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Small corrections to the documentation.
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@ -30,7 +30,7 @@ game. Without the patch the game will not work correctly!
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1. Download the patch from our mirror or somewhere else. The MD5
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checksum is `490557d4a90ff346a175d865a2bade87`:
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https://deponie.yamagi.org/quake2/idstuff/q2-3.20-x86-full-ctf.exe
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2. Extract the patch into an empty directory. The patch comes as an
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2. Extract the patch into an empty directory. The patch comes as a
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self-extracting ZIP file. On Windows it can be extracted by double
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clicking on it, on other systems an archiver or the *unzip* command
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can be used.
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@ -102,9 +102,9 @@ may be supported in the future.
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so on. On both the Quake II and the Addon CDs track 01 is the data
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track and thus can't be ripped.
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4. Put these files into the corresponding subdirectory:
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* baseq2/music for Quake II.
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* xatrix/music for The Reckoning.
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* rogue/music for Ground Zero.
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* *baseq2/music* for Quake II.
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* *xatrix/music* for The Reckoning.
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* *rogue/music* for Ground Zero.
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#### Using a Shell Script
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@ -141,27 +141,25 @@ As an optional feature, Yamagi Quake II provides fixed map data files
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to fix some map bugs that have been discovered by players over the
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years.
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These fixes include fixes for bad monster counts in some
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maps/difficulty settings, fixing broken spawn chains that made it
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impossible to spawn some monsters, removing DM-only items that spawn
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in unreachable areas in SP/co-op, and so on. You can find detailed
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changelogs for each map by opening the .ent files with a text editor
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and reading the comment section at the top (lines starting with "//").
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These fixes include fixes for bad monster counts in some maps /
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difficulty settings, fixing broken spawn chains that made it impossible
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to spawn some monsters, removing DM-only items that spawn in unreachable
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areas in single player /co-op, and so on. You can find detailed
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changelogs for each map by opening the .ent files with a text editor and
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reading the comment section at the top (lines starting with "//").
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#### Download And Setup
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1. Download the .ent files from the yquake2 repositories on GitHub.
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*baseq2*: yquake2/yquake2/stuff/mapfixes/baseq2/
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*juggernaut*: yquake2/yquake2/stuff/mapfixes/juggernaut/
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*xatrix*: yquake2/xatrix/stuff/mapfixes/
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*rogue*: yquake2/rogue/stuff/mapfixes/
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*zaero*: yquake2/zaero/stuff/mapfixes/
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* **baseq2**: yquake2/yquake2/stuff/mapfixes/baseq2/
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* **juggernaut**: yquake2/yquake2/stuff/mapfixes/juggernaut/
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* **xatrix**: yquake2/xatrix/stuff/mapfixes/
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* **rogue**: yquake2/rogue/stuff/mapfixes/
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* **zaero**: yquake2/zaero/stuff/mapfixes/
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2. Once you have the .ent files you want, put them in the respective
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*/maps* sub-folder. So *xatrix* .ent files should go into your local
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*/xatrix/maps* folder (create this folder if it does not exist).
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*maps/* sub-folder. So *xatrix* .ent files should go into your local
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*xatrix/maps/* folder (create this folder if it does not exist).
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3. You will see a notification message in the console if an .ent file
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was loaded. If you see this message, you know the map fixes are in
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effect.
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@ -185,8 +183,8 @@ no soundtrack.
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1. Download the demo from our mirror or somewhere else. Its MD5
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checksum is `4d1cd4618e80a38db59304132ea0856c`:
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https://deponie.yamagi.org/quake2/idstuff/q2-314-demo-x86.exe
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2. Extract the downloaded file. It's an ordinary, self-extract ZIP
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archive. On Windows it can be extracted by double clicking on it, on
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2. Extract the downloaded file. It's a self-extract ZIP archive.
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On Windows it can be extracted by double clicking on it, on
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other system an archiver or the *unzip* command can be used.
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3. Create a new directory and a subdirectory *baseq2/* in it.
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4. Copy the *pak0.pak* and the *players/* subdirectory from the
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@ -226,7 +224,7 @@ There're two executables:
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* *yquake2.exe*: This is main executable and should be preferred.
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* *quake.exe*: This is just a wrapper to stay compatible with existing
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setups. For technical reasons *quake.exe* may not start in foreground
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setups. For technical reasons *quake.exe* may not start in foreground,
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but in background!
