yquake2remaster/README

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* ****************************** *
* Yamagi Quake II *
* http://www.yamagi.org/quake2 *
* http://github.com/yquake2 *
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* ****************************** *
===============================================================================
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This is the Yamagi Quake II Client, an enhanced Version of id Software's
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Quake II. The main focus is single player, the gameplay and the graphics are
unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
processors and operating systems. This code should run on most unix-like
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operating systems (only FreeBSD and Linux are officially supported and tested,
for other systems you'd at least have to edit the Makefile), just type "make" or
"gmake" to compile.
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This code is based upon Icculus Quake II, which itself is built upon id
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Software's original code drop. Additional code and patches by many contributers
were used. It's released under the terms of the GPL version 2. See the LICENSE
file for further information.
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===============================================================================
Content of this file:
--------------------
1. Installation
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1.1 Supported Systems
1.2 Retail Version
1.3 Demo Version
1.4 Addons
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1.5 Compiling
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1.6 Default Configuration
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2. OGG/Vorbis playback
2.1 Setup for the original soundtrack
2.2 Setup for other music and playlists
2.3 Manual control
2.4 Console variables
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3. Configuration
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3.1 Video
3.2 Input
3.3 Sound
3.3.1 The classic sound system
3.3.2 The OpenAL sound system
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4. Bugreports
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5. FAQ
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===============================================================================
1. Installation
==============
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Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
probably want to use the packages that are linked in the Download section at
http://www.yamagi.org/quake2/debian.html
They'll even assist you in installing the game data.
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1.1 Supported Systems:
----------------------
Officially, only Linux and FreeBSD on i386 (x86) and amd64 (x86_64) compatible
CPUs are supported. Other (Unix-like) Operating Systems and hardware
architectures are untested and may need small changes, at least in the Makefile.
Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
OpenGL ES will not work yet. It's in progress. The only tested compilers are gcc
4.2 (or later) and clang 3.0 (or later).
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Patches (or better Github pull request) for other platforms are welcome :-)
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1.2 Retail Version:
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-------------------
If you own Quake II, first get the official point release to Quake II 3.20:
ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
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Use this and only this file! Unofficial "linux pointreleases" or something like
that will not work and may crash your game!
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Create a new directory "quake2/" and extract (with unzip) the file you just
downloaded into it. Even if the file extension is ".exe" it's a self-extracting
zip file. Now delete the following files and directories:
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- 3.20_Changes.txt
- quake2.exe
- ref_gl.dll
- ref_soft.dll
- baseq2/gamex86.dll
- baseq2/maps.lst
- ctf/ctf2.ico
- ctf/gamex86.dll
- ctf/readme.txt
- ctf/server.cfg
- xatrix/gamex86.dll
- rogue/gamex86.dll
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Now put the Quake II CD-ROM into your cd drive and copy the file "pak0.pak" and
the directory "video/" to the "baseq2/" directory of your installation.
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1.3 Demo Version:
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-----------------
If you haven't got Quake II, try the demo version. Get it here:
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ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
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Unzip this file (again, it's a self-extracting zip file).
Create a new "quake2/" directory with a "baseq2/" sub-directory and put the
"pak0.pak" and the "players/" sub-directory, you can find them within the
unzipped files (in Install/Data/baseq2/), in your "baseq2/" directory. No
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patching is needed for the demo, in fact it would break it.
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1.4 Addons
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----------
Due to license issues - Yamagi Quake II is covered by the GPL and the
addons are under the id Software SDK license - the addons are
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distributed separately. You can get them at http://www.yamagi.org/quake2,
both contain installation instructions. But nevertheless you'll need an
installation of the full Quake II game with our client for playing them.
The same applies to the "ctf" capture the flag addon.
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1.5 Compiling:
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--------------
After you have set up the game data (from the full version or the
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demo), you have to compile the Yamagi Quake II client.
