mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
Überarbeite die README
This commit is contained in:
parent
4c09036741
commit
24013859fb
1 changed files with 162 additions and 71 deletions
233
README
233
README
|
@ -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.
|
||||
|
||||
===============================================================================
|
||||
|
|
Loading…
Reference in a new issue