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Major rework of the README
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README
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README
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@ -6,28 +6,30 @@
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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. Main focus is single player, the gameplay and the graphics are
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unchanged but many bugs were fixed. Other than most other Quake II ports
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Yamagi Quake II is full 64 bit clean so it works perfectly on modern amd64
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Quake II. The main focus is single player, the gameplay and the graphics are
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unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
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Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
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processors and operating systems. This code should run on most unix-like
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operating systems, just type "make" or "gmake" to compile.
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operating systems (only FreeBSD and Linux are officially supported and tested,
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for other systems you'd at least have to edit the Makefile), just type "make" or
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"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
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contributers were used. It's released under the terms of the GPL version 2.
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You can read the whole licence under http://www.gnu.org/.
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Software's original code drop. Additional code and patches by many contributers
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were used. It's released under the terms of the GPL version 2. See the LICENSE
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file for further information.
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===============================================================================
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Content of this file:
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--------------------
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1. Installation
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1.1 Retail version
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1.2 Demo version
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1.3 Addons
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1.4 Dependencies
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1.1 Supported Systems
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1.2 Retail Version
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1.3 Demo Version
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1.4 Addons
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1.5 Compiling
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1.6 Default configuration
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1.6 Default Configuration
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2. OGG/Vorbis playback
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2.1 Setup for the original soundtrack
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@ -49,23 +51,36 @@ Content of this file:
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1. Installation
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==============
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Note: If you're using Debian Linux or a derived Distribution like
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Ubuntu, you probably want to use the packages that are linked in the
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Download section at http://www.yamagi.org/quake2. They'll even assist
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you in installing the game data.
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Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
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probably want to use the packages that are linked in the Download section at
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http://www.yamagi.org/quake2/debian.html
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They'll even assist you in installing the game data.
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1.1 Retail version:
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1.1 Supported Systems:
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----------------------
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Officially, only Linux and FreeBSD on i386 (x86) and amd64 (x86_64) compatible
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CPUs are supported. Other (Unix-like) Operating Systems and hardware
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architectures are untested and may need small changes, at least in the Makefile.
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Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
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OpenGL ES will not work.
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The only tested compilers are gcc 4.2 (or later) and clang 3.0 (or later).
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Patches for other platforms are welcome :-)
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1.2 Retail Version:
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-------------------
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If you own Quake II, first get the official point release to Quake II 3.20:
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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
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like that will not work and crash your game!
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Use this and only this file! Unofficial "linux pointreleases" or something like
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that will not work and may crash your game!
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Create a new directory "quake2/" and extract the file you just
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downloaded into it. Even if the file extension is ".exe" it's just a
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normal zip file. Now delete the following files and directories:
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Create a new directory "quake2/" and extract (with unzip) the file you just
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downloaded into it. Even if the file extension is ".exe" it's a self-extracting
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zip file. Now delete the following files and directories:
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- 3.20_Changes.txt
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- index.html
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- quake2.exe
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- ref_gl.dll
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- ref_soft.dll
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@ -75,136 +90,131 @@ normal zip file. Now delete the following files and directories:
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- ctf/gamex86.dll
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- ctf/readme.txt
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- ctf/server.cfg
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- DOCS/
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- xatrix/gamex86.dll
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- rogue/gamex86.dll
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Now put the Quake II CD-ROM into your cd drive and copy the file
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"pak0.pak" and the directory "video/" to the baseq2-directory of your
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installation.
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Now put the Quake II CD-ROM into your cd drive and copy the file "pak0.pak" and
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the directory "video/" to the "baseq2/" directory of your installation.
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1.2 Demo version:
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1.3 Demo Version:
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-----------------
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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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Create a new quake2/ directory with a baseq2/ sub-directory and put the
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pak0.pak and the players/ sub-directory, you can find it within the
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unzipped files (in Install/Data/baseq2/), in your baseq2-directory. No
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Unzip this file (again, it's a self-extracting zip file).
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Create a new "quake2/" directory with a "baseq2/" sub-directory and put the
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"pak0.pak" and the "players/" sub-directory, you can find them within the
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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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1.3 Addons
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1.4 Addons
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----------
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Due to license issues - Yamagi Quake II is covered by the GPL and the
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addons are under the id Software SDK license - the addons are
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distributed seperatly. You can get them at http://www.yamagi.org/quake2,
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both contain installation instructions. But nevertheless you'll need
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the client and the main game installed for playing them. The same goes
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to the "ctf" capture the flag addon.
