mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-17 02:11:35 +00:00
20 lines
2.7 KiB
Text
20 lines
2.7 KiB
Text
<ol>
|
|
<li>There are no menus in the current code so the <code>ESC</code> key will take you to the console rather than the menus that are AWOL</li>
|
|
<li><code>sensitivity</code> is gone. In it's place are <code>in_amp</code>, <code>in_pre_amp</code>, <code>in_mouse_amp</code> and <code>in_mouse_pre_amp</code>, which all multiply together to give you the old <code>sensitivity</code> <a href="/img/sensitivity.png">Here is a schematic.</a></li>
|
|
<li>By default, you will <em>not</em> get any sound output (in fact you will get a warning about being unable to load the <code>null</code> plugin). use <code>+set snd_output <i>plugin</i></code> on the command line. <code><i>plugin</i></code> is one of:
|
|
<ul>
|
|
<li><code>alsa0_5</code> For ALSA 0.5.x</li>
|
|
<li><code>alsa0_9</code> For ALSA 0.9.x</li>
|
|
<li><code>oss</code> For OSS in UNIX (Linux kernel sound drivers</li>
|
|
<li><code>win</code> For Windows (DirectSound?)</li>
|
|
<li><code>sdl</code> For SDL sound (last resort)</li>
|
|
</ul>
|
|
Once you have determined which plugin you wish to use, you can put <code>set snd_output <i>plugin</i></code> into <code>quakeforge.conf</code> which QuakeForge will look for in <code>/etc</code> in UNIX and <code>%WINDIR%</code> in MS-Windows (unless the HOME environment variable is set to a directory, in which case, QuakeForge will look there)</li>
|
|
<li>Any <code>set <i>cvar value</i></code> command can be placed in this file: one per line.</li>
|
|
<li>All commands prefixed by a <code>+</code> on the command line will be executed. (eg, <code>qw-client-x11 +set cl_writecfg 0 +connect quake.server.dom</code> will execute <code>set cl_writecfg 0</code> and <code>connect quake.server.dom</code> as separate commands)</li>
|
|
<li>In UNIX, QuakeForge defaults to looking for the game directories in <code>$prefix/share/games/quakeforge</code> (<code>fs_sharepath</code>) and <code>~/.quakeforge</code> (<code>fs_userpath</code>).</li>
|
|
<li>In MS-Windows, QuakeForge defaults to looking for the game directories in the traditional location (the current directory). <code>fs_sharepath</code> and <code>fs_userpath</code> <em>are</em> available to MS-Windows users, they both default to "<code>.</code>"</li>
|
|
<li>QuakeForge only ever writes files to <code>fs_userpath</code>, <strong>never</strong> to <code>fs_sharepath</code> and QuakeForge will search for files within <code>fs_userpath</code> before looking in <code>fs_sharepath</code></li>
|
|
<li>QuakeForge 0.5 has a powerful new key binding system that isn't compatable with the old system, though most configs <em>usually</em> work just fine thanks to a compatability layer. Information about this system can be found <a href="/doc/bind.txt">here</a>.</li>
|
|
<li>Um, I'm tired. You're lucky you got these docs :P. More will follow</li>
|
|
</ol>
|