mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
more cleanup
This commit is contained in:
parent
216df3d06c
commit
e07f1dc9cc
4 changed files with 0 additions and 472 deletions
|
@ -1 +0,0 @@
|
|||
The QuakeForge Project <quake-devel@lists.sourceforge.net>
|
232
qw/README
232
qw/README
|
@ -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" <quake-user@lists.sourceforge.net>
|
||||
|
||||
Visit http://www.quakeforge.net/ to find out more about subscribing to our
|
||||
mailing lists and for more information.
|
||||
|
208
qw/README.WIN
208
qw/README.WIN
|
@ -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.
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
|
31
qw/ROADMAP
31
qw/ROADMAP
|
@ -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
|
Loading…
Reference in a new issue