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1.4 Dependencies:
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-----------------
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- X11 Windows System with development headers
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- OpenGL system headers (Mesa3D, nVidia, fglrx, etc.)
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- libvorbis with development headers
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- libogg with development headers
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- ZLib
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- SDL with development headers and sdl-config(1)
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distributed separately. You can get them at http://www.yamagi.org/quake2,
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both contain installation instructions. But nevertheless you'll need an
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installation of the full Quake II game with our client for playing them.
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The same applies to the "ctf" capture the flag addon.
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1.5 Compiling:
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--------------
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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. Just extract the
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source, change into the new created directory and type "make" (Linux) or
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"gmake" (FreeBSD). After the compilation finished copy the following
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files out of release/ to your installation directory preserving the
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directory structure:
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demo), you have to compile the Yamagi Quake II client.
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You will need the following dependencies:
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- A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.)
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- OpenGL system headers
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- libjpeg (6 or 8)
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- libogg with development headers
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- libvorbis with development headers
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- SDL with development headers and sdl-config(1)
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- ZLib
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Extract the source, change into the new created directory and type "make"
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(Linux) or "gmake" (FreeBSD). After the compilation finished, copy the following
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files from "release/" to your installation directory preserving the directory
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structure:
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- q2ded
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- quake2
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- ref_gl.so
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- baseq2/game.so
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1.6 Default configuration
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1.6 Default Configuration
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-------------------------
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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
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make the life easier Yamagi Quake II contains an updated default
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configuration. If you want to use it just copy stuff/yq2.cfg to
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your baseq2/ folder.
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configuration. This is no problem since you can alter everything. To make your
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life easier Yamagi Quake II contains an updated default configuration.
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If you want to use it just copy "stuff/yq2.cfg" to your "baseq2/" folder.
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You should now be ready to start your brand new Quake II. Have fun.
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Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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2. OGG/Vorbis playback
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======================
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Since most modern CD-ROM and DVD drives don't have an analog audio
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output and most sound codecs don't have the appropriate input header,
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it's no longer possible to play Quake II with the original Audio-CD for
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background music. Therefore OGG/Vorbis playback has been added to Yamagi
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Quake II. It can play the original soundtrack, like if the CD is in the
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drive or customized playlists.
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Since most modern CD-ROM and DVD drives don't have an analog audio output and
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most sound codecs don't have the appropriate input header, it's not possible to
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use CD audio as background music on such systems. Therefore OGG/Vorbis music
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support has been added to Yamagi Quake II.
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2.1 Setup for the original soundtrack:
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--------------------------------------
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Put your Quake II CD-ROM in your drive, start your favorite CD extractor
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and rip the audiotracks into OGG/Vorbis files. These files must be named
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after their track number. Remember! Since the first track on the CD is
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"data", the first audio track is number 2! If everything is done
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correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg. Alternatively you
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can use a script provided by caedes, which can be found in the folder
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"stuff/". It needs cdparanoia and oggenc, it should work with the main
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game and both addons.
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Put these files under baseq2/music, start Quake II, enter the "Options"
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menu and set "OGG music" to enabled. "CD music" will be automaticly
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disabled. Quake II will now play the OGG/Vorbis files instead of the
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Audio-CD.
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Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
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rip the audiotracks into OGG/Vorbis files. These files must be named after their
|
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track number, beginning with 02, because the first track is data.
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If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg.
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Alternatively you can use a script which can be found in the folder "stuff/".
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It needs cdparanoia and oggenc and should work with the main game and both
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addons.
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Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
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and set "OGG music" to enabled. "CD music" will be automaticly disabled.
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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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----------------------------------------
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You can put normal OGG/Vorbis files into baseq2/music or your_mod/music.
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If shuffle is enabled, Quake II will shuffle through all files.
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Otherwise it will loop through the track associated with the map.
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Therefore playlists can be used. Just put the filenames into
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music/playlist (a plain text file) and start the game. For manual
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control there are some cvars. Remember: these are only available, if "OGG
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music" is enabled!
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You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
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If shuffle is enabled, Quake II will shuffle through all files, otherwise it
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will loop through the track associated with the map.
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A playlist is also supported. Just put the filenames into music/playlist
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(a plain text file) and start the game.
