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Document the Windows support in the README
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README
217
README
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@ -10,10 +10,10 @@ This is the Yamagi Quake II Client, an enhanced Version of id Software's
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Quake II. The main focus is single player, the gameplay and the graphics are
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Quake 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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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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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 most unix-like
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processors and operating systems. This code should run on Windows XP or higher
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operating systems (only FreeBSD and Linux are officially supported and tested,
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and on most unix-like operating systems (only FreeBSD and Linux are officially
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for other systems you'd at least have to edit the Makefile), just type "make" or
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supported and tested, for other systems you'd at least have to edit the
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"gmake" to compile.
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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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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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Software's original code drop. Additional code and patches by many contributers
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@ -24,7 +24,7 @@ file for further information.
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Content of this file:
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Content of this file:
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--------------------
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--------------------
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1. Installation
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1. Installation on FreeBSD and Linux
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1.1 Supported Systems
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1.1 Supported Systems
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1.2 Retail Version
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1.2 Retail Version
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1.3 Demo Version
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1.3 Demo Version
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@ -32,31 +32,40 @@ Content of this file:
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1.5 Compiling
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1.5 Compiling
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1.6 Default Configuration
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1.6 Default Configuration
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2. OGG/Vorbis playback
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2. Installation on Microsoft Windows
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2.1 Setup for the original soundtrack
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2.1 Supported Systems
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2.2 Setup for other music and playlists
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2.2 Retail Version
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2.3 Manual control
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2.3 Demo Version
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2.4 Console variables
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2.4 Addons
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2.5 Binary Installation
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2.6 Compiling
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2.7 Default Configuration
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3. Configuration
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3. OGG/Vorbis playback
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3.1 Video
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3.1 Setup for the original soundtrack
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3.2 Input
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3.2 Setup for other music and playlists
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3.3 Sound
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3.3 Manual control
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3.3.1 The classic sound system
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3.4 Console variables
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3.3.2 The OpenAL sound system
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4. Bugreports
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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. FAQ
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5. Bugreports
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6. FAQ
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===============================================================================
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===============================================================================
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1. Installation
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1. Installation on FreeBSD and Linux
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==============
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====================================
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Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
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Note: If you're using Debian Linux or a derived distribution like Ubuntu, you
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probably want to use the packages that are linked in the Download section at
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probably want to use the packages that are linked in the Download section at
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http://www.yamagi.org/quake2/debian.html
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http://www.yamagi.org/quake2/debian.html They'll even assist you in installing
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They'll even assist you in installing the game data.
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the game data.
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1.1 Supported Systems:
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1.1 Supported Systems:
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----------------------
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----------------------
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@ -64,17 +73,16 @@ Officially, only Linux and FreeBSD on i386 (x86) and amd64 (x86_64) compatible
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CPUs are supported. Other (Unix-like) Operating Systems and hardware
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CPUs are supported. Other (Unix-like) Operating Systems and hardware
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architectures are untested and may need small changes, at least in the Makefile.
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architectures are untested and may need small changes, at least in the Makefile.
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Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
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Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL;
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OpenGL ES will not work yet. It's in progress. The only tested compilers are gcc
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OpenGL ES will not work. The only tested compilers are gcc 4.2 (or later) and
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4.2 (or later) and clang 3.0 (or later).
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clang 3.0 (or later). Patches (or better Github pull request) for other
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platforms are welcome. :-)
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Patches (or better Github pull request) for other platforms are welcome :-)
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1.2 Retail Version:
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1.2 Retail Version:
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-------------------
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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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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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ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe Use this and
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Use this and only this file! Unofficial "linux pointreleases" or something like
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only this file! Unofficial "linux pointreleases" or something like that will
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that will not work and may crash your game!
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not work and may crash your game!
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Create a new directory "quake2/" and extract (with unzip) the file you just
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Create a new directory "quake2/" and extract (with unzip) the file you just
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downloaded into it. Even if the file extension is ".exe" it's a self-extracting
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downloaded into it. Even if the file extension is ".exe" it's a self-extracting
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@ -100,11 +108,11 @@ the directory "video/" to the "baseq2/" directory of your installation.
