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Makefile überarbeitet
Neue README
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3 changed files with 222 additions and 23 deletions
21
Makefile
21
Makefile
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@ -44,7 +44,7 @@ CC = gcc
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ifeq ($(ARCH),i386)
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CFLAGS_BASE = -O2 -ffast-math -funroll-loops -falign-loops=2 \
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-falign-jumps=2 -falign-functions=2 -fno-strict-aliasing \
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-Wall -pipe -g
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-fomit-frame-pointer -Wall -pipe -g
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endif
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ifeq ($(ARCH),x86_64)
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@ -62,7 +62,7 @@ endif
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OGGCFLAGS = -I/usr/include -I/usr/local/include
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# SDL
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SDLCFLAGS = $(shell sdl-config --cflags)
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SDLCFLAGS := $(shell sdl-config --cflags)
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# Client
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CFLAGS_CLIENT = $(CFLAGS_BASE)
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@ -76,15 +76,6 @@ CFLAGS_OPENGL = $(CFLAGS_BASE)
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CFLAGS_OPENGL += -I/usr/include -I/usr/local/include -I/usr/X11R6/include
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CFLAGS_OPENGL += -fPIC
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# This disables the use of
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# - GL_EXT_point_parameters
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# - GL_ARB_multitexture
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# - GL_SGIS_multitexture
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# Neccecery for some broken Mesa-Drivers like
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# xf86-video-radeonhd (crash) or xf86-video-ati
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# (very slow, ~20FPS)
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CFLAGS_OPENGL += -DBROKEN_GL
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# Game
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CFLAGS_GAME = $(CFLAGS_BASE)
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CFLAGS_GAME += -fPIC
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@ -107,10 +98,10 @@ endif
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OGGLDFLAGS = -lvorbis -lvorbisfile -logg
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# SDL
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SDLLDFLAGS=$(shell sdl-config --libs)
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SDLLDFLAGS := $(shell sdl-config --libs)
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# ZLib
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ZLDFLAGS = -lz
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ZLIBLDFLAGS = -lz
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# OpenGL
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OPENGLLDFLAGS = -shared
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@ -935,14 +926,14 @@ release/quake2 : $(CLIENT_OBJS) $(COMMON_OBJS) $(GAME_ABI_OBJS) \
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$(UNZIP_OBJ) $(SERVER_OBJS) $(POSIX_OBJS) $(SDL_OBJS)
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$(CC) $(CFLAGS_CLIENT) -o $@ $(CLIENT_OBJS) $(COMMON_OBJS) $(GAME_ABI_OBJS) \
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$(SERVER_OBJS) $(POSIX_OBJS) $(SDL_OBJS) $(UNZIP_OBJ) $(LDFLAGS) \
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$(SDLLDFLAGS) $(OGGLDFLAGS) $(ZLDFLAGS)
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$(SDLLDFLAGS) $(OGGLDFLAGS) $(ZLIBLDFLAGS)
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# Dedicated Server
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release/q2ded : $(DEDICATED_SERVER_OBJS) $(DEDICATED_SERVER_COMMON_OBJS) \
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$(GAME_ABI_OBJS) $(DEDICATED_SERVER_POSIX_OBJS) $(UNZIP_OBJ)
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$(CC) $(CFLAGS_DEDICATED_SERVER) -o $@ $(DEDICATED_SERVER_OBJS) \
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$(DEDICATED_SERVER_COMMON_OBJS) $(GAME_ABI_OBJS) $(UNZIP_OBJ)\
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$(DEDICATED_SERVER_POSIX_OBJS) $(LDFLAGS) $(ZLDFLAGS)
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$(DEDICATED_SERVER_POSIX_OBJS) $(LDFLAGS) $(ZLIBLDFLAGS)
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# OpenGL refresher
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release/ref_gl.so : $(OPENGL_OBJS) $(OPENGL_POSIX_OBJS) $(OPENGL_GAME_OBJS)
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223
README
223
README
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@ -1,13 +1,222 @@
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* ****************************** *
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* Yamagi Quake II *
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* http://www.yamagi.org/quake2 *
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* ****************************** *
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===============================================================================
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This is the Yamagi Quake II Client, an enhanced Version of id Software's
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legendary Quake II. Main focus is single player, the gameplay is
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unchanged but many bugs were fixed. This code should run under any POSIX
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compliant operating system, just type "make" oder "gmake" to compile.
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Remeber, you'll need a working SDL installation and the OpenGL system
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headers!
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This code is based upon Icculus Quake II, which is based upon id
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Software's original code drop. It's released under the terms of the GPL
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version 2. You can read the licence under
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http://www.gnu.org/licenses/gpl-2.0.html#TOC1
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This code is based upon Icculus Quake II, which itself is based 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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For more information visit http://www.yamagi.org/quake2
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===============================================================================
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Content of this file:
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--------------------
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1. Installation
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1.1 Retail version
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1.2 Demo version
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1.3 Dependencies
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1.4 Compiling
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2. OGG/Vorbis playback
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2.1 Setup for the original soundtrack
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2.2 Setup for other music and playlists
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2.3 Manual control
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2.4 Console variables
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3. Widescreen setup
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4. Bugreports
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===============================================================================
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1. Installation
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==============
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Note: If you're using Debian Linux or a derived Distribution like
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Ubuntu, you probably want to use the packages that are linked in the
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Download section at http://www.yamagi.org/quake2. They'll even assist
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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: http://www.quake.de/index.php?action=fileinfo&q=q2&element=21
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Create a new directory "quake2/" and extract the just file you just
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downloaded into it. Even if the file extension is ".exe" it's just a
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normal zip file. Now delete the following files and directories:
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- 3.20_Changes.txt
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- index.html
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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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- DOCS/
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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 the file
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"pak0.pak" and the directory "video/" to the baseq2-directory of your
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installation.