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2.3 Manual control:
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-------------------
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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:
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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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* A # followed by a number, to play the Nth file in the playlist.
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* A ? which indicates to play a random file.
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* A > which indicates to advance N positions (defaults to 1).
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* A < which indicates to go back N positions (defaults to 1).
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* #n to play the n-th file in the playlist.
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* ? which indicates to play a random file.
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* >n which indicates to advance n positions (defaults to 1).
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* <n which indicates to go back n positions (defaults to 1).
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- ogg_stop
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Stop playing the current file
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Stop playback
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- ogg_pause
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Pause the current file
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Pause playback
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- ogg_resume
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Resume the current file.
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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 file in seconds, the argument can be
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one of the following:
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* n, which indicates to go to the nth position.
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* >n, which indicates to advance n positions.
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* <n, which indicates to go back n positions.
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You can use "ogg_seek >0" and "ogg_seek <0" to get the current position
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without changing it.
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Go to a determinated position of the current file in seconds, the argument can
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be one of the following:
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* n, which indicates to go to the n-th second.
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* >n, which indicates to advance n seconds.
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* <n, which indicates to go back n seconds.
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You can use "ogg_seek >0" and "ogg_seek <0" to get the current position without
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changing it.
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- ogg_status
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Display status (if playing a file, if paused, if stopped, etc.).
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Display status ("playing a file", "paused", "stopped", etc).
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2.4 Console variables:
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----------------------
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- ogg_enable {0 | 1}
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Enable the Ogg Vorbis subsystem when in "1". Defaults to "0".
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Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
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- ogg_playlist {name}
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Use "name" as a list of files instead of listing the contents of "music".
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|
@ -218,18 +228,18 @@ music" is enabled!
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* random: play a random file.
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* loop: play the same file again.
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* none: stop playing.
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Defaults to "next".
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Defaults to "loop".
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- ogg_volume
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Volume of the music from 0 to 2. Defaults to "0.7".
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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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================
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While configuring Quake II is straight forward some rough edges can
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arise. Before reporting bugs or mailing me please read this section all
|
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the hints covered in it!
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While configuring Quake II is straight forward some rough edges can arise.
|
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Before reporting bugs or mailing us please read this section all the hints
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covered in it!
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3.1 Video
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---------
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|
@ -240,7 +250,7 @@ the most common questions are answered.
|
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- Yamagi Quake II has full support for widescreen setups. Just select your
|
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favorite resolution and start a game. Now you'll need to adjust the field
|
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of view. Open the console with pressing "^" or "~" and set the fov cvar.
|
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Default is 90, I suggest 100 for 16:10 screens and 105 for 16:9.
|
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Default is 90, we suggest 100 for 16:10 screens and 105 for 16:9.
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- If your resolution is not in the list, it's also possible to set custom
|
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resolutions via the console: Set gl_customwidth and gl_customheight to the
|
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|
@ -248,11 +258,11 @@ the most common questions are answered.
|
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"Custom" as video mode.
|
||||
|
||||
- Sync problems resulting in tearing and artifacts in the lower half of
|
||||
the screen: These orginiate in the fact, that in 1997 the modern LCD flat
|
||||
panel was invented, but very expensive and much too slow for gaming.
|
||||
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.
|
||||
Thus Quake II has problems when played on most flat panel monitors.
|
||||
The solution for this problem is simple. Just set "cl_maxfps" to about
|
||||
95 FPS. Now enable the vsync with setting "gl_swapinterval" to 1.
|
||||
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.
|
||||
This should supress all of the problems.
|
||||
|
||||
- Particle effects are broken. They're just squares and not perfectly
|
||||
|
@ -263,88 +273,90 @@ the most common questions are answered.
|
|||
- 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
|
||||
levels.
|
||||
levels.
|
||||
|
||||
- Yamagi Quake II offers hardware gamma control in realtime via the
|
||||
"Video" menu. If Quake II is still too dark set the "vid_gamma"
|
||||
cvar by hand to values above 1.5.
|
||||
- If the colors look over-saturated try setting the cvar "intensity" to a lower
|
||||
value, e.g. 1.
|
||||
|
||||
- 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.
|
||||
|
||||
- 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.
|
||||
|
||||
- Yamagi Quake II has support for anisotropic filtering. Activating it
|
||||
gives a small benefit in texture drawing over large distances. Check
|
||||
"gl_anisotropic_avail" for the maximum amount af filtering supported
|
||||
by your video card and set the desired value "gl_anisotropic". The
|
||||
value must be a power of 4, in most cases 2, 4, 8 or 16.