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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:
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* The **OpenGL 3.2** renderer: This renderer was developed for the needs
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of modern graphics hardware and is usually the best choice for OpenGL
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3.2 capable graphics cards. It provides a very detailed look and feel,
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matching the dark and dirty atmosphere on Stroggos. The texturing
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renderer looks mostly the same on all GPU drivers. Depending on the
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display the default lighting may be too bright or too dark, it can be
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matching the dark and dirty atmosphere on Stroggos. The texture
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rendering looks mostly the same on all GPU drivers. Depending on the
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display, the default lighting may be too bright or too dark, it can be
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adjusted through the menu or through the *vid_gamma* cvar.
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* The **OpenGL 1.4** renderer: This is a slightly enhanced version of
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the original OpenGL renderer shipped in 1997 with the retail release.
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@ -202,7 +202,7 @@ one and OpenAL. Additionally some new sound effects were added. We
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recommend to stay with OpenAL, even if the stereo rendering is somewhat
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different to the old sound system. OpenAL is much more distortion free
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and more reliable, especially on modern platforms like Windows 10 or
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Linux with PulseAudio.
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Linux with PulseAudio / Pipewire.
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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`
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(setting the `portable` argument).
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* **cfgdir**: The name (not the path) of the configuration directory.
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* **datadir**: Directory from which the game data is loaded. Can be used
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in startup scripts, to test binaries, etc. If not set, the directory
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containing the binaries is used.
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@ -162,7 +163,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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2nd Widow boss' tracker weapon - a black-ish ball of energy.
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When this cvar is set to 1 you can use the "give Disruptor" and
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"give rounds X" commands to give yourself the weapon and its ammo,
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and its items, weapon_disintegrator and ammo_disruptor, can be
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and its items, weapon\_disintegrator and ammo\_disruptor, can be
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spawned in maps (in fact, some official Ground Zero maps contain
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these entities). This cvar is set to 0 by default.
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@ -372,7 +373,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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* **sw_gunzposition**: Z offset for the gun. In the original code this
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was always `0`, which will draw the gun too near to the player if a
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custom gun field of few is used. Defaults to `8`, which is more or
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custom gun field of view is used. Defaults to `8`, which is more or
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less optimal for the default gun field of view of 80.
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@ -1,6 +1,6 @@
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# Multiplayer Servers
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Generally running a Yamagi Quake II server is the same as running a
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In general running a Yamagi Quake II server is the same as running a
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Vanilla Quake2 server, so the old guides should still apply.
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One thing to keep in mind is that the server must be restarted at least
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@ -50,7 +50,7 @@ or `.pk3` that contains the needed data. If you're using a `.pak` or
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One way is to have one file list for each map that's running on your
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server. If your server is rotating between `maps/foo.bsp` and
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`maps/bar.bsp`, you'd have `http://example.com/q2data/maps/foo.filelist`
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and `http://example.com/q2data/maps/foo.filelist`.
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and `http://example.com/q2data/maps/bar.filelist`.
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A file list is a plain text file that lists one file path per line
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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:
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* game.so
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* ... (the same for other addons)
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Yamagi Quake2 will get the directory the `quake2` executable is in from
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the system and then look in that directory (and nowhere else!) for the
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`ref_*.so` renderer libraries. It will look for `game.so` there first,
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but if it's not found in the binary directory, it will look for it in
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all directories that are also searched for game data. This is for
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Yamagi Quake2 will get the directory, the `quake2` executable is in,
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from the system and then look in that directory (and nowhere else!) for
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the `ref_*.so` renderer libraries. It will look for `game.so` there
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first, but if it's not found in the binary directory, it will look for
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it in all directories that are also searched for game data. This is for
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better compatibility with mods that might ship their own game.so.
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You can **just symlink the executables to a directory in the $PATH**,
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@ -275,7 +275,7 @@ level.
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/baseq2/video/idlog.cin
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/baseq2/video/ntro.cin
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# OGG files. For standard standard, NOT for the GOG.com release:
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# OGG files. For standard releases, NOT for the GOG.com release:
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/baseq2/music/02.ogg
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/baseq2/music/03.ogg
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/baseq2/music/04.ogg
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/rogue/video/reu4_.cin
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/rogue/video/rintro.cin
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# OGG files. For standard standard, NOT for the GOG.com release:
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# OGG files. For standard releases, NOT for the GOG.com release:
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/rogue/music/02.ogg
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/rogue/music/03.ogg
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/rogue/music/04.ogg
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@ -347,7 +347,7 @@ level.
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/xatrix/video/xu2.cin
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/xatrix/video/xu3.cin
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# OGG files. For standard standard, NOT for the GOG.com release:
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# OGG files. For standard releases, NOT for the GOG.com release:
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/xatrix/music/02.ogg
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/xatrix/music/03.ogg
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/xatrix/music/04.ogg
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