mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-11-10 06:31:47 +00:00
Removing more large chunks of outdated text
This commit is contained in:
parent
752b9bafa8
commit
11a65db8bb
1 changed files with 4 additions and 127 deletions
131
README.md
131
README.md
|
@ -327,124 +327,6 @@ The defaults for these variables differ depending on the target platform.
|
|||
```
|
||||
|
||||
|
||||
# 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
|
||||
|
||||
|
|
Loading…
Reference in a new issue