|
||||
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 models.zip from
|
||||
- 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
|
||||
http://www-personal.umich.edu/~jimw/q2/
|
||||
2. Extract both files into the baseq2/ directory of your Quake II
|
||||
installation, so that the new directories baseq2/textures/ and
|
||||
baseq2/models/ are created.
|
||||
The retexturing pack is used by default if it's installed. It can
|
||||
be switched of at any time by setting "gl_retexturing" to "1" and
|
||||
execute "vid_restart" after it.
|
||||
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.
|
||||
|
||||
|
||||
3.2 Input
|
||||
---------
|
||||
Quake II had a rather simple input system, even back then in 1997. It
|
||||
just mapped Windows 95 mouse events one to one 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 inut is dependent on the operation system
|
||||
mouse driver. Another operating system or even another mouse and the
|
||||
inut changed drastically. That sucked.
|
||||
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 exactly 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:
|
||||
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.
|
||||
|
||||
- in_mouse -> Set to 0 the mouse is disabled.
|
||||
There are some cvar to adjust:
|
||||
|
||||
- sensitivity -> The sensistivity of the mouse. Adjust to your needs,
|
||||
via the cvar or via the "Options" menu.
|
||||
- in_mouse -> Set to 0 to disable the mouse.
|
||||
|
||||
- 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 exaktly
|
||||
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.
|
||||
- sensitivity -> The sensistivity of the mouse. Adjust to your needs, via the
|
||||
cvar or via the "Options" menu.
|
||||
|
||||
- exponential_speedup -> The mouse acceleration. A very simple aproch,
|
||||
much simpler than modern mouse acceleration. "0" is disabled. Sadly
|
||||
it's nearly imposible to add modern acceleration to Quake II since
|
||||
most of the needed data isn't available to the inut backend.
|
||||
- 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.
|
||||
|
||||
3.3 Sound
|
||||
---------
|
||||
Quake II featured one of the best sound systems of it's time but sadly
|
||||
it was totaly broken. Therefore id Software rewrote it once, later it was
|
||||
rewritten again for the linux port. That fixed most visible problems but
|
||||
the code was just crap and broke again as time passed and sound on computer
|
||||
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.
|
||||
Quake II featured one of the best sound systems of it's time 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.
|
||||
|
||||
- The earthquake sound sample is distorted
|
||||
This is not a fault of the sound code but of the sound sample itself.
|
||||
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...
|
||||
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...
|
||||
|
||||
- The sound is stuttering and cracking
|
||||
This is most likely a problem on your side! First make sure that your
|
||||
SDL sound backend is installed proberly. Does the sound work in other
|
||||
SDL games like ioquake3? If possible remove all sound servers from
|
||||
your stack and use the plain OSS or ALSA via libalsa. If everything
|
||||
fails try create an ~/.asoundrc with this contents:
|
||||
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:
|
||||
|
||||
pcm.!default {
|
||||
type hw
|
||||
|
@ -360,38 +372,39 @@ should solve most if not all problems.
|
|||
|
||||
4. Bugreports
|
||||
=============
|
||||
Something is not working as expected? An elevator is broken? An enemy
|
||||
doesn't move? Or the whole game is just crashing? Just drop me an e-mail
|
||||
to quake2@yamagi.org. Please include a problem description and - if
|
||||
possible - a screenshot of the problematic situation and the name of the
|
||||
problematic map. But first, read this little FAQ:
|
||||
Something is not working as expected? An elevator is broken? An enemy doesn't
|
||||
move? Or the whole game is just crashing? Just drop us an e-mail to
|
||||
quake2@yamagi.org. 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).
|
||||
|
||||
But first, read this little FAQ:
|
||||
|
||||
My sound is not working!
|
||||
- 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 libalsa instead. Also see the "Sound" section
|
||||
in this file!
|
||||
- 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!
|
||||
|
||||
My OpenGL is not working!
|
||||
- Make sure, that OpenGL is working in other games. Use "glxinfo" and
|
||||
"glxgears" to make sure, that hardware rendering ist available.
|
||||
Otherwise, fix your setup. If reporting OpenGL bugs please include a
|
||||
copy of your xorg.conf (if available) and the Xorg.0.log.
