diff --git a/qw/AUTHORS b/qw/AUTHORS deleted file mode 100644 index b154854d5..000000000 --- a/qw/AUTHORS +++ /dev/null @@ -1 +0,0 @@ -The QuakeForge Project diff --git a/qw/README b/qw/README deleted file mode 100644 index e8444bf01..000000000 --- a/qw/README +++ /dev/null @@ -1,232 +0,0 @@ -QuakeForge - Release Notes -Copyright (C) 1996-1997 Id Software, Inc. -Copyright (C) 1999-2001 contributors to the QuakeForge Project - -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 - -See file COPYING for license details. - -Quake and QuakeWorld are registered trademarks of Id Software, Inc. All -other trademarks are the property of their respective owners. - - -Table of Contents -~~~~~~~~~~~~~~~~~ - -1 Special Thanks -2 System Requirements -3 Compiling and Running QuakeForge -4 Platform-Specific Issues -5 Errata and Known Bugs -6 Troubleshooting -7 Technical Support -8 Joystick Notes -9 Tested Systems - - -1 Special Thanks -~~~~~~~~~~~~~~~~~~~~~~ - -The QuakeForge Project would like to thank Id Software, Inc. for writing -and releasing Quake under the GNU General Public License (GPL). We'd -like to thank John Carmack and Dave "Zoid" Kirsch in particular for the -support they have provided to us and to the Free Software community as a -whole. - -We would also like to thank the following organizations for their -contributions to QuakeForge: - - VA Linux Systems, Inc. - 3Dfx Interactive, Inc. - -And last but certainly not least, we would like to thank every single -person who has contributed even one line of code, documentation, or -other support to the QuakeForge project. Without all of you, we would -not be where we are today. - -If you'd like to contribute in any way to the QuakeForge project, please -contact our mailing list at quake-devel@lists.sourceforge.net. - - -2 System Requirements -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -* A raster-capable display. ;-) -* 16 megabytes of memory beyond operating system footprint. -* A Floating-point processor (FPU). While not strictly required, - QuakeForge uses a lot of floating-point math, so a FPU is highly - recommended. -* 10MB of free hard disk space to build all targets. In addition to the - base system, you will require game data files. For the default game - ("Quake"), you will need either the shareware or registered version of - Quake. - - -3 Compiling and Running QuakeForge -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -Please read the INSTALL file for more information on compiling. - -Autoconf 2.13 or later and automake 1.3 or later are required to use -the bootstrap script, which creates the "configure" script. - -After you have compiled successfully, you must download the shareware -version of Quake 1 to play. Insert the proper binaries in the same -directory as the unpacked shareware files, and run. - -We are currently working on a free replacement for the Quake game data -files. - - -4 Platform-Specific Issues -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -This section discusses issues that affect only certain platforms. - -4.1 Linux/Unix - -SVGALib-using targets (-svga and -3dfx) can't be started from within the -X Window System. This is caused by a design limitation in SVGAlib. As a -workaround, you can use "open" to start those targets from within X. -(example: "open -s -- qf-client-svga") - -4.2 Windows 95/98/Me - -The MGL-using Windows target (qf-client-win) is unable to use the Alt -and F10 keys. This is caused by a bug in the SciTech MGL library, which -intercepts these key events before the client gets to see them. The -SDL-using targets (currently available from the Borland-compiled -distribution only) do not exhibit this problem, but may have other -issues themselves that we are unaware of. - -4.2 Windows NT/2000 - -For the most part, issues for Windows 9x-based operating environments -will be similar. However, because of numerous differences in the way -Windows NT and Windows 9x operate, these systems may have specific -issues. - - -5 Errata and Known Bugs -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - -Problem: After running the X11 target my keyboard repeat turns off! How - do I turn it back on? -Solution: xset r on - - -6 Troubleshooting -~~~~~~~~~~~~~~~~~~~~~~~ - -If QuakeForge 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 QuakeForge 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 QuakeForge with that functionality disabled. - - -7 Technical Support -~~~~~~~~~~~~~~~~~~~~~~~~~ - -Please do not contact Id Software, Inc. regarding technical support -issues related to QuakeForge. QuakeForge is heavily modified from the -original Quake source release and Id Software does not support these -modifications. - -Visit the QuakeForge project's webpage for more information on technical -support, bugs reports, and help at: http://www.quakeforge.net/ - -Thank you. - - -8 Joystick notes -~~~~~~~~~~~~~~~~~~~~~~ - -Your joystick must be plugged in when QuakeForge is launched. - -If you have a joystick plugged in, but do not wish QuakeForge to try to -use it, just add the -nojoy option to the QuakeForge command line. - -You may disable joystick reads from the QuakeForge console with the -"joy_enable 0" command. - -There are default configuration bindings for joystick buttons. - -If your joystick or interface card reports three or four buttons and you -only have two, use the QuakeForge console command "joy_buttons 2". - -The "mlook" and "sidestep" commands work with a joystick exactly as they -do for a mouse, as does the "invert mouse up/down" menu option. - - -9 Tested Systems -~~~~~~~~~~~~~~~~~~~~~~ - -Processors tested: - AMD Athlon - AMD K6-2 - Apple/IBM/Motorola PowerPC - Compaq/Digital Alpha 21x64 - IBM Power3 - Intel Pentium - Intel Pentium II - Intel Pentium III - MIPS R10000 - Sun UltraSPARC - SGI Indigo 2 - -Operating systems tested: - Linux 2.x - FreeBSD - Solaris - SGI Irix - IBM AIX 4.x - Compaq/Digital Tru64 Unix - Windows 98 - Windows NT - Windows 2000 - -Video cards tested (On Intel-based systems): - 3Dfx Voodoo Graphics (Linux) - 3Dfx Voodoo 2 (Linux) - 3Dfx Voodoo 3 3000 (Linux) - Creative Labs Graphics Blaster RivaTNT (Linux) - Diamond Stealth 2000 PRO (Linux) - Matrox G200 (Linux) - Matrox G400 (Linux) - STB Velocity 4400 RivaTNT (Linux) - -Please send user testimonials via e-mail to the QuakeForge users mailing list, -located at: - - "Quake-User" - -Visit http://www.quakeforge.net/ to find out more about subscribing to our -mailing lists and for more information. - diff --git a/qw/README.WIN b/qw/README.WIN deleted file mode 100644 index d98cf618f..000000000 --- a/qw/README.WIN +++ /dev/null @@ -1,208 +0,0 @@ ------------------------------------------------------------------------ -COMPILING NEWTREE FOR WIN32 (Win95/98,NT/2000) - -We've succesfully compiled newtree source code with following -compilers: - -- Microsoft Visual C 6.0 (commercial) -- Borland C++ compiler v5.5 (free) and v5.02 -- Borland C++ Builder 5 (commercial) -- Mingw (free, GPL), (GCC 2.95.2, http://www.mingw.org) - ------------------------------------------------------------------------ -Steps to compile standalone on win32 platforms with VC++. - -To compile under "free" Borland C++, see couple of paragraphs below. - -1) either: (reccommended) - download and install MGL for VC++. it is available from Scitech at - http://www.scitechsoft.com - - IMPORTANT: make sure you add the mgl include and lib paths to VC++'s - options in Tools->Options->Directories - - // Tonik: latest MGL from Scitech seems to have a couple of bugs, - like F10 and alt keys not working :( - - or: - if you don't feel like downloading the latest version of the MGL, - which is very highly recommended, you can get the scitech directory - from the q1source.zip file, rename the MGLLT.LIB file in it to - MGLFX.LIB, and put the appropriate paths into VC++'s options, as - above. - - also: - download the source for zlib from http://www.info-zip.org/pub/infozip/zlib/ - and build a static library named zlib.lib (also, build a debug version named - zlibd.lib if you plan to build the debug targets.). put the lib files in a - directory together, and add it to the