more cleanup

This commit is contained in:
Bill Currie 2001-10-11 05:02:53 +00:00
parent 216df3d06c
commit e07f1dc9cc
4 changed files with 0 additions and 472 deletions

View file

@ -1 +0,0 @@
The QuakeForge Project <quake-devel@lists.sourceforge.net>

232
qw/README
View file

@ -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.

View file

@ -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.
-----------------------------------------------------------------------

View file

@ -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