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If you haven't got Quake II, try the demo version. Get it here:
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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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ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
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Unzip this file (again, it's a self-extracting zip file).
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Unzip this file (again, it's a self-extracting zip file). Create a new
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Create a new "quake2/" directory with a "baseq2/" sub-directory and put the
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"quake2/" directory with a "baseq2/" sub-directory and put the "pak0.pak"
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"pak0.pak" and the "players/" sub-directory, you can find them within the
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and the "players/" sub-directory, you can find them within the unzipped
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unzipped files (in Install/Data/baseq2/), in your "baseq2/" directory. No
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files (in Install/Data/baseq2/), in your "baseq2/" directory. No patching
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patching is needed for the demo, in fact it would break it.
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is needed for the demo, in fact it would break it.
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1.4 Addons
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1.4 Addons
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----------
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----------
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@ -151,14 +159,119 @@ Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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===============================================================================
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2. OGG/Vorbis playback
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2. Installation on Microsoft Windows
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====================================
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Yamagi Quake II has full support for Microsoft Windows. 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 with MinGW.
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2.1 Supported Systems
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---------------------
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Yamagi Quake II should run on Windows XP or higher, older versions are not
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supported. You'll need a graphics card with support for at least OpenGL 1.1
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(OpenGL 1.4 is recommended). Both x86 and x86_64 Windows installations are
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supported.
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2.2 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 delete
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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 cancel the installtion.
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Copy "pak0.pak" and the directory "video\" to the "baseq2\" directory of your
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installation.
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2.3 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.pk2" and the "baseq2\video\" directory. No patching
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is needed for the demo, in fact it would break it.
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2.4 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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2.5 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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Just extract at over the directory created in step 2.3 or 2.4. If you
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want to copy the files by hand, just copy them over by preserving the
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directory structure.
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2.6 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 Windows. If you relly want to
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compile Yamagi Quake II by yourself follow these steps:
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1. Grab a copy of Nuwens MinGW distribution from http://nuwen.net/mingw.html
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Our code is tested with version 9.0, newer version may work but we can not
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guarantee that. Extract the distribution to a directory of your choice.
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2. Grab a copy of OpenAL Soft from http://kcat.strangesoft.net/openal.html
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(the binary release for Windows). Our code is tested with version 1.14.
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Extract it and put the include\AL directory into the include\ directory
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of the MinGW distribution.
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3. Open the command window of Nuwens MinGW distribution, navigate to your
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copy of the Yamagi Quake II source and type "make". This'll build the
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Windows binaries.
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After compiling, copy the following files from "release\" to your Quake II
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installation preserving the directory structure:
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- q2ded.exe
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- quake2.exe
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- ref_gl.dll
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- baseq2\game.dll
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You'll need a "openal32.dll" and an "SDL.dll" next to "quake2.exe". You can use
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and rename the OpenAL DLL that came with OpenAL Soft. We recommend to use a
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"SDL.dll" from http://libsdl.org and not the one supplied with Nuwens MinGW
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distribution.
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2.7 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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3. OGG/Vorbis playback
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======================
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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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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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most sound codecs don't have the appropriate input header, it's not possible to
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use CD audio as background music on such systems. Therefore OGG/Vorbis music
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use CD audio as background music on such systems. Therefore OGG/Vorbis music
|
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support has been added to Yamagi Quake II.
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support has been added to Yamagi Quake II.
|
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|
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2.1 Setup for the original soundtrack:
|
3.1 Setup for the original soundtrack:
|
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--------------------------------------
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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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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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rip the audiotracks into OGG/Vorbis files. These files must be named after their
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@ -171,7 +284,7 @@ Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
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and set "OGG music" to enabled. "CD music" will be automaticly disabled.
