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Update doku after OS X removal
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3 changed files with 38 additions and 161 deletions
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@ -1,3 +1,6 @@
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Quake II 5.24 to 5.30:
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- Remove support for Mac OS X.
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Quake II 5.23 to 5.24:
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- Fix keyboard layouts in the console.
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- Use GL_ARB_texture_non_power_of_two if it's
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13
CONTRIBUTE
13
CONTRIBUTE
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@ -84,16 +84,3 @@ organization), clean it and debug it. Zaero will need some extensive
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testing, have fun while playing. :)
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===============================================================================
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4. Take ownership of the OS X port
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Difficulty: Medium
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Knowledge: Good knowledge of OS X
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Several years ago a port Yamagi Quake II to OS X was submitted and merged
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into our codebase. We tried to maintain it on a best efford base. But since
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no Yamagi Quake II developer has a Mac nor the necessary knowledge regarding
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OS X, the port bitrotted. Nowadays it's unsupported and next to disfunctional.
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Modernize the port and keep it up to date.
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===============================================================================
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183
README
183
README
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@ -11,10 +11,9 @@ II. The main focus is single player, the gameplay and the graphics are
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unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
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Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
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processors and operating systems. This code should run on Windows XP or later,
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Mac OS X 10.6 or higher (unsupported!) and on most unix-like operating systems
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(only FreeBSD, Linux and OpenBSD are officially supported and tested, for other
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systems you'd at least have to edit the Makefile), just type "make" or "gmake"
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to compile.
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and on most unix-like operating systems (only FreeBSD, Linux and OpenBSD are
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officially supported and tested, for other systems you'd at least have to edit
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the Makefile), just type "make" or "gmake" to compile.
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This code is based upon Icculus Quake II, which itself is built upon id
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Software's original code drop. Additional code and patches by many contributers
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@ -42,31 +41,22 @@ Content of this file:
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2.6 Compiling
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2.7 Default Configuration
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3. Installation on OS X
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3.1 Supported Systems
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3.2 Retail Version
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3.3 Demo Version
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3.4 Addons
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3.5 Binary Installation
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3.6 Compiling
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3.7 Default Configuration
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3. OGG/Vorbis playback
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3.1 Setup for the original soundtrack
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3.2 Setup for other music and playlists
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3.3 Manual control
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3.4 Console variables
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4. OGG/Vorbis playback
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4.1 Setup for the original soundtrack
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4.2 Setup for other music and playlists
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4.3 Manual control
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4.4 Console variables
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4. Configuration
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4.1 Video
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4.2 Input
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4.3 Sound
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4.3.1 The classic sound system
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4.3.2 The OpenAL sound system
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5. Configuration
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5.1 Video
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5.2 Input
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5.3 Sound
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5.3.1 The classic sound system
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5.3.2 The OpenAL sound system
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5. Bugreports
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6. Bugreports
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7. FAQ
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6. FAQ
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===============================================================================
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@ -276,106 +266,7 @@ Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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3. Installation on OS X
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=======================
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Yamagi Quake II has full support for Apple OS X. All features are
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supported, including the IPv6 network code and the OpenAL sound backend.
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Installation can be done by using the binary release (this is highly
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recommended) or by compiling the source.
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ATTENTION: OS X is currently unsupported. I neither have a Mac nor the time to
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maintain this platform. If you're interested in spending work on OS X please
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write an e-mail to quake2@yamagi.org.
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3.1 Supported Systems
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---------------------
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Yamagi Quake II should run on every Mac with Intel CPU and OS X 10.6
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or higher.
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3.2 Retail Version
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------------------
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If you own Quake II, first get the official point release to Quake II 3.20:
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ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
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Use this and only this file! Unofficial pointreleases or something like
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that will not work and may crash your game!
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Extract the file into a new directory (we recommend quake2\) and remove
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the following files and directories:
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- 3.20_Changes.txt
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- quake2.exe
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- ref_gl.dll
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- ref_soft.dll
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- baseq2\gamex86.dll
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- baseq2\maps.lst
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- ctf\ctf2.ico
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- ctf\gamex86.dll
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- ctf\readme.txt
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- ctf\server.cfg
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- xatrix\gamex86.dll
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- rogue\gamex86.dll
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Now put the Quake II CD-ROM into your cd drive and copy "pak0.pak" and
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the directory "video\" to the "baseq2\" directory of your installation.
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3.3 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.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
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Extract this file into a new directory and delete everything but
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"baseq2\pak0.pak" and the "baseq2\players\" directory. No patching
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is needed for the demo, in fact it would break it.
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3.4 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 separately. You can get them at http://www.yamagi.org/quake2,
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both contain installation instructions. But nevertheless you'll need an
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installation of the full Quake II game with our client for playing them.
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The same applies to the "ctf" capture the flag addon.
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3.5 Binary Installation
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-----------------------
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We highly recommend, that you use our binary release of Yamagi Quake 2.
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Extract the zip archive and right click on the app. Select "Show Contents",
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a new finder window will open. Navigate to Contents/Resources/baseq2 and
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copy the contents of the baseq2/ folder (created while preparing the game
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data, see above) into it. Close the finder windows. Yamagi Quake II is
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now ready.
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3.6 Compiling
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-------------
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Compiling Yamagi Quake II from source is unnecessary as long as you will not
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use the github version or want to develop on OS X. If you really want to
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compile Yamagi Quake II by yourself follow these steps:
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1. Make sure that you've installed XCode with the "Unix Develoment Tools".
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Depending on your OS X version the name of these can be different.
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2. Extract the framework found in stuff/osx-frameworks to /Libraries/
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Frameworks. It's generally a good idea to use our versions since
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other builds might be incompatible.