MSVC libraries path, and add the - directory with the zlib source code to the include paths (see above) - - or: - open include/vc/config.h and change the line that reads - #define HAVE_ZLIB - to - #undef HAVE_ZLIB - and remove zlib.lib and zlibd.lib from the project settings - (not reccommended) - -2) Build the gas2masm Debug program first. all the other targets depend - on this one. - -3) Build the other targets. - ------------------------------------------------------------------------ -COMPILING QUAKEFORGE TREE (http://quake.sourceforge.net) -UNDER BORLAND C++ 5.02 and 5.5 - -0) Get latest Quakeforge CVS snapshot if you don't have it already. - -1) Get and install latest SCITECH MGL (http://www.scitechsoft.com), you -don't need to install sources and demo's, just libraries and includes. - -2) If you want to compile SDL/SGL targets, you also need to get SDL -Source Code and Win32 Binary Runtime (http://www.libsdl.org.) -Extract the runtime (sdl.dll) into the lib subdirectory of the SDL -Source Code. If you don't know what SDL means, you don't need this. - -3) Get and install Dirext-X 7.0 libraries and header files -(headers http://www.microsoft.com/downloads/release.asp?ReleaseID=12471) -(borland lib: http://www.microsoft.com/downloads/release.asp?ReleaseID=17051) - -4) If you don't have Borland complier (5.02 or 5.5, or C++ Builder 5), -get and install FREE Borland C++ complier 5.5. -(http://www.borland.com/bcppbuilder/freecompiler/) -or get from alternative location: -(http://www.saunalahti.fi/~mipes/freecommandlinetools.exe) - -Make sure you install latest Borland C++ free complier service packs for -5.5 to upgrade it to 5.5.1. - -http://www.borland.com/devsupport/bcppbuilder/patches/bcc55/bcc55sp1.zip -http://www.borland.com/devsupport/bcppbuilder/patches/bcc55/bcc55sp2.exe -or get from alternative location: -(http://www.saunalahti.fi/~mipes/bcc55sp1.zip) -(http://www.saunalahti.fi/~mipes/bcc55sp2.exe) - -5) Borland preprocessor can't process quake .S files. You need to get -.ASM files or use some other complier to preprocess them. -ASM files must be placed on newtree SOURCE dir. -(http://www.saunalahti.fi/~mipes/qf-asms.zip) - -6) You need to have either MASM or TASM to compile ASM files. If you've -TASM32, you need to uncomment it in makefiles. - -(For MASM: http://www.microsoft.com/ddk/download/98/BINS_DDK.EXE) -(MASM patch: http://support.microsoft.com/support/kb/articles/Q228/4/54.asp) - -You only need to extract BINS_DDK.EXE and get two files, ML.EXE and ML.ERR -from it. Then get and run patch to upgrade ML.EXE to version 6.14. Put -ML.EXE and ML.ERR in some directory which is included in your %path. - -7) Download ZLIB source code from http://www.info-zip.org/pub/infozip/zlib/ -and build a static library named zlib.lib. You have to copy makefile.b32 -from MSDOS directory to zlib main dir and then comment out or delete -MODEL=-WX line in makefile.b32. Then do: - -make -fmakefile.b32 zlib.lib - -and it'll make lib and stuff. You can safely ignore any complains -from zlib makefile as long as it builds working zlib.lib. - -8) For GL targets, you'll need to have import library for OPENGL stuffs -one coming with Borland C++ itself is screwed! - -implib -c -f opengl32.lib c:\windows\system\opengl32.dll - -9) If you want to compile SDL/SGL, you HAVE to run this command -in the SDL source code bin directory where you put the SDL binary -runtime (sdl.dll): - -implib -a -c sdl.lib sdl.dll - -10) Check all paths in makefiles (found in sources directory, see list of -makefiles below) and correct them to suit your system. You shouldn't need -to change anything below "# end of system dependant stuff." - -11) When everything else is done, just start making - -cd source -make -fqf-client-win -make -fqf-client-wgl -... -and you should be on your way. - - -qf-server.mak Makefile for QuakeWorld server for windows - -qf-client-win.mak Makefile for QuakeWorld client, software renderer - -qf-client-wgl.mak Makefile for QuakeWorld client, OpenGL renderer - -qf-client-sdl.mak Makefile for QuakeWorld client, software SDL