Small corrections to the documentation.

This commit is contained in:
Yamagi 2021-06-03 07:24:42 +02:00
parent c9913eb538
commit 2861874da6
6 changed files with 37 additions and 38 deletions

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@ -30,7 +30,7 @@ game. Without the patch the game will not work correctly!
1. Download the patch from our mirror or somewhere else. The MD5
checksum is `490557d4a90ff346a175d865a2bade87`:
https://deponie.yamagi.org/quake2/idstuff/q2-3.20-x86-full-ctf.exe
2. Extract the patch into an empty directory. The patch comes as an
2. Extract the patch into an empty directory. The patch comes as a
self-extracting ZIP file. On Windows it can be extracted by double
clicking on it, on other systems an archiver or the *unzip* command
can be used.
@ -102,9 +102,9 @@ may be supported in the future.
so on. On both the Quake II and the Addon CDs track 01 is the data
track and thus can't be ripped.
4. Put these files into the corresponding subdirectory:
* baseq2/music for Quake II.
* xatrix/music for The Reckoning.
* rogue/music for Ground Zero.
* *baseq2/music* for Quake II.
* *xatrix/music* for The Reckoning.
* *rogue/music* for Ground Zero.
#### Using a Shell Script
@ -141,27 +141,25 @@ As an optional feature, Yamagi Quake II provides fixed map data files
to fix some map bugs that have been discovered by players over the
years.
These fixes include fixes for bad monster counts in some
maps/difficulty settings, fixing broken spawn chains that made it
impossible to spawn some monsters, removing DM-only items that spawn
in unreachable areas in SP/co-op, and so on. You can find detailed
changelogs for each map by opening the .ent files with a text editor
and reading the comment section at the top (lines starting with "//").
These fixes include fixes for bad monster counts in some maps /
difficulty settings, fixing broken spawn chains that made it impossible
to spawn some monsters, removing DM-only items that spawn in unreachable
areas in single player /co-op, and so on. You can find detailed
changelogs for each map by opening the .ent files with a text editor and
reading the comment section at the top (lines starting with "//").
#### Download And Setup
1. Download the .ent files from the yquake2 repositories on GitHub.
*baseq2*: yquake2/yquake2/stuff/mapfixes/baseq2/
*juggernaut*: yquake2/yquake2/stuff/mapfixes/juggernaut/
*xatrix*: yquake2/xatrix/stuff/mapfixes/
*rogue*: yquake2/rogue/stuff/mapfixes/
*zaero*: yquake2/zaero/stuff/mapfixes/
* **baseq2**: yquake2/yquake2/stuff/mapfixes/baseq2/
* **juggernaut**: yquake2/yquake2/stuff/mapfixes/juggernaut/
* **xatrix**: yquake2/xatrix/stuff/mapfixes/
* **rogue**: yquake2/rogue/stuff/mapfixes/
* **zaero**: yquake2/zaero/stuff/mapfixes/
2. Once you have the .ent files you want, put them in the respective
*/maps* sub-folder. So *xatrix* .ent files should go into your local
*/xatrix/maps* folder (create this folder if it does not exist).
*maps/* sub-folder. So *xatrix* .ent files should go into your local
*xatrix/maps/* folder (create this folder if it does not exist).
3. You will see a notification message in the console if an .ent file
was loaded. If you see this message, you know the map fixes are in
effect.
@ -185,8 +183,8 @@ no soundtrack.
1. Download the demo from our mirror or somewhere else. Its MD5
checksum is `4d1cd4618e80a38db59304132ea0856c`:
https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe
2. Extract the downloaded file. It's an ordinary, self-extract ZIP
archive. On Windows it can be extracted by double clicking on it, on
2. Extract the downloaded file. It's a self-extract ZIP archive.
On Windows it can be extracted by double clicking on it, on
other system an archiver or the *unzip* command can be used.
3. Create a new directory and a subdirectory *baseq2/* in it.
4. Copy the *pak0.pak* and the *players/* subdirectory from the
@ -226,7 +224,7 @@ There're two executables:
* *yquake2.exe*: This is main executable and should be preferred.
* *quake.exe*: This is just a wrapper to stay compatible with existing
setups. For technical reasons *quake.exe* may not start in foreground
setups. For technical reasons *quake.exe* may not start in foreground,
but in background!
If Windows Defender is activated, that's the default on Windows 8 and

