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Überarbeite die README
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233
README
233
README
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@ -6,14 +6,16 @@
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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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legendary Quake II. Main focus is single player, the gameplay is
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unchanged but many bugs were fixed. This code should run under any POSIX
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compliant operating system, just type "make" oder "gmake" to compile.
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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 thus and works perfekt on modern
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amd64 prozessors and operating system This code should run on most
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unixlike operating system, just type "make" oder "gmake" to compile.
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This code is based upon Icculus Quake II, which itself is based upon id
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This code is based upon Icculus Quake II, which itself is build 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
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2. You can read the whole licence under http://www.gnu.org/
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2. You can read the whole licence under http://www.gnu.org/.
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===============================================================================
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@ -22,8 +24,9 @@ Content of this file:
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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 Dependencies
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1.4 Compiling
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1.3 Addons
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1.4 Dependencies
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1.5 Compiling
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2. OGG/Vorbis playback
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2.1 Setup for the original soundtrack
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@ -31,7 +34,11 @@ Content of this file:
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2.3 Manual control
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2.4 Console variables
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3. Widescreen setup
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3. Configuration
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3.1 Widescreen setup
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3.2 Video
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3.3 Input
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3.4 Sound
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4. Bugreports
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@ -49,11 +56,11 @@ you in installing the game data.
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1.1 Retail version:
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-------------------
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If you own Quake II, first get the official point release to Quake II
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3.20: http://www.quake.de/index.php?action=fileinfo&q=q2&element=21 Use
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this and only this file! Unofficial "linux pointreleases" or something
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3.20: ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
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Use this and only this file! Unofficial "linux pointreleases" or something
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like that will not work and crash your game!
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Create a new directory "quake2/" and extract the just file you just
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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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- 3.20_Changes.txt
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@ -78,14 +85,22 @@ installation.
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1.2 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.fu-berlin.de/pc/msdos/games/idgames/idstuff/quake2/q2-314-demo-x86.exe
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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 within the unzipped
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files (in Install/Data/baseq2/) in your baseq2-directory. No patching
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is needed for the demo, in fact it would break it.
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1.3 Dependencies:
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1.3 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 contains installation instructions. But nevertheless you'll need
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the client and the main game installed for playing them.
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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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@ -94,7 +109,7 @@ is needed for the demo, in fact it would break it.
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- ZLib
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- SDL with development headers and sdl-config(1)
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1.4 Compiling:
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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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@ -129,7 +144,7 @@ after their track number. Remember! Since the first track on the CD ist
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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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"tools". It needs cdparanoia an oggenc, it should work with the main
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"tools". 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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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/playlists (a plain text file) and start the game. For manuell
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control there are some CVar. Remember, these are only available, if "OGG
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control there are some cvar. Remember, these are only available, if "OGG
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music" is enabled!
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2.3 Manual control:
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@ -201,13 +216,120 @@ music" is enabled!
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===============================================================================
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3. Widescreen
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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 rogue edges can
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arise. Bevor reporting bugs or mailing me please read this section all
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the hints covered in it!
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3.1 Widescreen
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--------------
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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 fiel
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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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3.2 Video
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---------
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For most people the options in the "Video" menu are sufficent. But there
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are some things that can and in some cases must be tuned via cvars. Here
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the most common questions are answered.
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- Sync problems resulting in tearing and artifacts in the lower half of
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the screen: These orginiate in the fact, that 1997 the modern LCD flat
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panel was invented but very expensive and mich too slow for gaming.
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Thus Quake II has problems when played on most flat panel monitors.
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The solution for this problem is simples. Just set "cl_maxfps" to the
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double sync frequenzy of your monitor. For most people this is 60hz *
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2 = 120. Now enable the vsync with setting "gl_swapinterval" to 1.
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This should supress all of the problems.
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- Particle effects are broken. They're very big, very ugly and very
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slow: This is the fault of Mesa3D and it's broken point parameters
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OpenGL extensions. The only solution is to disable the extension but
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this'll lower the optical quality of the game. Particles won't be any
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longer perfext round but'll have eight edges. Set
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"gl_ext_pointparameters" to 0.
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- The game is bright enough but it's also washed out and dull: You need
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more saturation. Just adjust the cvar "intensity". The default 2
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should be enough for most cases, but some setups require higher
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levels.
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- Yamagi Quake II offers a lot of predefined resolutions. But it's also
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possible to set custom resolutions via the console: Set gl_customwidth
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and gl_customheight to the desired values. Change gl_mode to -1 or enter
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the "Video" menu and select "Custom" as video mode.
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- Yamagi Quake II offers hardware gamma control in realtime via the
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"Video" menu. If Quake II is still too dark set the "vid_gamma"
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cvar by hand to values above 1.5.
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3.3 Input
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---------
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Quake II had a rather simple input system, even back then in 1997. It
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just mapped Windows 95 mouse events one to one on movements. That was a
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very acurate way to do it, Quake II was - like all other id Software
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games - much more acurate than most games out there. But there were some
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problems. First the mouse inut is dependend on the operation system
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mouse driver. Another operating system or even another mouse and the
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inut changed drasticly. That sucked.
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Yamagi Quake II features a from scratch rewritten mouse backend based on
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SDL. It gives you exactly the same mouse behavior, regardless of your
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operating system or hardware. But sadly it can't emulate the old
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behavior in all cases. There are some cvar to adjust:
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- in_mouse -> Set to 0 the mouse is disabled.
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- sensitivity -> The sensistivity of the mouse. Adjust to your needs,
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via the cvar or via the "Options" menu.
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- in_filter -> A mouse filter. This was added in one of the countless
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point releases but it was broken. We fixed it. The effect is exaktly
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the same as in Quake III Arena, instead of using the raw movement
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signals two of them are combined, filtering vibrations and things like
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that out.