renderer - Requires SDL SDK (www.libsdl.org) - -qf-client-sgl.mak Makefile for QuakeWorld client, SDL opengl wrapper - Requires SDL SDK (www.libsdl.org) - -For FREE IDE for your BC 5.5: -http://www.objectcentral.com/vide.htm ------------------------------------------------------------------------ -COMPILING NEWTREE WITH MINGW (http://www.mingw.org) - -These are MINGW compile instructions for users without cygwin or self-hosting -mingw. If you've cygwin or self-hosting mingw, you can soon use standard -./configure process. You can also build WIN32 binaries under Linux using -cross-compiling mingw. Note: THIS IS WORK IN A PROGRESS (in case you -haven't noticed yet) - -1) Get and install MINGW compiler. See mingw home page for closer details. -Make sure your MINGW\BIN directory is in your PATH. -(if you want easy way in, get http://www.libsdl.org/Xmingw32/mingw32.zip and extract it) - -2) Get and install LATEST WIN32API for mingw -(http://sourceforge.net/project/showfiles.php?group_id=2435) - -Latest one at the time of the writing is -http://download.sourceforge.net/mingw/w32api-0.4-20001122.tar.gz - -3) Get and install ZLIB -You can either download ZLIB source code from -http://www.info-zip.org/pub/infozip/zlib/ -and compile it OR get zlib packages from -http://sourceforge.net/projects/mingwrep/ -and just install them. - -4) If you want to compile SDL/SGL targets, you also need to get SDL -Source Code and Win32 Binary Runtime (http://www.libsdl.org.) -Extract the runtime (sdl.dll) into the lib subdirectory of the SDL -Source Code. If you don't know what SDL means, you don't need this. - -Look libsdl FAQ page for closer details how to get mingw working with SDL. - -5) Go to source directory and check paths in makefile.mgw and change them -to suit your system. - -Then just type: - -make -fmakefile.mgw - -And hope for best. You will see lot of "warnings" but they're ok as long -as you manage to get working .EXE files. - -Notes about mingw: -If you get weird compile errors, try getting -http://pws.prserv.net/thefortins/basetyps_h.tar.gz -and replacing your basetyps.h with it. - -If you don't have WORKING DirectX libs with your mingw, you need -to get them. -(http://pws.prserv.net/thefortins/directx6_1-cyg.tar.gz) -Any later DX release (7.0, 8.0) is fine too. - -If you don't get SDL library to build with mingw, don't worry, you're -not the only one. Just FLAME ON SDL dev. team, not us. - ------------------------------------------------------------------------ - - diff --git a/qw/ROADMAP b/qw/ROADMAP deleted file mode 100644 index a3c03f084..000000000 --- a/qw/ROADMAP +++ /dev/null @@ -1,31 +0,0 @@ -o = todo -X = done -? = maybe but not likely -M = more testing -I = in progress -W = waiting on other work - -X water textures are seriously screwed in GL -X Endy's effects need to be made to work properly (totally broken!) -X R_DrawParticles in software hangs -X timestamping server (and optionally client) consoles -X teamplay messages ($location, $health; %L, %h?; cl_parsesay) -X fullbrights on models (yeah, we have to..) -M it seems possible to crash a QF server still - need to fix this! -M Scitech MGL used in win32 is screwed - dump it and use SDL -I GL is still way too slow -I Client side QuakeC. -W fix skybox/dome vis problems (workable solution found, needs new renderer) -o It's possible to stick on some obtuse-angled corners qwsv 2.3x didn't -o better server control of certain cvars -o triggers (f_respawn, f_death, f_took; cl_triggers) -o software PCXs don't work in X11 at least if you're using 16/24/32 color -? more direct intra-team comms (eg, talk to offense or defense directly) -? Draw_Pic and friends need a cleanup in GL at least -? console commands to see a user, ignore talk from them, etc -? improved crosshairs (custom file, 32 bit for GL, etc) -? software targets should mix color at 16/16 or 24/32 color -? Draw_Pic and other tex draw functions should use local palettes -? wad loader should load wad3 and fall back to wad2 if necessary -? better control over client console logging -? ban reasons and expire times