From 1d6f8335a3fe9a373203b9e20cc9ce3245e08a47 Mon Sep 17 00:00:00 2001 From: Daniel Gibson Date: Sat, 31 Mar 2012 19:52:56 +0000 Subject: [PATCH] Major rework of the README --- README | 471 +++++++++++++++++++++++++++++---------------------------- 1 file changed, 241 insertions(+), 230 deletions(-) diff --git a/README b/README index adf9c050..803bf1d7 100644 --- a/README +++ b/README @@ -6,28 +6,30 @@ =============================================================================== This is the Yamagi Quake II Client, an enhanced Version of id Software's -Quake II. Main focus is single player, the gameplay and the graphics are -unchanged but many bugs were fixed. Other than most other Quake II ports -Yamagi Quake II is full 64 bit clean so it works perfectly on modern amd64 +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 -operating systems, just type "make" or "gmake" to compile. +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. This code is based upon Icculus Quake II, which itself is built upon id -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. -You can read the whole licence under http://www.gnu.org/. +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. =============================================================================== Content of this file: -------------------- 1. Installation - 1.1 Retail version - 1.2 Demo version - 1.3 Addons - 1.4 Dependencies + 1.1 Supported Systems + 1.2 Retail Version + 1.3 Demo Version + 1.4 Addons 1.5 Compiling - 1.6 Default configuration + 1.6 Default Configuration 2. OGG/Vorbis playback 2.1 Setup for the original soundtrack @@ -49,23 +51,36 @@ Content of this file: 1. Installation ============== -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. They'll even assist -you in installing the game data. +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. -1.1 Retail version: +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. + +The only tested compilers are gcc 4.2 (or later) and clang 3.0 (or later). + +Patches for other platforms are welcome :-) + +1.2 Retail Version: ------------------- 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 -Use this and only this file! Unofficial "linux pointreleases" or something -like that will not work and crash your game! +Use this and only this file! Unofficial "linux pointreleases" or something like +that will not work and may crash your game! -Create a new directory "quake2/" and extract the file you just -downloaded into it. Even if the file extension is ".exe" it's just a -normal zip file. Now delete the following files and directories: +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: - 3.20_Changes.txt -- index.html - quake2.exe - ref_gl.dll - ref_soft.dll @@ -75,136 +90,131 @@ normal zip file. Now delete the following files and directories: - ctf/gamex86.dll - ctf/readme.txt - ctf/server.cfg -- DOCS/ - xatrix/gamex86.dll - rogue/gamex86.dll -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. +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. -1.2 Demo version: +1.3 Demo Version: ----------------- If you haven't got Quake II, try the demo version. Get it here: ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe -Create a new quake2/ directory with a baseq2/ sub-directory and put the -pak0.pak and the players/ sub-directory, you can find it within the -unzipped files (in Install/Data/baseq2/), in your baseq2-directory. No +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 patching is needed for the demo, in fact it would break it. -1.3 Addons +1.4 Addons ---------- 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 -distributed seperatly. You can get them at http://www.yamagi.org/quake2, -both contain installation instructions. But nevertheless you'll need -the client and the main game installed for playing them. The same goes -to the "ctf" capture the flag addon. - -1.4 Dependencies: ------------------ - - X11 Windows System with development headers - - OpenGL system headers (Mesa3D, nVidia, fglrx, etc.) - - libvorbis with development headers - - libogg with development headers - - ZLib - - SDL with development headers and sdl-config(1) +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. 1.5 Compiling: -------------- After you have set up the game data (from the full version or the -demo), you have to compile the Yamagi Quake II client. Just extract the -source, change into the new created directory and type "make" (Linux) or -"gmake" (FreeBSD). After the compilation finished copy the following -files out of release/ to your installation directory preserving the -directory structure: +demo), you have to compile the Yamagi Quake II client. + +You will need the following dependencies: + - 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: - q2ded - quake2 - ref_gl.so - baseq2/game.so -1.6 Default configuration +1.6 Default Configuration ------------------------- Quake II ships with an old and for today standards "insane" default -configuration. This is no problem since you can alter everything. To -make the 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. +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. -You should now be ready to start your brand new Quake II. Have fun. +Now you are ready to start your brand new Quake II. Have fun. =============================================================================== 2. OGG/Vorbis playback ====================== -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 no longer possible to play Quake II with the original Audio-CD for -background music. Therefore OGG/Vorbis playback has been added to Yamagi -Quake II. It can play the original soundtrack, like if the CD is in the -drive or customized playlists. +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. 2.1 Setup for the original soundtrack: -------------------------------------- -Put your Quake II CD-ROM in your drive, start your favorite CD extractor -and rip the audiotracks into OGG/Vorbis files. These files must be named -after their track number. Remember! Since the first track on the CD is -"data", the first audio track is number 2! If everything is done -correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg. Alternatively you -can use a script provided by caedes, which can be found in the folder -"stuff/". It needs cdparanoia and oggenc, it should work with the main -game and both addons. -Put these files under 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. +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. 2.2 Setup for other music and playlists: ---------------------------------------- -You can put normal 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. -Therefore playlists can be used. Just put the filenames into -music/playlist (a plain text file) and start the game. For manual -control there are some cvars. Remember: these are only available, if "OGG -music" is enabled! +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. 2.3 Manual control: ------------------- +For manual control of ogg playback the following console commands are available: + - ogg_play {file | #n | ? | >n | which indicates to advance N positions (defaults to 1). - * A < which indicates to go back N positions (defaults to 1). + * #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 | n, which indicates to advance n positions. - * 0" and "ogg_seek <0" to get the current position - without changing it. + 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. + * 0" and "ogg_seek <0" to get the current position without + changing it. - ogg_status - Display status (if playing a file, if paused, if stopped, etc.). + Display status ("playing a file", "paused", "stopped", etc). 2.4 Console variables: ---------------------- - ogg_enable {0 | 1} - Enable the Ogg Vorbis subsystem when in "1". Defaults to "0". + Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0". - ogg_playlist {name} Use "name" as a list of files instead of listing the contents of "music". @@ -218,18 +228,18 @@ music" is enabled! * random: play a random file. * loop: play the same file again. * none: stop playing. - Defaults to "next". + Defaults to "loop". - ogg_volume - Volume of the music from 0 to 2. Defaults to "0.7". + Volume of the music between 0 and 2. Defaults to "0.7". =============================================================================== 3. Configuration ================ -While configuring Quake II is straight forward some rough edges can -arise. Before reporting bugs or mailing me please read this section all -the hints covered in it! +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! 3.1 Video --------- @@ -240,7 +250,7 @@ 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. - Default is 90, I suggest 100 for 16:10 screens and 105 for 16:9. + 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 @@ -248,11 +258,11 @@ the most common questions are answered. "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". ==============================================================================