Update README

* remove link to our debian packages, we don't do that anymore
  -> mention debian/ubuntu packages instead
* remove references to libjpeg, we don't use that anymore
* Link to retex pack was broken, replace with our mirror, mention that
  the ones in models.zip suck
* Fix some typos
This commit is contained in:
Daniel Gibson 2015-04-12 17:56:18 +02:00
parent e6646fb1e4
commit 9265dc8cbe
1 changed files with 14 additions and 13 deletions

27
README
View File

@ -72,10 +72,13 @@ Content of this file:
1. Installation on (Free|Open)BSD and Linux 1. Installation on (Free|Open)BSD and Linux
=========================================== ===========================================
Note: If you're using Debian Linux or a derived distribution like Ubuntu, you Note: Some Linux distributions have packages of Yamagi Quake II that might even
probably want to use the packages that are linked in the Download section at assist you in installing the game data.
http://www.yamagi.org/quake2/debian.html They'll even assist you in installing In Debian and Ubuntu it's called "yamagi-quake2", the package
the game data. "game-data-packager" should help you with installing the game data.
Note however that those packages are usually outdated a few versions, so if you
encounter any bugs in them it's possible that we have already fixed those bugs
in a later release.
1.1 Supported Systems: 1.1 Supported Systems:
---------------------- ----------------------
@ -144,11 +147,10 @@ the requirement of most of this depencenies can be removed, but
it'll lead to the loss of features): it'll lead to the loss of features):
- A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.) - A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.)
- OpenGL system headers - OpenGL system headers
- libjpeg (version 8 or higher)
- libogg with development headers - libogg with development headers
- libvorbis with development headers - libvorbis with development headers
- OpenAL with development headers - OpenAL with development headers
- SDL 1.2 or 2.0 (the later is recommended) with development headers - SDL 1.2 or 2.0 (the latter is recommended) with development headers
and sdl-config(1) and sdl-config(1)
- ZLib - ZLib
@ -352,7 +354,6 @@ compile Yamagi Quake II by yourself follow these steps:
brew install openal-soft --universal brew install openal-soft --universal
brew install libogg --universal brew install libogg --universal
brew install libvorbis --universal brew install libvorbis --universal
brew install libjpeg --universal
3. Open a terminal and navigate to the Yamagi Quake II source code. Type 3. Open a terminal and navigate to the Yamagi Quake II source code. Type
"make" to compile it. After that the binaries can be found in the release/ "make" to compile it. After that the binaries can be found in the release/
@ -519,11 +520,11 @@ the most common questions are answered.
- Yamagi Quake II has support for the high resolution retexturing pack, created - Yamagi Quake II has support for the high resolution retexturing pack, created
by the community. Installation is easy: by the community. Installation is easy:
1. Download q2_textures.zip and/or models.zip from 1. Download q2_textures.zip from http://deponie.yamagi.org/quake2/texturepack/
http://www-personal.umich.edu/~jimw/q2/ (There's also models.zip, but not all contained textures fit on the
2. Extract one or both files into the "baseq2/" directory of your Quake II original Quake II models and thus look broken.)
installation, so that the new directories "baseq2/textures/" and/or 2. Extract the file into the "baseq2/" directory of your Quake II
"baseq2/models/" are created. installation, so that the new directories "baseq2/textures/" is created.
The retexturing pack is used by default if it's installed. It can be switched The retexturing pack is used by default if it's installed. It can be switched
off at any time by setting "gl_retexturing" to "0" and executing off at any time by setting "gl_retexturing" to "0" and executing
"vid_restart" aftwards. "vid_restart" aftwards.
@ -533,7 +534,7 @@ the most common questions are answered.
followd by a vid_restart. Please note that very old graphic cards may not followd by a vid_restart. Please note that very old graphic cards may not
support antialiasing at all. support antialiasing at all.
- It's possible to upscale nearly all 2D artwork. This is especially usefull on - It's possible to upscale nearly all 2D artwork. This is especially useful on
high resolution displays were the cosole and HUD can become very small or even high resolution displays were the cosole and HUD can become very small or even
unreadable. Scaling support is devided into 3 parts which are controlled by unreadable. Scaling support is devided into 3 parts which are controlled by
cvars: cvars: