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Fixed typos and other minor stuff in README
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73
README
73
README
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@ -8,14 +8,14 @@
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This is the Yamagi Quake II Client, an enhanced Version of id Software's
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Quake II. Main focus is single player, the gameplay and the graphics are
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unchanged but many bugs were fixed. Other than most other Quake II ports
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Yamagi Quake II is full 64 bit clean thus and works perfekt on modern
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amd64 prozessors and operating system This code should run on most
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unixlike operating system, just type "make" oder "gmake" to compile.
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Yamagi Quake II is full 64 bit clean so it works perfectly on modern amd64
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processors and operating systems. This code should run on most unix-like
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operating systems, just type "make" or "gmake" to compile.
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This code is based upon Icculus Quake II, which itself is build 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
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contributers were used. It's released under the terms of the GPL version
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2. You can read the whole licence under http://www.gnu.org/.
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contributers were used. It's released under the terms of the GPL version 2.
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You can read the whole licence under http://www.gnu.org/.
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===============================================================================
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@ -55,8 +55,8 @@ you in installing the game data.
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1.1 Retail version:
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-------------------
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If you own Quake II, first get the official point release to Quake II
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3.20: ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe
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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 "linux pointreleases" or something
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like that will not work and crash your game!
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@ -97,7 +97,7 @@ is needed for the demo, in fact it would break it.
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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 seperatly. You can get them at http://www.yamagi.org/quake2,
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both contains installation instructions. But nevertheless you'll need
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both contain installation instructions. But nevertheless you'll need
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the client and the main game installed for playing them.
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1.4 Dependencies:
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@ -157,8 +157,8 @@ You can put normal 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.
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Otherwise it will loop through the track associated with the map.
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Therefore playlists can be used. Just put the filenames into
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music/playlists (a plain text file) and start the game. For manuell
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control there are some cvar. Remember, these are only available, if "OGG
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music/playlists (a plain text file) and start the game. For manual
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control there are some cvars. Remember: these are only available, if "OGG
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music" is enabled!
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2.3 Manual control:
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@ -218,26 +218,29 @@ music" is enabled!
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3. Configuration
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================
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While configuring Quake II is straight forward some rogue edges can
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While configuring Quake II is straight forward some rough edges can
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arise. Bevor reporting bugs or mailing me please read this section all
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the hints covered in it!
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3.1 Widescreen
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--------------
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Yamagi Quake II has full support for widescreen setups. Just select your
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favorite resolution and start a game. Now you'll need to adjust the fiel
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of view. Open the console with pressing "^" or "~" and set the fov cvar.
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Default is 90, I suggest 100 for 16:10 screens and 105 for 16:9.
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3.2 Video
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3.1 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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the most common questions are answered.
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- Yamagi Quake II has full support for widescreen setups. Just select your
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favorite resolution and start a game. Now you'll need to adjust the field
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of view. Open the console with pressing "^" or "~" and set the fov cvar.
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Default is 90, I suggest 100 for 16:10 screens and 105 for 16:9.
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- If your resolution is not in the list, it's also possible to set custom
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resolutions via the console: Set gl_customwidth and gl_customheight to the
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desired values. Change gl_mode to -1 or enter the "Video" menu and select
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"Custom" as video mode.
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- Sync problems resulting in tearing and artifacts in the lower half of
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the screen: These orginiate in the fact, that 1997 the modern LCD flat
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panel was invented but very expensive and much too slow for gaming.
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the screen: These orginiate in the fact, that in 1997 the modern LCD flat
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panel was invented, but very expensive and much too slow for gaming.
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Thus Quake II has problems when played on most flat panel monitors.
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The solution for this problem is simple. Just set "cl_maxfps" to the
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double sync frequenzy of your monitor. For most people this is 60hz *
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@ -256,24 +259,19 @@ the most common questions are answered.
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should be enough for most cases, but some setups require higher
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levels.
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- Yamagi Quake II offers a lot of predefined resolutions. But it's also
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possible to set custom resolutions via the console: Set gl_customwidth
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and gl_customheight to the desired values. Change gl_mode to -1 or enter
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the "Video" menu and select "Custom" as video mode.
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- Yamagi Quake II offers hardware gamma control in realtime via the
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"Video" menu. If Quake II is still too dark set the "vid_gamma"
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cvar by hand to values above 1.5.
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3.3 Input
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3.2 Input
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---------
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Quake II had a rather simple input system, even back then in 1997. It
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just mapped Windows 95 mouse events one to one on movements. That was a
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very acurate way to do it, Quake II was - like all other id Software
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games - much more acurate than most games out there. But there were some
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problems. First the mouse inut is dependend on the operation system
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problems. First the mouse inut is dependent on the operation system
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mouse driver. Another operating system or even another mouse and the
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inut changed drasticly. That sucked.
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inut changed drastically. That sucked.
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Yamagi Quake II features a from scratch rewritten mouse backend based on
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SDL. It gives you exactly the same mouse behavior, regardless of your
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@ -296,12 +294,12 @@ behavior in all cases. There are some cvar to adjust:
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it's nearly imposible to add modern acceleration to Quake II since
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most of the needed data isn't available to the inut backend.
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3.4 Sound
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3.3 Sound
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---------
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Quake II featured one of the best sound systems of it's time but sadly
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it was totaly broken. Therefor id Software rewrote once, later it was
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it was totaly broken. Therefore id Software rewrote it once, later it was
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rewritten again for the linux port. That fixed most visible problems but
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the code was just crap and broke again as time passed sound on computer
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the code was just crap and broke again as time passed and sound on computer
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evolved. For Yamagi Quake II 3.0 the sound system was overhauled,
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featuring a complete code audit of the upper layers with many bugfixes
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and memory leak plugs. The backend was rewritten from scratch. This
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@ -411,10 +409,9 @@ Are there bots for Quake II?
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Okay, Yamagi Quake II is for single player and coop. But what's with us
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deathmatch and / or CTF freaks?
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- Use another client. There are clients out there which offer a far
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better multiplayer experiences. They're featuring a greatly improved
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network code and a better client<->server integration. Take a look at
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EGL, r1q2 or AprQ2. At least r1w2 should work on unixlike operating
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systems.
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- Use another client. There are clients out there which offer far better
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multiplayer experiences. They're featuring a greatly improved network
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code and a better client<->server integration. Take a look at EGL, r1q2
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or AprQ2. At least r1q2 should work on unixlike operating systems.
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===============================================================================
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