You will need the following dependencies (by editing the Makefile
the requirement of most of this depencenies can be removed, but
it'll lead to the loss of features):
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- A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.)
- OpenGL system headers
- libjpeg (6 or 8)
- libogg with development headers
- libvorbis with development headers
- SDL with development headers and sdl-config(1)
- ZLib
Extract the source, change into the new created directory and type "make"
(Linux) or "gmake" (FreeBSD). After the compilation finished, copy the following
files from "release/" to your installation directory preserving the directory
structure:
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- q2ded
- quake2
- ref_gl.so
- baseq2/game.so
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1.6 Default Configuration
-------------------------
Quake II ships with an old and for today standards "insane" default
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configuration. This is no problem since you can alter everything. To make your
life easier Yamagi Quake II contains an updated default configuration.
If you want to use it just copy "stuff/yq2.cfg" to your "baseq2/" folder.
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Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
2. OGG/Vorbis playback
======================
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Since most modern CD-ROM and DVD drives don't have an analog audio output and
most sound codecs don't have the appropriate input header, it's not possible to
use CD audio as background music on such systems. Therefore OGG/Vorbis music
support has been added to Yamagi Quake II.
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2.1 Setup for the original soundtrack:
--------------------------------------
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Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
rip the audiotracks into OGG/Vorbis files. These files must be named after their
track number, beginning with 02, because the first track is data.
If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg.
Alternatively you can use a script which can be found in the folder "stuff/".
It needs cdparanoia and oggenc and should work with the main game and both
addons.
Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
and set "OGG music" to enabled. "CD music" will be automaticly disabled.
Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
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2.2 Setup for other music and playlists:
----------------------------------------
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You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
If shuffle is enabled, Quake II will shuffle through all files, otherwise it
will loop through the track associated with the map.
A playlist is also supported. Just put the filenames into music/playlist
(a plain text file) and start the game.
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2.3 Manual control:
-------------------
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For manual control of ogg playback the following console commands are available:
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- ogg_play {file | #n | ? | >n | <n}
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Play a file, the argument can be one of (n is always a number, e.g. 42):
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* A file in "music", without the path and ".ogg" extension.
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* #n to play the n-th file in the playlist.
* ? which indicates to play a random file.
* >n which indicates to advance n positions (defaults to 1).
* <n which indicates to go back n positions (defaults to 1).
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- ogg_stop
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Stop playback
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- ogg_pause
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Pause playback
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- ogg_resume
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Resume playback
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- ogg_seek {n | >n | <n}
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Go to a determinated position of the current file in seconds, the argument can
be one of the following:
* n, which indicates to go to the n-th second.
* >n, which indicates to advance n seconds.
* <n, which indicates to go back n seconds.
You can use "ogg_seek >0" and "ogg_seek <0" to get the current position without
changing it.
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- ogg_status
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Display status ("playing a file", "paused", "stopped", etc).
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2.4 Console variables:
----------------------
- ogg_enable {0 | 1}
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Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
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- ogg_playlist {name}
Use "name" as a list of files instead of listing the contents of "music".
Note that the files must be in "music" and follow ogg_play's syntax for
files. Defaults to "playlist".
- ogg_sequence {next | prev | random | loop | none}
When a file ends, start playing another one, depending on the value:
* next: play the next file.
* prev: play the previous file.
* random: play a random file.
* loop: play the same file again.
* none: stop playing.
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Defaults to "loop".
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- ogg_volume
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Volume of the music between 0 and 2. Defaults to "0.7".
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===============================================================================
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3. Configuration
================
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While configuring Quake II is straight forward some rough edges can arise.
Before reporting bugs or mailing us please read this section all the hints
covered in it!
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3.1 Video
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---------
For most people the options in the "Video" menu are sufficent. But there
are some things that can and in some cases must be tuned via cvars. Here
the most common questions are answered.