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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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Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
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2.2 Setup for other music and playlists:
|
3.2 Setup for other music and playlists:
|
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----------------------------------------
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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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You can put any OGG/Vorbis files into "baseq2/music/" or "your_mod/music/".
|
||||||
If shuffle is enabled, Quake II will shuffle through all files, otherwise it
|
If shuffle is enabled, Quake II will shuffle through all files, otherwise it
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@ -179,7 +292,7 @@ will loop through the track associated with the map.
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A playlist is also supported. Just put the filenames into music/playlist
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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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(a plain text file) and start the game.
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|
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2.3 Manual control:
|
3.3 Manual control:
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||||||
-------------------
|
-------------------
|
||||||
For manual control of ogg playback the following console commands are available:
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For manual control of ogg playback the following console commands are available:
|
||||||
|
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|
@ -212,7 +325,7 @@ For manual control of ogg playback the following console commands are available:
|
||||||
- ogg_status
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- ogg_status
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Display status ("playing a file", "paused", "stopped", etc).
|
Display status ("playing a file", "paused", "stopped", etc).
|
||||||
|
|
||||||
2.4 Console variables:
|
3.4 Console variables:
|
||||||
----------------------
|
----------------------
|
||||||
- ogg_enable {0 | 1}
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- ogg_enable {0 | 1}
|
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Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
|
Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0".
|
||||||
|
@ -236,13 +349,13 @@ For manual control of ogg playback the following console commands are available:
|
||||||
|
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
3. Configuration
|
4. Configuration
|
||||||
================
|
================
|
||||||
While configuring Quake II is straight forward some rough edges can arise.
|
While configuring Quake II is straight forward some rough edges can arise.
|
||||||
Before reporting bugs or mailing us please read this section all the hints
|
Before reporting bugs or mailing us please read this section all the hints
|
||||||
covered in it!
|
covered in it!
|
||||||
|
|
||||||
3.1 Video
|
4.1 Video
|
||||||
---------
|
---------
|
||||||
For most people the options in the "Video" menu are sufficent. But there
|
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
|
are some things that can and in some cases must be tuned via cvars. Here
|
||||||
|
@ -305,7 +418,7 @@ the most common questions are answered.
|
||||||
"vid_restart" aftwards.
|
"vid_restart" aftwards.
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||||||
|
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||||||
|
|
||||||
3.2 Input
|
4.2 Input
|
||||||
---------
|
---------
|
||||||
Quake II had a rather simple input system, even back in 1997. It just mapped
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Quake II had a rather simple input system, even back in 1997. It just mapped
|
||||||
Windows 95 mouse directly on movements. That was a very acurate way to do it,
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Windows 95 mouse directly on movements. That was a very acurate way to do it,
|
||||||
|
@ -335,7 +448,7 @@ There are some cvar to adjust:
|
||||||
impossible to add modern acceleration to Quake II since most of the needed data
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impossible to add modern acceleration to Quake II since most of the needed data
|
||||||
isn't available to the input backend.
|
isn't available to the input backend.
|
||||||
|
|
||||||
3.3 Sound
|
4.3 Sound
|
||||||
---------
|
---------
|
||||||
Quake II featured one of the best sound systems of it's time (for example it had
|
Quake II featured one of the best sound systems of it's time (for example it had
|
||||||
support for realtime calculated stereo effects) but sadly it was totaly broken.
|
support for realtime calculated stereo effects) but sadly it was totaly broken.
|
||||||
|
@ -348,7 +461,7 @@ scratch. This should solve most if not all problems. Yamagi Quake II 4.20
|
||||||
featured an optional OpenAL sound system, enabling better stereo calculations
|
featured an optional OpenAL sound system, enabling better stereo calculations
|
||||||
and even surround support.
|
and even surround support.