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@ -13,9 +13,9 @@ Yamagi Quake II ships with 4 renderers:
* The **OpenGL 3.2** renderer: This renderer was developed for the needs
of modern graphics hardware and is usually the best choice for OpenGL
3.2 capable graphics cards. It provides a very detailed look and feel,
matching the dark and dirty atmosphere on Stroggos. The texturing
renderer looks mostly the same on all GPU drivers. Depending on the
display the default lighting may be too bright or too dark, it can be
matching the dark and dirty atmosphere on Stroggos. The texture
rendering looks mostly the same on all GPU drivers. Depending on the
display, the default lighting may be too bright or too dark, it can be
adjusted through the menu or through the *vid_gamma* cvar.
* The **OpenGL 1.4** renderer: This is a slightly enhanced version of
the original OpenGL renderer shipped in 1997 with the retail release.
@ -202,7 +202,7 @@ one and OpenAL. Additionally some new sound effects were added. We
recommend to stay with OpenAL, even if the stereo rendering is somewhat
different to the old sound system. OpenAL is much more distortion free
and more reliable, especially on modern platforms like Windows 10 or
Linux with PulseAudio.
Linux with PulseAudio / Pipewire.
The new sound effects can be disabled with:

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@ -33,6 +33,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
(setting the `portable` argument).
* **cfgdir**: The name (not the path) of the configuration directory.
* **datadir**: Directory from which the game data is loaded. Can be used
in startup scripts, to test binaries, etc. If not set, the directory
containing the binaries is used.
@ -162,7 +163,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
2nd Widow boss' tracker weapon - a black-ish ball of energy.
When this cvar is set to 1 you can use the "give Disruptor" and
"give rounds X" commands to give yourself the weapon and its ammo,
and its items, weapon_disintegrator and ammo_disruptor, can be
and its items, weapon\_disintegrator and ammo\_disruptor, can be
spawned in maps (in fact, some official Ground Zero maps contain
these entities). This cvar is set to 0 by default.
@ -372,7 +373,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
* **sw_gunzposition**: Z offset for the gun. In the original code this
was always `0`, which will draw the gun too near to the player if a
custom gun field of few is used. Defaults to `8`, which is more or
custom gun field of view is used. Defaults to `8`, which is more or
less optimal for the default gun field of view of 80.

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@ -1,6 +1,6 @@
# Multiplayer Servers
Generally running a Yamagi Quake II server is the same as running a
In general running a Yamagi Quake II server is the same as running a
Vanilla Quake2 server, so the old guides should still apply.
One thing to keep in mind is that the server must be restarted at least
@ -50,7 +50,7 @@ or `.pk3` that contains the needed data. If you're using a `.pak` or
One way is to have one file list for each map that's running on your
server. If your server is rotating between `maps/foo.bsp` and
`maps/bar.bsp`, you'd have `http://example.com/q2data/maps/foo.filelist`
and `http://example.com/q2data/maps/foo.filelist`.
and `http://example.com/q2data/maps/bar.filelist`.
A file list is a plain text file that lists one file path per line
that's to be downloaded. Those paths are relative to the server base

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@ -28,11 +28,11 @@ So the binary directory should look somehow like this:
* game.so
* ... (the same for other addons)
Yamagi Quake2 will get the directory the `quake2` executable is in from
the system and then look in that directory (and nowhere else!) for the
`ref_*.so` renderer libraries. It will look for `game.so` there first,
but if it's not found in the binary directory, it will look for it in
all directories that are also searched for game data. This is for
Yamagi Quake2 will get the directory, the `quake2` executable is in,
from the system and then look in that directory (and nowhere else!) for
the `ref_*.so` renderer libraries. It will look for `game.so` there
first, but if it's not found in the binary directory, it will look for
it in all directories that are also searched for game data. This is for
better compatibility with mods that might ship their own game.so.
You can **just symlink the executables to a directory in the $PATH**,

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@ -275,7 +275,7 @@ level.
/baseq2/video/idlog.cin
/baseq2/video/ntro.cin
# OGG files. For standard standard, NOT for the GOG.com release:
# OGG files. For standard releases, NOT for the GOG.com release:
/baseq2/music/02.ogg
/baseq2/music/03.ogg
/baseq2/music/04.ogg
@ -316,7 +316,7 @@ level.
/rogue/video/reu4_.cin
/rogue/video/rintro.cin
# OGG files. For standard standard, NOT for the GOG.com release:
# OGG files. For standard releases, NOT for the GOG.com release:
/rogue/music/02.ogg
/rogue/music/03.ogg
/rogue/music/04.ogg
@ -347,7 +347,7 @@ level.
/xatrix/video/xu2.cin
/xatrix/video/xu3.cin
# OGG files. For standard standard, NOT for the GOG.com release:
# OGG files. For standard releases, NOT for the GOG.com release:
/xatrix/music/02.ogg
/xatrix/music/03.ogg
/xatrix/music/04.ogg