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- exponential_speedup -> The mouse acceleration. A very simple aproch,
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much simpler than modern mouse acceleration. "0" is disabled. Sadly
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it's nearly imposible to add modern acceleration to Quake II since
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most of the needed data isn't available to the inut backend.
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3.4 Sound
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---------
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Quake II featured one of the best sound systems of it's time but sadly
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it was totaly broken. Therefor id Software rewrote once, later it was
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rewritten again for the linux port. That fixed most visible problems but
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the code was just crap and broke again as time passed sound on computer
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evolved. For Yamagi Quake II 3.0 the sound system was overhauled,
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featuring a complete code audit of the upper layers with many bugfixes
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and memory leak plugs. The backend was rewritten from scratch. This
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should solve most if not all problems.
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- The earthquake sound sample is distorted
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This is not a fault of the sound code but of the sound sample itself.
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It's mostly made of very low frequency noices and sampled in only
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22kHz, bringing cheap onboad soundcards to the limit. The only
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solution would be to change the sample...
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- The sound is stuttering and cracking
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This is most likely a problem on your side! First make sure that your
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SDL sound backend is installed proberly. Does the sound work in other
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SDL games like ioQuake3? If possible remove all sound servers from
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your stack and use the plain OSS or ALSA via libalsa. If everything
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fails try create an ~/.asoundrc with this contents:
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pcm.!default {
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type hw
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card 0
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}
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ctl.!default {
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type hw
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card 0
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}
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===============================================================================
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4. Bugreports
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configured! Does the sound work in other SDL games? Does your setup
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support at least five virtual channels? In most cases it's better to
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not use sound servers like Pulseaudio but the plain sound system
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like OSS or ALSA with libalsa instead. Also see below the FAQ "Okay,
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my sound is messed up. What should I do?"
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like OSS or ALSA with libalsa instead. Also see the "Sound" section
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in this file!
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My OpenGL is not working!
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- Make sure, that OpenGL is working in other games. Use "glxinfo" and
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II on random occasions and will produce strange backtraces! This just
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wastes my time, so please check first and report then!
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Valgrind reports many, many memory leaks!
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- Yeah it does. But they're all false positives due to Quake IIs
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caching architecture. There some real memory leaks in SDL, Mesa3D,
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X11 and so on but they're out of my scope. So before reporting memory
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leaks please read the code, understand the code and be sure that's a
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real leak!
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===============================================================================
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the mouse set 1, for releasing the mouse when open the console set
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to 2. The default is 2.
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Hey, why is Quake II so slow?
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- Because of some bugs in Mesa3Ds implementation of GL_EXT_point_
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parameters Quake II doesn't use this OpenGL command, resulting
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in the loss of about 50FPS on a Radeon HD4870. If you've got a
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better OpenGL implementation (a bug fixed version of Mesa3D, the
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nVidia driver or ATi fglrx) you can enable this command by
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uncommenting line line 57 of the Makefile.
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How do I set a custom resolution?
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- Set gl_customwidth and gl_customheight to the desired values. Change
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gl_mode to -1 or enter the "Video" menu and select "Custom" as
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video mode.
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Okay, my sound is messed up. What should I do?
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- Remove all sound servers like pulseaudio oder phonon and make sure
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you sound setup supports at least 5 virtual channels. If you're using
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ALSA and that doesn't help create an file named ~/.asoundrc with this
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content:
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pcm.!default {
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type hw
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card 0
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}
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ctl.!default {
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type hw
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card 0
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}
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Hey, my screensaver crashes Quake II or I expire strange crashes after a
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fixed amount of time!
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- This is a known bug in some linux distributions. See this Ubuntu
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bugreport:
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- This is a known bug in some linux distributions. SDL fails to disable
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the screensaver even if we tell him to do so. See this Ubuntu bugreport:
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https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457
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As a work around use the startscript in tools/quake-start.sh It
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deactivates the screensaver before starting Quake II and reenables it
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after exiting the game.
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I hate direct mouse input. I think in the third millenium a mouse filter
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is a must for every game!
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- Quake II was the last big shooter which was released without a mouse
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filter. In fact with version 3.14 a mouse filter was added but it was
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just broken. We fixed it, just type "m_filter 1" in the console and
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you're done.
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Are there bots for Quake II?
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- Yes there are a lot of bots. At least JABot ist known to work with
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Yamagi Quake II, take a look at http://deponie.yamagi.org/quake2/stuff/
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for the source code. But if you want bots you're most likely a
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deathmatch player and should maybe look for another client.
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Why is Quake II so dark? This is not Doom 3, dude!
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- Back in 1997 Quake II did the brightness adjustment with just
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increasing the brightness of the textures. That was just crap, since
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the dark areas would stay dark and the bright areas would get too
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bright. Because of that we added hardware gamma control via SDL to
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Yamagi Quake II and everyone was happy. But then X.org 7.5 came and
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something broke down in SDL, X.org or the X.org driver. Hardware
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gamma wasn't working any more and there was no way how we could fix
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it. Some weeks later nVidia fixed the problem in their proprietary
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driver but nothing happend to the free driver stack. So don't blame
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us, blame X.org, your driver vendor or the SDL guyes. In fact, you've
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got two choices:
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1. Get yourself a nVidia card (yes I know...)
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2. Use xgamma(1) to increase the brightness of the whole desktop.
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Okay, Yamagi Quake II is for single player and coop. But what's with us
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deathmatch and / or CTF freaks?
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- Use another client. There are clients out there which offer a far
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better multiplayer experiences. They're featuring a greatly improved
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network code and a better client<->server integration. Take a look at
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EGL, r1q2 or AprQ2. At least r1w2 should work on unixlike operating
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systems.
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===============================================================================
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