Removing more large chunks of outdated text

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Zachary J. Slater 2015-08-28 14:45:36 -07:00
parent 752b9bafa8
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README.md
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# README for Users
## Using shared libraries instead of qvm
To force Q3 to use shared libraries instead of qvms run it with the following
parameters: `+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0`
## Using Demo Data Files
Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
qvm files in this pak0.pk3 will not work, so you have to use the native
shared libraries or qvms from this project. To use the new qvms, they must be
put into a pk3 file. A pk3 file is just a zip file, so any compression tool
that can create such files will work. The shared libraries should already be
in the correct place. Use the instructions above to use them.
Please bear in mind that you will not be able to play online using the demo
data, nor is it something that we like to spend much time maintaining or
supporting.
## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
Ioquake3 now uses the select() system call to wait for the rendering of the
next frame when com_maxfps was hit. This will improve your CPU load
considerably in these cases. However, not all systems may support a
granularity for its timing functions that is required to perform this waiting
correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
In this case you can always revert back to the old behaviour by setting the
cvar com_busyWait to 1.
## SDL Keyboard Differences
ioquake3 clients have different keyboard behaviour compared to the original
Quake3 clients.
* SDL > 1.2.9 does not support disabling dead key recognition. In order to
send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
sometimes the same character again) after the character to send it on
many international keyboard layouts.
* The SDL client supports many more keys than the original Quake3 client.
For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
For non-US keyboards, all of the so called "World" keys are now supported
as well as F13, F14, F15, and the country-specific mode/meta keys.
On many international layouts the default console toggle keys are also dead
keys, meaning that dropping the console potentially results in
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
dead key support is broken by design and Q3 doesn't support non-ASCII text
entry, so the chances are you won't get the correct character anyway.
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
is a space delimited list of key names that will toggle the console. The key
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
number. Some example values for cl_consoleKeys:
"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
"WINDOWS" Toggle on the Windows key
"c" Toggle on the c key
"0x43" Toggle on the C character (Shift-c)
"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
Note that when you elect a set of console keys or characters, they cannot
then be used for binding, nor will they generate characters when entering
text. Also, in addition to the nominated console keys, Shift-ESC is hard
coded to always toggle the console.
## QuakeLive mouse acceleration
(patch and this text written by TTimo from id)
I've been using an experimental mouse acceleration code for a while, and
decided to make it available to everyone. Don't be too worried if you don't
understand the explanations below, this is mostly intended for advanced
players:
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
New style is controlled with 3 cvars:
sensitivity
cl_mouseAccel
cl_mouseAccelOffset
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
you have a base sensitivity setup, as soon as you set a non zero acceleration
your base sensitivity at low speeds will change as well. The other problem
with style 0 is that you are stuck on a square (power of two) acceleration
curve.
The new code tries to solve both problems:
Once you setup your sensitivity to feel comfortable and accurate enough for
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
amplification you want for high deltas with little effect on low mouse deltas.
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
as style 0. The higher the value, the faster the amplification grows with the
mouse delta.
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
acceleration. The closer to zero you bring it, the more acceleration will
happen at low speeds. This is also very useful if you are changing to a new
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
gain in precision when you do that, but that is not related to mouse
acceleration).
Mouse acceleration is tricky to configure, and when you do you'll have to
re-learn your aiming. But you will find that it's very much forth it in the
long run.
If you try the new acceleration code and start using it, I'd be very
interested by your feedback.
# README for Developers
## pk3dir
@ -591,18 +473,13 @@ directory, this restriction is lifted.
# Contributing
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
submit your patch there. The best case scenario is that you submit your patch
to bugzilla, and then post the URL to the mailing list.
Please send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request and
submit your patch there.
The focus for ioq3 is to develop a stable base suitable for further development
and provide players with the same Quake 3 experience they've had for years. As
such ioq3 does not have any significant graphical enhancements and none are
planned at this time. However, improved graphics and sound patches will be
accepted as long as they are entirely optional, do not require new media and
are off by default.
and provide players with the same Quake 3 experience they've had for years.
We do have graphical improvements with the new renderer, but they are off by default.
# Building Official Installers