
|
||||
|
||||
%A The full weekday name according to the current
|
||||
locale.
|
||||
|
||||
%b The abbreviated month name according to the current
|
||||
locale.
|
||||
|
||||
%B The full month name according to the current
|
||||
locale.
|
||||
|
||||
%c The preferred date and time representation for the
|
||||
current locale.
|
||||
|
||||
%d The day of the month as a decimal number (range 01
|
||||
to 31).
|
||||
|
||||
%h Equivalent to %b. (SU)
|
||||
|
||||
%H The hour as a decimal number using a 24-hour clock
|
||||
(range 00 to 23).
|
||||
|
||||
%I The hour as a decimal number using a 12-hour clock
|
||||
(range 01 to 12).
|
||||
|
||||
%j The day of the year as a decimal number (range 001
|
||||
to 366).
|
||||
|
||||
%k The hour (24-hour clock) as a decimal number (range
|
||||
0 to 23); single digits are preceded by a blank.
|
||||
(See also %H.) (TZ)
|
||||
|
||||
%m The month as a decimal number (range 01 to 12).
|
||||
|
||||
%M The minute as a decimal number (range 00 to 59).
|
||||
|
||||
%p Either `AM' or `PM' according to the given time
|
||||
value, or the corresponding strings for the current
|
||||
locale. Noon is treated as `pm' and midnight as
|
||||
`am'.
|
||||
|
||||
%S The second as a decimal number (range 00 to 61).
|
||||
|
||||
%U The week number of the current year as a decimal
|
||||
number, range 00 to 53, starting with the first
|
||||
Sunday as the first day of week 01. See also %V and
|
||||
%W.
|
||||
|
||||
%w The day of the week as a decimal, range 0 to 6,
|
||||
Sunday being 0. See also %u.
|
||||
|
||||
%W The week number of the current year as a decimal
|
||||
number, range 00 to 53, starting with the first
|
||||
Monday as the first day of week 01.
|
||||
|
||||
%x The preferred date representation for the current
|
||||
locale without the time.
|
||||
|
||||
%X The preferred time representation for the current
|
||||
locale without the date.
|
||||
|
||||
%y The year as a decimal number without a century
|
||||
(range 00 to 99).
|
||||
|
||||
%Y The year as a decimal number including the century.
|
||||
|
||||
%Z The time zone name or abbreviation.
|
||||
|
||||
%% A literal `%' character.
|
||||
|
1119
doc/wqreadme.txt
Normal file
1119
doc/wqreadme.txt
Normal file
File diff suppressed because it is too large
Load diff
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Reference in a new issue