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1.2 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.fu-berlin.de/pc/msdos/games/idgames/idstuff/quake2/q2-314-demo-x86.exe
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Create a new quake2/ directory with a baseq2/ sub-directory and put the
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pak0.pak and the players/ sub-directory you can find within the unzipped
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files (in Install/Data/baseq2/) in your baseq2-directory. No patching
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is needed for the demo, in fact it would break it.
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1.3 Dependencies:
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-----------------
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- X11 Windows System with development headers
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- OpenGL system headers (Mesa3D, nVidia, fglrx, etc.)
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- libvorbis with development headers
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- libogg with development headers
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- ZLib
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- SDL with development headers and sdl-config(1)
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1.4 Compiling:
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--------------
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After you have set up the game data (from the full version or the
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demo), you have to compile the Yamagi Quake II client. Just extract the
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source, change into the new created directory and type "make" (Linux) or
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"gmake" (FreeBSD). After the compilation finished copy the following
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files out of release/ to your installation directory preserving the
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directory structure:
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- q2ded
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- quake2
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- ref_gl.so
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- baseq2/game.so
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- ctf/game.so (not for the demo version)
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You should now be ready to start your brand new Quake II. Have fun.
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===============================================================================
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2. 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
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output and most sound codecs don't have the appropriate input header,
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it's no longer possible to play Quake II with the original Audio-CD for
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background music. Therefor OGG/Vorbis playback has been added to Yamagi
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Quake II. It can play the original soundtrack, like if the CD is in the
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drive or customized playlists.
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2.1 Setup for the original soundtrack:
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--------------------------------------
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Put your Quake II CD-ROM in your drive, start your favorite CD extractor
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and rip the audiotracks into OGG/Vorbis files. These files must be named
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after their track number. Remember! Since the first track on the CD ist
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"data", the first audio track is number 2! If everything is done
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correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg Put these files
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under baseq2/music, start Quake II, enter the "Options" menu and set
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"OGG music" to enabled. "CD music" will be automaticly disabled. Quake
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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:
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----------------------------------------
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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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Therefor 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" is enabled!
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2.3 Manual control:
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-------------------
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- ogg_play {file | #n | ? | >n | <n}
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Play a file, the argument can be one of:
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* A file in "music", without the path and ".ogg" extension.
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* A # followed by a number, to play the Nth file in the playlist.
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* A ? which indicates to play a random file.
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* A > which indicates to advance N positions (defaults to 1).
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* A < which indicates to go back N positions (defaults to 1).
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- ogg_stop
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Stop playing the current file
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- ogg_pause
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Pause the current file
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- ogg_resume
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Resume the current file.
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- ogg_seek {n | >n | <n}
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Go to a determinated position of the file in seconds, the argument can be
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one of the following:
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* n, which indicates to go to the nth position.
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* >n, which indicates to advance n positions.
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* <n, which indicates to go back n positions.
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You can use "ogg_seek >0" and "ogg_seek <0" to get the current position
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without changing it.
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- ogg_status
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Display status (if playing a file, if paused, if stopped, etc.).
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2.4 Console variables:
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----------------------
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- ogg_enable {0 | 1}
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Enable the Ogg Vorbis subsystem when in "1". Defaults to "0".
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- ogg_playlist {name}
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Use "name" as a list of files instead of listing the contents of "music".
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Note that the files must be in "music" and follow ogg_play's syntax for
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files. Defaults to "playlist".
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- ogg_sequence {next | prev | random | loop | none}
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When a file ends, start playing another one, depending on the value:
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* next: play the next file.
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* prev: play the previous file.
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* random: play a random file.
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* loop: play the same file again.
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* none: stop playing.
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Defaults to "next".
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- ogg_volume
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Volume of the music from 0 to 2. Defaults to "0.7".
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===============================================================================
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3. Widescreen
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=============
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===============================================================================
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4. Bugreports
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=============
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Something is not working as expected? An elevator is broken? An enemy
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doesn't move? Or the whole game is just crashing? Just drop me an e-mail
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to quake2@yamagi.org. Please include a problem description and - if
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possible - a screenshot of the problematic situation and the name of the
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problematic map. But first, read this little FAQ:
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My sound is not working!
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- Most reported sound problems exist between keyboard and chair. Please
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make sure, the the correct SDL sound backend is installed and
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configured! Does the sound work in other SDL games? Does your setup
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support at least five virtual channels? In most cases it's better to
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not use sound servers like Pulseaudio but the plain sound system
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like OSS or ALSA with libalsa instead.
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My OpenGL is not working!
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- Make sure, that OpenGL is working in other games. Use "glxinfo" and
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"glxgears" to make sure, that hardware rendering ist available.
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Otherwise, fix your setup. If reporting OpenGL bugs please include a
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copy of your xorg.conf (if available) and the Xorg.0.log.
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===============================================================================
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@ -891,7 +891,6 @@ qboolean GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap)
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{
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int samples;
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unsigned scaled[256*256];
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unsigned char paletted_texture[256*256];
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int scaled_width, scaled_height;
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int i, c;
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byte *scan;
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