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.