mirror of
https://git.code.sf.net/p/quake/quakeforge
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6a7b316572
Vim's autoformating doesn't like our style of comments, so I have to force it to do what I want. Having to set the appropriate options every time I edit a file got to be a RPITA, so time to get the computer to do it for me :)
71 lines
3.3 KiB
Text
71 lines
3.3 KiB
Text
//unfortunately, have to wrap the docs in a C comment for doxygen
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// vim:tw=74:formatoptions-=l
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/**
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\page faq Frequently Asked Questions
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\li \ref gfx_wad
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\li \ref pak0_pak
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\li \ref git_compile_error
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\li \ref no_music
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\li \ref no_mp3
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\li \ref faq_cvar_rom
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\section gfx_wad What does "W_LoadWadFile: unable to load gfx.wad" mean?
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The most common cause of this error is QuakeForge is unable to find
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pak0.pak. QuakeForge looks for pak0.pak in both the $fs_userpath/id1 and
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$fs_sharepath/id1 directories. In Windows, both fs_userpath and fs_sharepath
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default to "." (ie, the current directory: the same as id's quake clients). In
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Linux (and other UNIX like operating systems), fs_userpath defaults to
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~/.quakeforge and fs_sharepath defaults to $prefix/share/games/quakeforge
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(distribution packages might alter the exact path).
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See \ref filesystem for more details.
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\section pak0_pak Where can I get pak0.pak?
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See \ref game_data
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\section game_data Why doesn't QuakeForge come with the game data?
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While QuakeForge itself (and the Quake source code in general) is Free
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Software, the game itself is not free. You need to either purchase it from <a
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href="http://www.idsoftware.com/store/index.php?view=quake">id Software</a> or
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you can use <a href="http://openquartz.sourceforge.net/">OpenQuartz</a>, a
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project developing GPL compatible game data for Quake.
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\section git_compile_error Checking out git and running ./bootstrap creates a configure that syntax errors when I run it! What's wrong?
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Unlike downloading and compiling a release, when you checkout from git, you
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must have all the dependencies of QuakeForge already installed as when
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configure is being created autotools sources m4 files... If the files do not
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exist, you get the errors you have seen. Try installing packages which contain
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the libraries that caused the syntax error, including the -dev versions, then
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recreate configure using bootstrap and try again.
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\section no_music Why doesn't \QF play the background music even though I have the CD in the drive?
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By default, \QF no longer uses the CD drive to play music. Instead, \QF now
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looks for a \ref tracklist to map Quake's cd tracks to sound files. If you
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wish to continue using the CD instead, you may set the \c cd_plugin cvar to
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the value appropriate for your system:
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<dl>
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<dt><code>file</code></dt> <dd>The default CD plugin. Uses sound files
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for the BGM.</dd>
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<dt><code>linux</code></dt> <dd>Use this plugin on a Linux system.</dd>
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<dt><code>sdl</code></dt> <dd>This plugin can be used on most
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systems.</dd>
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<!-- <dt><code>sgi</code></dt> <dd>Use this plugin on SGI systems.</dd>-->
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<dt><code>win</code></dt> <dd>Use this plugin on Windows
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systems.</dd>
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<dt><code>xmms</code></dt> <dd>The predecessor to the \c file plugin.
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Not always available, and expects xmms
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to be available (but not necessarily
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running) on the system. Useful if you
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absolutely must have MP3 support.</dd>
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</dl>
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\section no_mp3 Why doesn't \QF support MP3s?
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Because they are not free. MP3 support is a patent minefield, and we really
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don't want to wind up with lawyers at ten paces, especially since we'd be
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unarmed with no armor, and they have rocket launchers and quad-damage.
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\section faq_cvar_rom How do I set a read-only cvar (eg, snd_rate)?
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Read-only cvars can be set by creating them before the engine does. See
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\ref cvar_rom for details.
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*/
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