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3. Open a terminal and navigate to the Yamagi Quake II source code. Type
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"make" to compile it. After that the binaries can be found in the release/
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directory.
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The binaries can be put into an app-bundle (see 3.5 Binary Installation) or
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used in the classic classic unix way. In the latter case the game be started
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at the command line. Be aware that the app-bundle support has to be deactivated
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in the Makefile, otherwise the game is unable to find it's libraries!
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3.7 Default Configuration
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-------------------------
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Quake II ships with an old and for today standards "insane" default
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configuration. This is no problem since you can alter everything. To make your
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life easier Yamagi Quake II contains an updated default configuration.
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If you want to use it just copy "stuff\yq2.cfg" to your "baseq2\" folder.
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Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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4. OGG/Vorbis playback
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3. OGG/Vorbis playback
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======================
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Since most modern CD-ROM and DVD drives don't have an analog audio output and
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most sound codecs don't have the appropriate input header, it's not possible to
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@ -383,7 +274,7 @@ use CD audio as background music on such systems. With SDL 2.0 CD audio is
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unsupported Therefore OGG/Vorbis music support has been added to Yamagi Quake
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II.
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4.1 Setup for the original soundtrack:
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3.1 Setup for the original soundtrack:
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--------------------------------------
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Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
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rip the audiotracks into OGG/Vorbis files. These files must be named after their
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and set "OGG music" to enabled. "CD music" will be automaticly disabled.
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Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
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4.2 Setup for other music and playlists:
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3.2 Setup for other music and playlists:
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----------------------------------------
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You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
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If shuffle is enabled, Quake II will shuffle through all files, otherwise it
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A playlist is also supported. Just put the filenames into music/playlist
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(a plain text file) and start the game.
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4.3 Manual control:
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3.3 Manual control:
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-------------------
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For manual control of ogg playback the following console commands are available:
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- ogg_status
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Display status ("playing a file", "paused", "stopped", etc).
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4.4 Console variables:
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3.4 Console variables:
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----------------------
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- ogg_enable {0 | 1}
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Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
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===============================================================================
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5. Configuration
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4. Configuration
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================
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While configuring Quake II is straight forward some rough edges can arise.
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Before reporting bugs or mailing us please read this section all the hints
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covered in it!
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5.1 Video
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4.1 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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calculates a more or less optimal scaling factor, matching the artwork size
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at a resolution of 640x480.
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5.2 Input
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4.2 Input
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---------
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Quake II had a rather simple input system, even back in 1997. It just mapped
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Windows 95 mouse directly on movements. That was a very acurate way to do it,
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impossible to add modern acceleration to Quake II since most of the needed data
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isn't available to the input backend.
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5.3 Sound
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4.3 Sound
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---------
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Quake II featured one of the best sound systems of it's time (for example it had
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support for realtime calculated stereo effects) but sadly it was totaly broken.
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featured an optional OpenAL sound system, enabling better stereo calculations
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and even surround support.
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5.3.1 The classic sound system
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4.3.1 The classic sound system
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------------------------------
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This is the original sound implementation, as used in the first release of Quake
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II in 1997. It featured stereo calculations for most samples. It's disabled by
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card 0
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}
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5.3.2 The OpenAL sound system
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4.3.2 The OpenAL sound system
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-----------------------------
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This is a sound system based upon the popular OpenAL audio library. It features
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surround playback which gives a huge improvement in sound quality and gameplay
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experience. It's enabled by default, but can be disabled by setting "s_openal"
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to "0", followed by a "snd_restart". To work correctly it's in the need of a
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correctly configured OpenAL implementation! On OS X and Windows the default
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sand urround playback which gives a huge improvement in sound quality and
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gameplay experience. It's enabled by default, but can be disabled by setting
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"s_openal" to "0", followed by a "snd_restart". To work correctly it's in the
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need of a correctly configured OpenAL implementation! On Windows the default
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configuration is okay. On FreeBSD, Linux and OpenBSD OpenAL is configured in the
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file ~/.alsoftrc (for the openal-soft implementation, other implementations may
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vary). The most important options (tested with OpenAL Soft 1.14) are:
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===============================================================================
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6. Bugreports
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5. Bugreports
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=============
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Something is not working as expected? An elevator is broken? An enemy doesn't
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move? Or the whole game is just crashing? Just open a new github issue at
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===============================================================================
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7. FAQ
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6. FAQ
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======
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How do I open the console?
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./q2ded +set ip "[2001:db8::1]"
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Where can I find the configuartion file?
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- It's located at ~/.yq2/game/config.cfg (FreeBSD, Linux, OpenBSD and OS X) or
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- It's located at ~/.yq2/game/config.cfg (FreeBSD, Linux and OpenBSD) or
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...\Documents\YamagiQ2\game\config.cfg (Windows). Replace "game" by the mod
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name, e.g. "baseq2/" for the main game.
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My mod crashes at startup.
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- This is known problem of some mods. A workaround is to create the working
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directory by hand:
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mkdir -p ~/.yq2/$moddir (FreeBSD, Linux, OpenBSD and OS X)
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mkdir -p ~/.yq2/$moddir (FreeBSD, Linux, OpenBSD)
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...\Documents\YamagiQ2\$moddir (Windows)
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Only parts of the maps are rendered!
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decisions in the original defaults.cfg. Please do not alter it,
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unless you know what you're doing! It may beak the game!
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Why isn't there an "underwater sound effect" when playing under OS X?
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- That's a limitation of OS X. Apples OpenAL implementation doesn't
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support sound effects.
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Why is the FOV different than in id Softwares client?
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- id Softwares client was designed to work an 4:3 screens only. Setting
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the FOV kept the aspect ratio, expanded the view angle in height and
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