Überarbeite die README

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Yamagi Burmeister 2010-10-26 08:10:37 +00:00
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commit 24013859fb

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README
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@ -6,14 +6,16 @@
===============================================================================
This is the Yamagi Quake II Client, an enhanced Version of id Software's
legendary Quake II. Main focus is single player, the gameplay is
unchanged but many bugs were fixed. This code should run under any POSIX
compliant operating system, just type "make" oder "gmake" to compile.
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 thus and works perfekt on modern
amd64 prozessors and operating system This code should run on most
unixlike operating system, just type "make" oder "gmake" to compile.
This code is based upon Icculus Quake II, which itself is based upon id
This code is based upon Icculus Quake II, which itself is build 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/
2. You can read the whole licence under http://www.gnu.org/.
===============================================================================
@ -22,8 +24,9 @@ Content of this file:
1. Installation
1.1 Retail version
1.2 Demo version
1.3 Dependencies
1.4 Compiling
1.3 Addons
1.4 Dependencies
1.5 Compiling
2. OGG/Vorbis playback
2.1 Setup for the original soundtrack
@ -31,7 +34,11 @@ Content of this file:
2.3 Manual control
2.4 Console variables
3. Widescreen setup
3. Configuration
3.1 Widescreen setup
3.2 Video
3.3 Input
3.4 Sound
4. Bugreports
@ -49,11 +56,11 @@ you in installing the game data.
1.1 Retail version:
-------------------
If you own Quake II, first get the official point release to Quake II
3.20: http://www.quake.de/index.php?action=fileinfo&q=q2&element=21 Use
this and only this file! Unofficial "linux pointreleases" or something
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!
Create a new directory "quake2/" and extract the just file you just
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:
- 3.20_Changes.txt
@ -78,14 +85,22 @@ installation.
1.2 Demo version:
-----------------
If you haven't got Quake II, try the demo version. Get it here:
ftp://ftp.fu-berlin.de/pc/msdos/games/idgames/idstuff/quake2/q2-314-demo-x86.exe
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 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 Dependencies:
1.3 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 contains installation instructions. But nevertheless you'll need
the client and the main game installed for playing them.
1.4 Dependencies:
-----------------
- X11 Windows System with development headers
- OpenGL system headers (Mesa3D, nVidia, fglrx, etc.)
@ -94,7 +109,7 @@ is needed for the demo, in fact it would break it.
- ZLib
- SDL with development headers and sdl-config(1)
1.4 Compiling:
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
@ -129,7 +144,7 @@ after their track number. Remember! Since the first track on the CD ist
"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
"tools". It needs cdparanoia an oggenc, it should work with the main
"tools". 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
@ -143,7 +158,7 @@ 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/playlists (a plain text file) and start the game. For manuell
control there are some CVar. Remember, these are only available, if "OGG
control there are some cvar. Remember, these are only available, if "OGG
music" is enabled!
2.3 Manual control:
@ -201,13 +216,120 @@ music" is enabled!
===============================================================================
3. Widescreen
=============
3. Configuration
================
While configuring Quake II is straight forward some rogue edges can
arise. Bevor reporting bugs or mailing me please read this section all
the hints covered in it!
3.1 Widescreen
--------------
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 fiel
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.
3.2 Video
---------
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.
- Sync problems resulting in tearing and artifacts in the lower half of
the screen: These orginiate in the fact, that 1997 the modern LCD flat
panel was invented but very expensive and mich too slow for gaming.
Thus Quake II has problems when played on most flat panel monitors.
The solution for this problem is simples. Just set "cl_maxfps" to the
double sync frequenzy of your monitor. For most people this is 60hz *
2 = 120. Now enable the vsync with setting "gl_swapinterval" to 1.
This should supress all of the problems.
- Particle effects are broken. They're very big, very ugly and very
slow: This is the fault of Mesa3D and it's broken point parameters
OpenGL extensions. The only solution is to disable the extension but
this'll lower the optical quality of the game. Particles won't be any
longer perfext round but'll have eight edges. Set
"gl_ext_pointparameters" to 0.
- 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.
- Yamagi Quake II offers a lot of predefined resolutions. But 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.
- 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.
3.3 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 dependend on the operation system
mouse driver. Another operating system or even another mouse and the
inut changed drasticly. 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:
- in_mouse -> Set to 0 the mouse is disabled.
- 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 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.
- 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.
3.4 Sound
---------
Quake II featured one of the best sound systems of it's time but sadly
it was totaly broken. Therefor id Software rewrote 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 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.
- 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 onboad 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:
pcm.!default {
type hw
card 0
}
ctl.!default {
type hw
card 0
}
===============================================================================
4. Bugreports
@ -224,8 +346,8 @@ My sound is not working!
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 below the FAQ "Okay,
my sound is messed up. What should I do?"
like OSS or ALSA with libalsa 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
@ -238,6 +360,12 @@ The game is crashing!
II on random occasions and will produce strange backtraces! This just
wastes my 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!
===============================================================================
@ -266,64 +394,27 @@ that, e.g. that Quake II is behaving like a normal window?
the mouse set 1, for releasing the mouse when open the console set
to 2. The default is 2.
Hey, why is Quake II so slow?
- Because of some bugs in Mesa3Ds implementation of GL_EXT_point_
parameters Quake II doesn't use this OpenGL command, resulting
in the loss of about 50FPS on a Radeon HD4870. If you've got a
better OpenGL implementation (a bug fixed version of Mesa3D, the
nVidia driver or ATi fglrx) you can enable this command by
uncommenting line line 57 of the Makefile.
How do I set a custom resolution?
- 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.
Okay, my sound is messed up. What should I do?
- Remove all sound servers like pulseaudio oder phonon and make sure
you sound setup supports at least 5 virtual channels. If you're using
ALSA and that doesn't help create an file named ~/.asoundrc with this
content:
pcm.!default {
type hw
card 0
}
ctl.!default {
type hw
card 0
}
Hey, my screensaver crashes Quake II or I expire strange crashes after a
fixed amount of time!
- This is a known bug in some linux distributions. See this Ubuntu
bugreport:
- 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 tools/quake-start.sh It
deactivates the screensaver before starting Quake II and reenables it
after exiting the game.
I hate direct mouse input. I think in the third millenium a mouse filter
is a must for every game!
- Quake II was the last big shooter which was released without a mouse
filter. In fact with version 3.14 a mouse filter was added but it was
just broken. We fixed it, just type "m_filter 1" in the console and
you're done.
Are there bots for Quake II?
- Yes there are a lot of bots. At least JABot ist known to work with
Yamagi Quake II, take a look at http://deponie.yamagi.org/quake2/stuff/
for the source code. But if you want bots you're most likely a
deathmatch player and should maybe look for another client.
Why is Quake II so dark? This is not Doom 3, dude!
- Back in 1997 Quake II did the brightness adjustment with just
increasing the brightness of the textures. That was just crap, since
the dark areas would stay dark and the bright areas would get too
bright. Because of that we added hardware gamma control via SDL to
Yamagi Quake II and everyone was happy. But then X.org 7.5 came and
something broke down in SDL, X.org or the X.org driver. Hardware
gamma wasn't working any more and there was no way how we could fix
it. Some weeks later nVidia fixed the problem in their proprietary
driver but nothing happend to the free driver stack. So don't blame
us, blame X.org, your driver vendor or the SDL guyes. In fact, you've
got two choices:
1. Get yourself a nVidia card (yes I know...)
2. Use xgamma(1) to increase the brightness of the whole desktop.
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 a 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 r1w2 should work on unixlike operating
systems.
===============================================================================