- Yamagi Quake II has full support for widescreen setups. Just select your
favorite resolution and start a game. Now you'll need to adjust the field
of view. Open the console with pressing "^" or "~" and set the fov cvar.
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Default is 90, we suggest 100 for 16:10 screens and 105 for 16:9.
- If your resolution is not in the list, it's also possible to set custom
resolutions via the console: Set gl_customwidth and gl_customheight to the
desired values. Change gl_mode to -1 or enter the "Video" menu and select
"Custom" as video mode.
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- Sync problems resulting in tearing and artifacts in the lower half of
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the screen: These orginiate in the fact, that in 1997 LCD flat panels were not
widely used because they were very expensive and much too slow for gaming.
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Thus Quake II has problems when played on most flat panel monitors.
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The solution for this problem is simple: Just set "cl_maxfps" to about
95 FPS and enable the vsync by setting "gl_swapinterval" to 1.
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This should supress all of the problems.
- Particle effects are broken. They're just squares and not perfectly
round: This is a problem by your graphics driver, not implementing
a special filter mode for "points". Set "gl_ext_pointparameters" to 0
to get better (but not perfect) particles.
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- The game is bright enough but it's also washed out and dull: You need
more saturation. Just adjust the cvar "intensity". The default 2
should be enough for most cases, but some setups require higher
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levels.
- If the colors look over-saturated try setting the cvar "intensity" to a lower
value, e.g. 1.
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- Yamagi Quake II offers hardware gamma control in realtime in the "Video" menu.
If Quake II is still too dark, set the "vid_gamma" cvar by hand to values
above 1.5.
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- Yamagi Quake II can draw shadows. Just set "gl_shadows" to 1. You most
likely want to set "gl_stecilshadow" to 1 too. This enables high
quality stencil buffer shadows.
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- Yamagi Quake II has support for anisotropic filtering. Activating it
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improves texture drawing over large distances a bit.
Enter "gl_anisotropic_avail" in your console for the maximum amount of
filtering supported by your video card and set the cvar "gl_anisotropic" to
the desired value. It must be a power of 2, in most cases 2, 4, 8 or 16.
- Yamagi Quake II has support for the high resolution retexturing pack, created
by the community. Installation is easy:
1. Download q2_textures.zip and/or models.zip from
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http://www-personal.umich.edu/~jimw/q2/
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2. Extract one or both files into the "baseq2/" directory of your Quake II
installation, so that the new directories "baseq2/textures/" and/or
"baseq2/models/" are created.
The retexturing pack is used by default if it's installed. It can be switched
off at any time by setting "gl_retexturing" to "0" and executing
"vid_restart" aftwards.
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3.2 Input
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---------
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Quake II had a rather simple input system, even back in 1997. It just mapped
Windows 95 mouse directly on movements. That was a very acurate way to do it,
Quake II was - like all other id Software games - much more acurate than most
games out there. But there were some problems. First the mouse input depends on
the operation systems mouse driver. Another operating system or even another
mouse and the input changed drastically. That sucked.
Yamagi Quake II features a from scratch rewritten mouse backend based on SDL.
It gives you the same mouse behavior, regardless of your operating system or
hardware. But sadly it can't emulate the old behavior in all cases.
There are some cvar to adjust:
- in_mouse -> Set to 0 to disable the mouse.
- sensitivity -> The sensistivity of the mouse. Adjust to your needs, via the
cvar or via the "Options" menu.
- in_filter -> A mouse filter. This was added in one of the countless point
releases but it was broken. We fixed it. The effect is the same as in
Quake III Arena, instead of using the raw movement signals, two of them are
combined, filtering vibrations and things like that out.
- exponential_speedup -> "0" is disabled. A very simple approach to mouse
acceleration, much simpler than modern mouse acceleration. Sadly it's nearly
impossible to add modern acceleration to Quake II since most of the needed data
isn't available to the input backend.
