mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-19 07:51:03 +00:00
Correct some typos
This commit is contained in:
parent
292ed674a2
commit
8e846291e3
1 changed files with 12 additions and 11 deletions
23
README
23
README
|
@ -89,9 +89,9 @@ If you haven't got Quake II, try the demo version. Get it here:
|
|||
ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
|
||||
|
||||
Create a new quake2/ directory with a baseq2/ sub-directory and put the
|
||||
pak0.pak and the players/ sub-directory you can find within the unzipped
|
||||
files (in Install/Data/baseq2/) in your baseq2-directory. No patching
|
||||
is needed for the demo, in fact it would break it.
|
||||
pak0.pak and the players/ sub-directory, you can find it within the
|
||||
unzipped files (in Install/Data/baseq2/), in your baseq2-directory. No
|
||||
patching is needed for the demo, in fact it would break it.
|
||||
|
||||
1.3 Addons
|
||||
----------
|
||||
|
@ -149,7 +149,7 @@ drive or customized playlists.
|
|||
--------------------------------------
|
||||
Put your Quake II CD-ROM in your drive, start your favorite CD extractor
|
||||
and rip the audiotracks into OGG/Vorbis files. These files must be named
|
||||
after their track number. Remember! Since the first track on the CD ist
|
||||
after their track number. Remember! Since the first track on the CD is
|
||||
"data", the first audio track is number 2! If everything is done
|
||||
correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg. Alternatively you
|
||||
can use a script provided by caedes, which can be found in the folder
|
||||
|
@ -166,7 +166,7 @@ You can put normal OGG/Vorbis files into baseq2/music or your_mod/music.
|
|||
If shuffle is enabled, Quake II will shuffle through all files.
|
||||
Otherwise it will loop through the track associated with the map.
|
||||
Therefore playlists can be used. Just put the filenames into
|
||||
music/playlists (a plain text file) and start the game. For manual
|
||||
music/playlist (a plain text file) and start the game. For manual
|
||||
control there are some cvars. Remember: these are only available, if "OGG
|
||||
music" is enabled!
|
||||
|
||||
|
@ -228,7 +228,7 @@ music" is enabled!
|
|||
3. Configuration
|
||||
================
|
||||
While configuring Quake II is straight forward some rough edges can
|
||||
arise. Bevor reporting bugs or mailing me please read this section all
|
||||
arise. Before reporting bugs or mailing me please read this section all
|
||||
the hints covered in it!
|
||||
|
||||
3.1 Video
|
||||
|
@ -259,7 +259,7 @@ the most common questions are answered.
|
|||
slow? This is the fault of Mesa3D and it's broken point parameters
|
||||
OpenGL extensions. The only solution is to disable the extension but
|
||||
this'll lower the optical quality of the game. Particles won't be any
|
||||
longer perfext round but'll have eight edges. Set
|
||||
longer perfect round but'll have eight edges. Set
|
||||
"gl_ext_pointparameters" to 0.
|
||||
|
||||
- The game is bright enough but it's also washed out and dull: You need
|
||||
|
@ -320,13 +320,13 @@ should solve most if not all problems.
|
|||
- The earthquake sound sample is distorted
|
||||
This is not a fault of the sound code but of the sound sample itself.
|
||||
It's mostly made of very low frequency noices and sampled in only
|
||||
22kHz, bringing cheap onboad soundcards to the limit. The only
|
||||
22kHz, bringing cheap onboard soundcards to the limit. The only
|
||||
solution would be to change the sample...
|
||||
|
||||
- The sound is stuttering and cracking
|
||||
This is most likely a problem on your side! First make sure that your
|
||||
SDL sound backend is installed proberly. Does the sound work in other
|
||||
SDL games like ioQuake3? If possible remove all sound servers from
|
||||
SDL games like ioquake3? If possible remove all sound servers from
|
||||
your stack and use the plain OSS or ALSA via libalsa. If everything
|
||||
fails try create an ~/.asoundrc with this contents:
|
||||
|
||||
|
@ -426,12 +426,13 @@ deathmatch and / or CTF freaks?
|
|||
code and a better client<->server integration. Take a look at EGL, r1q2
|
||||
or AprQ2. At least r1q2 should work on unixlike operating systems.
|
||||
|
||||
Move movement is fucked up! I can jump much higher and longer as it used
|
||||
The movement is fucked up! I can jump much higher and longer as it used
|
||||
to be! What's wrong?
|
||||
- You're experiencing the Quake II version of the famous Q3A 125hz bug.
|
||||
When Quake II draws more than about 100 FPS the movement calculations
|
||||
go wrong and you can jump much higher. To solve this set "cl_maxfps"
|
||||
to about 95 FPS.
|
||||
to about 95 FPS. And no, we won't fix it since it would be very
|
||||
invasive and most likely break a lot of other things.
|
||||
|
||||
Can I use texture sets with Yamagi Quake 2?
|
||||
- No, you can't. Yamagi Quake 2 is dedicated to a game experience like
|
||||
|
|
Loading…
Reference in a new issue