|
||||
"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.
|
||||
|
||||
The game is crashing!
|
||||
- Make sure that your kit is complete. Missing files will crash Quake
|
||||
II on random occasions and will produce strange backtraces! This just
|
||||
wastes my time, so please check first and report then!
|
||||
- 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!
|
||||
|
||||
Valgrind reports many, many memory leaks!
|
||||
- Yeah it does. But they're all 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 my scope. So before reporting memory
|
||||
leaks please read the code, understand the code and be sure that's a
|
||||
real leak!
|
||||
- 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!
|
||||
|
||||
===============================================================================
|
||||
|
||||
|
@ -408,45 +421,40 @@ How do I make a benchmark?
|
|||
- Set timedemo to 1 and play a demo.
|
||||
|
||||
How do I play demos?
|
||||
- "demomap name.dm2". Remember, the extension .dm2 is important!
|
||||
- "demomap name.dm2". Note that the extension .dm2 is important!
|
||||
|
||||
How do I record a demo?
|
||||
- "record name" and "stop" to stop.
|
||||
|
||||
When playing in window mode my is locked onto the window. Can I change
|
||||
that, e.g. that Quake II is behaving like a normal window?
|
||||
- Open the console with 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 open the console set
|
||||
to 2. The default is 2.
|
||||
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.
|
||||
|
||||
Hey, my screensaver crashes Quake II or I expire strange crashes after a
|
||||
Hey, my screensaver crashes Quake II or I experience strange crashes after a
|
||||
fixed amount of time!
|
||||
- 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:
|
||||
https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457
|
||||
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.
|
||||
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.
|
||||
|
||||
Okay, Yamagi Quake II is for single player and coop. But what's with us
|
||||
deathmatch and / or CTF freaks?
|
||||
- Use another client. There are clients out there which offer far better
|
||||
multiplayer experiences. They're featuring a 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.
|
||||
- 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.
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
Can I use texture sets with Yamagi Quake 2?
|
||||
- No, you can't. Yamagi Quake 2 is dedicated to a game experience like
|
||||
in 1997 and thus texture packs are not supported. Use another client.
|
||||
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.
|
||||
|
||||
I'm creating a package or port for my system. Is a system wide install
|
||||
possible without patching the source?
|
||||
|
@ -455,37 +463,40 @@ possible without patching the source?
|
|||
to the desired path.
|
||||
|
||||
How do I disable friendly fire in coop mode?
|
||||
- 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 allready in the game,
|
||||
open the console and type "dmflags 336" für skinbased teamplay and
|
||||
"dmflags 400" for modelbased teamplay.
|
||||
- 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.
|
||||
|
||||
Can I connect to an IPv6 server?
|
||||
- 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:
|
||||
- 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:
|
||||
./quake2 +connect "[2001:db8::1]"
|
||||
For your server to show up in the server list you need to supply a
|
||||
multicast interface to both the client and the server:
|
||||
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:
|
||||
./q2ded +set multicast eth0
|
||||
./quake2 +set multicast eth0
|
||||
Normaly the server will listen to all IPv4 and IPv6 addresses. You
|
||||
can bind it to an address with:
|
||||
Normaly the server will listen to all IPv4 and IPv6 addresses. You can bind
|
||||
it to an address with:
|
||||
./q2ded +set ip "[2001:db8::1]"
|
||||
|
||||
Where can I find the configuartion file?
|
||||
- It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod
|
||||
name, e.g. "baseq2" for the main game.
|
||||
- It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name,
|
||||
e.g. "baseq2/" for the main game.
|
||||
|
||||
My mod craches at startup.
|
||||
- This is known problem, yet to be analyzed. A workaround is to create
|
||||
the working directory by hand:
|
||||
My mod crashes at startup.
|
||||
- This is known problem, yet to be analyzed. A workaround is to create the
|
||||
working directory by hand:
|
||||
mkdir -p ~/.yq2/$moddir
|
||||
|
||||
Only parts of the maps are rendered!
|
||||
- By default the maximum view distance is 2300 units. You can widen it
|
||||
up to 4096 units by setting "gl_farsee" to "1",
|
||||
- By default the maximum view distance is 2300 units. You can widen it up
|
||||
to 4096 units by setting "gl_farsee" to "1".
|
||||
|
||||
==============================================================================
|
||||
|
|
Loading…
Reference in a new issue