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3.3 Sound
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---------
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Quake II featured one of the best sound systems of it's time (for example it had
support for realtime calculated stereo effects) but sadly it was totaly broken.
Therefore id Software rewrote it once, later it was rewritten again for the
linux port. That fixed the most visible problems, but the code was just crap and
broke again as time passed and sound on PCs evolved. For Yamagi Quake II 3.0 the
sound system was overhauled, featuring a complete code audit of the upper layers
with many bugfixes and memory leak plugs. The backend was rewritten from
scratch. This should solve most if not all problems. Yamagi Quake II 4.20
featured an optional OpenAL sound system, enabling better stereo calculations
and even surround support.
3.3.1 The classic sound system
------------------------------
This is the original sound implementation, as used in the first release of Quake
II in 1997. It featured stereo calculations for most samples. It's disabled by
default and can be reenables by setting "s_openal" to "0", followed by
"snd_restart. Common problems are:
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- The earthquake sound sample is distorted
This is not a fault of the sound code but of the sound sample itself.
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It's mostly made of very low frequency noices and sampled in only 22kHz,
bringing cheap onboard soundcards to the limit. The only solution would be to
change the sample...
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- The sound is stuttering and cracking
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This is most likely a problem on your side! First make sure that your SDL
sound backend is installed properly. Does the sound work in other SDL games
like ioquake3? If possible remove all sound servers from your stack and use
plain OSS or ALSA via libasound. If everything fails try create an ~/.asoundrc
with this contents:
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pcm.!default {
type hw
card 0
}
ctl.!default {
type hw
card 0
}
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3.3.2 The OpenAL sound system
-----------------------------
This is a sound system based upon the popular OpenAL audio library. It features
surround playback which gives a huge improvement in sound quality and gameplay
experience. It's enables by default, but can be disabled by setting "s_openal"
to "0", followed by a "snd_restart". To work correctly it's in the need of a
correctly configured OpenAL! OpenAL is configured in the file ~/.alsoftrc (for
the openal-soft implementation, other implementations may vary). The most
important options (tested with OpenAL Soft 1.14) are:
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- channels = surround51 -> Enable 5.1 surround support. Other values are "mono",
"stereo", "quad", "surround61" and "surround71".
- stereodup = true -> If set to "true" all raw stereo samples (in Quake II the
background music and video sounds) are duplicated behind the listener.
Otherwise they're played only through the front speakers.
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- resampler = cubic -> Use cubic resampling. While this requires more cpu power
than the default linear resamling it's highly recommended since Quake II has
several hard to resamples sound effects. Especially the earthquake sound can
distort if a low quality resampler is employed!
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===============================================================================
4. Bugreports
=============
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Something is not working as expected? An elevator is broken? An enemy doesn't
move? Or the whole game is just crashing? Just open an issue at
https://github.com/yquake2/yquake2. Please include a problem description and
- if possible - a screenshot of the problematic situation and the name of the
problematic map. In case of crashes, further helpful information (and
instructions) are printed to stdout (your terminal).
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But first, read this little FAQ:
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My sound is not working!
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- Most reported sound problems exist between keyboard and chair. Please make
sure, the the correct SDL sound backend is installed and configured!
Does the sound work in other SDL games? Does your setup support at least five
virtual channels? In most cases it's better to not use sound servers like
Pulseaudio but the plain sound system like OSS or ALSA with libasound instead.
Also see the "Sound" section in this file!
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My OpenGL is not working!
- Make sure, that OpenGL is working in other games. Use "glxinfo" and
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"glxgears" to make sure, that hardware rendering is available.
Otherwise, fix your setup. If reporting OpenGL bugs please include a copy of
your xorg.conf (if available) and the Xorg.0.log.
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The game is crashing!
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- Make sure that your installation is complete. Missing files will crash Quake
II on random occasions and will produce strange backtraces! This just wastes
our time, so please check first and report then!
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Valgrind reports many, many memory leaks!
