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https://git.code.sf.net/p/quake/quakeforge
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35 lines
1.8 KiB
Text
35 lines
1.8 KiB
Text
//unfortunatly, have to wrap the docs in a C comment for doxygen
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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 svn_compile_error
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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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\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 compatable game data for Quake.
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\section svn_compile_error Checking out svn 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 svn, you must
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have all the dependencies of quakeforge already installed as when configure
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is being created autotools sources m4 files... If the files do not exist,
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you get the error you have seen. Try installing packages which contain the
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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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*/
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