|
||||||
|
|
||||||
3.3.1 The classic sound system
|
4.3.1 The classic sound system
|
||||||
------------------------------
|
------------------------------
|
||||||
This is the original sound implementation, as used in the first release of Quake
|
This is the original sound implementation, as used in the first release of Quake
|
||||||
II in 1997. It featured stereo calculations for most samples. It's disabled by
|
II in 1997. It featured stereo calculations for most samples. It's disabled by
|
||||||
|
@ -378,7 +491,7 @@ default and can be reenables by setting "s_openal" to "0", followed by
|
||||||
card 0
|
card 0
|
||||||
}
|
}
|
||||||
|
|
||||||
3.3.2 The OpenAL sound system
|
4.3.2 The OpenAL sound system
|
||||||
-----------------------------
|
-----------------------------
|
||||||
This is a sound system based upon the popular OpenAL audio library. It features
|
This is a sound system based upon the popular OpenAL audio library. It features
|
||||||
surround playback which gives a huge improvement in sound quality and gameplay
|
surround playback which gives a huge improvement in sound quality and gameplay
|
||||||
|
@ -402,7 +515,7 @@ important options (tested with OpenAL Soft 1.14) are:
|
||||||
|
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
4. Bugreports
|
5. Bugreports
|
||||||
=============
|
=============
|
||||||
Something is not working as expected? An elevator is broken? An enemy doesn't
|
Something is not working as expected? An elevator is broken? An enemy doesn't
|
||||||
move? Or the whole game is just crashing? Just open an issue at
|
move? Or the whole game is just crashing? Just open an issue at
|
||||||
|
@ -440,7 +553,7 @@ Valgrind reports many, many memory leaks!
|
||||||
|
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
5. FAQ
|
6. FAQ
|
||||||
======
|
======
|
||||||
|
|
||||||
How do I open the console?
|
How do I open the console?
|
||||||
|
@ -519,13 +632,15 @@ Can I connect to an IPv6 server?
|
||||||
./q2ded +set ip "[2001:db8::1]"
|
./q2ded +set ip "[2001:db8::1]"
|
||||||
|
|
||||||
Where can I find the configuartion file?
|
Where can I find the configuartion file?
|
||||||
- It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name,
|
- It's located at ~/.yq2/game/config.cfg (FreeBSD and Linux) or
|
||||||
e.g. "baseq2/" for the main game.
|
C:\Users\Username\Documents\YamagiQ2\game\config.cfg (Windows).
|
||||||
|
Replace "game" by the mod name, e.g. "baseq2/" for the main game.
|
||||||
|
|
||||||
My mod crashes at startup.
|
My mod crashes at startup.
|
||||||
- This is known problem, yet to be analyzed. A workaround is to create the
|
- This is known problem, yet to be analyzed. A workaround is to create the
|
||||||
working directory by hand:
|
working directory by hand:
|
||||||
mkdir -p ~/.yq2/$moddir
|
mkdir -p ~/.yq2/$moddir (FreeBSD and Linux)
|
||||||
|
C:\Users\Username\Documents\YamagiQ2\$moddir (Windows)
|
||||||
|
|
||||||
Only parts of the maps are rendered!
|
Only parts of the maps are rendered!
|
||||||
- By default the maximum view distance is 2300 units. You can widen it up
|
- By default the maximum view distance is 2300 units. You can widen it up
|
||||||
|
@ -535,7 +650,7 @@ Why has Yamagi Quake II no support for joysticks?
|
||||||
- Because nobody has implemented it yet and egoshooters like Quake II
|
- Because nobody has implemented it yet and egoshooters like Quake II
|
||||||
are not really meant to be played with joysticks, gamepads or anything
|
are not really meant to be played with joysticks, gamepads or anything
|
||||||
like that. If you really need joystick support you can use a joystick
|
like that. If you really need joystick support you can use a joystick
|
||||||
to keyboard translator like joytran:
|
to keyboard translator like joytran (for FreeBSD and Linux):
|
||||||
http://chiselapp.com/user/beyert/repository/joytran/index
|
http://chiselapp.com/user/beyert/repository/joytran/index
|
||||||
|
|
||||||
==============================================================================
|
==============================================================================
|
||||||
|
|
Loading…
Reference in a new issue