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- Yeah it does. But they're usually false positives due to Quake IIs caching
architecture. There some real memory leaks in SDL, Mesa3D, X11 and so on but
they're out of our scope. So before reporting memory leaks please read the
code, understand the code and be sure that's a real leak!
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===============================================================================
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5. FAQ
======
How do I open the console?
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- Press "^" or "~", depending on your keyboard layout.
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How do I get the frame counter?
- Set cl_drawfps to 1
How do I make a benchmark?
- Set timedemo to 1 and play a demo.
How do I play demos?
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- "demomap name.dm2". Note that the extension .dm2 is important!
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How do I record a demo?
- "record name" and "stop" to stop.
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When playing in window mode my cursor is locked onto the window. Can I change
that, so that Quake II behaves like a normal window?
- Open the console by pressing ~ or ^. If you want Quake II to never grab the
mouse set "in_grab" to 0, if Quake II should never release the mouse set 1,
for releasing the mouse when the console is opened set to 2. The default is 2.
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Hey, my screensaver crashes Quake II or I experience strange crashes after a
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fixed amount of time!
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- This is a known bug in some linux distributions. SDL fails to disable
the screensaver even if we tell him to do so. See this Ubuntu bugreport:
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https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457
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As a work around use the startscript in stuff/quake-start.sh It deactivates
the screensaver before starting Quake II and reenables it after exiting the
game.
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Okay, Yamagi Quake II is for single player and coop. But what's with us
deathmatch and / or CTF freaks?
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- Use another client. There are clients out there which offer far better multi-
player experiences. They're featuring greatly improved network code and a
better client<->server integration. Take a look at EGL, r1q2 or AprQ2. At
least r1q2 should work on unixlike operating systems.
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The movement is fucked up! I can jump much higher and longer as it used
to be! What's wrong?
- You're experiencing the Quake II version of the famous Q3A 125hz bug.
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When Quake II draws more than about 100 FPS the movement calculations go
wrong and you can jump much higher. To solve this set "cl_maxfps" to about
95 FPS. And no, we won't fix it since it would be very invasive and most
likely break a lot of other things.
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I'm creating a package or port for my system. Is a system wide install
possible without patching the source?
- Yes. Just set -DSYSTEMWIDE. If you want to change the default
directory from /usr/share/games/quake2/, just set -DSYSTEMDIR
to the desired path.
How do I disable friendly fire in coop mode?
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- The same way as in team deathmatch. Via the menu select "deathmatch options"
and set teamplay to "by skin" or by "by model" and friendly fire to disabled.
Make sure, that all players have the same model or skin! If you're using the
dedicated server or are already in the game, open the console and type
"dmflags 336" für skinbased teamplay and "dmflags 400" for modelbased
teamplay.
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Can I connect to an IPv6 server?
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- Yes, the same way as connecting to an IPv4 server. Since the Quake II console
has problems with the characters ":", "[" and "]" we suggest to submit the
connection command as command line argument:
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./quake2 +connect "[2001:db8::1]"
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If you want to connect to a server with a non-standard port use the following
syntax:
./quake2 +connect "[2001:db8::1]:12345"
For your server to show up in the server list you need to supply a multicast
interface to both the client and the server:
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./q2ded +set multicast eth0
./quake2 +set multicast eth0
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Normaly the server will listen to all IPv4 and IPv6 addresses. You can bind
it to an address with:
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./q2ded +set ip "[2001:db8::1]"
Where can I find the configuartion file?
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- It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name,
e.g. "baseq2/" for the main game.
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My mod crashes at startup.
- This is known problem, yet to be analyzed. A workaround is to create the
working directory by hand:
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mkdir -p ~/.yq2/$moddir
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Only parts of the maps are rendered!
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- By default the maximum view distance is 2300 units. You can widen it up
to 4096 units by setting "gl_farsee" to "1".
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==============================================================================