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header shuffle net_udp6.c: get compiling under mingw. some icky hacks (and the version of the tpipv6 headers I managed to get had some errors), but it compiles cleanly. |
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ROADMAP |
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.