* ****************************** * * Yamagi Quake II * * http://www.yamagi.org/quake2 * * http://github.com/yquake2 * * ****************************** * =============================================================================== This is the Yamagi Quake II Client, an enhanced Version of id Software's Quake II. The main focus is single player, the gameplay and the graphics are unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64) processors and operating systems. This code should run on most unix-like operating systems (only FreeBSD and Linux are officially supported and tested, for other systems you'd at least have to edit the Makefile), just type "make" or "gmake" to compile. This code is based upon Icculus Quake II, which itself is built upon id Software's original code drop. Additional code and patches by many contributers were used. It's released under the terms of the GPL version 2. See the LICENSE file for further information. =============================================================================== Content of this file: -------------------- 1. Installation 1.1 Supported Systems 1.2 Retail Version 1.3 Demo Version 1.4 Addons 1.5 Compiling 1.6 Default Configuration 2. OGG/Vorbis playback 2.1 Setup for the original soundtrack 2.2 Setup for other music and playlists 2.3 Manual control 2.4 Console variables 3. Configuration 3.1 Video 3.2 Input 3.3 Sound 3.3.1 The classic sound system 3.3.2 The OpenAL sound system 4. Bugreports 5. FAQ =============================================================================== 1. Installation ============== Note: If you're using Debian Linux or a derived distribution like Ubuntu, you probably want to use the packages that are linked in the Download section at http://www.yamagi.org/quake2/debian.html They'll even assist you in installing the game data. 1.1 Supported Systems: ---------------------- Officially, only Linux and FreeBSD on i386 (x86) and amd64 (x86_64) compatible CPUs are supported. Other (Unix-like) Operating Systems and hardware architectures are untested and may need small changes, at least in the Makefile. Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware and libGL; OpenGL ES will not work yet. It's in progress. The only tested compilers are gcc 4.2 (or later) and clang 3.0 (or later). Patches (or better Github pull request) for other platforms are welcome :-) 1.2 Retail Version: ------------------- If you own Quake II, first get the official point release to Quake II 3.20: ftp://ftp.idsoftware.com/idstuff/quake2/q2-3.20-x86-full-ctf.exe Use this and only this file! Unofficial "linux pointreleases" or something like that will not work and may crash your game! Create a new directory "quake2/" and extract (with unzip) the file you just downloaded into it. Even if the file extension is ".exe" it's a self-extracting zip file. Now delete the following files and directories: - 3.20_Changes.txt - quake2.exe - ref_gl.dll - ref_soft.dll - baseq2/gamex86.dll - baseq2/maps.lst - ctf/ctf2.ico - ctf/gamex86.dll - ctf/readme.txt - ctf/server.cfg - xatrix/gamex86.dll - rogue/gamex86.dll Now put the Quake II CD-ROM into your cd drive and copy the file "pak0.pak" and the directory "video/" to the "baseq2/" directory of your installation. 1.3 Demo Version: ----------------- 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 Unzip this file (again, it's a self-extracting zip file). Create a new "quake2/" directory with a "baseq2/" sub-directory and put the "pak0.pak" and the "players/" sub-directory, you can find them 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. 1.4 Addons ---------- Due to license issues - Yamagi Quake II is covered by the GPL and the addons are under the id Software SDK license - the addons are distributed separately. You can get them at http://www.yamagi.org/quake2, both contain installation instructions. But nevertheless you'll need an installation of the full Quake II game with our client for playing them. The same applies to the "ctf" capture the flag addon. 1.5 Compiling: -------------- After you have set up the game data (from the full version or the demo), you have to compile the Yamagi Quake II client. You will need the following dependencies (by editing the Makefile the requirement of most of this depencenies can be removed, but it'll lead to the loss of features): - A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.) - OpenGL system headers - libjpeg (6 or 8) - libogg with development headers - libvorbis with development headers - SDL with development headers and sdl-config(1) - ZLib Extract the source, change into the new created directory and type "make" (Linux) or "gmake" (FreeBSD). After the compilation finished, copy the following files from "release/" to your installation directory preserving the directory structure: - q2ded - quake2 - ref_gl.so - baseq2/game.so 1.6 Default Configuration ------------------------- Quake II ships with an old and for today standards "insane" default configuration. This is no problem since you can alter everything. To make your life easier Yamagi Quake II contains an updated default configuration. If you want to use it just copy "stuff/yq2.cfg" to your "baseq2/" folder. Now you are ready to start your brand new Quake II. Have fun. =============================================================================== 2. OGG/Vorbis playback ====================== Since most modern CD-ROM and DVD drives don't have an analog audio output and most sound codecs don't have the appropriate input header, it's not possible to use CD audio as background music on such systems. Therefore OGG/Vorbis music support has been added to Yamagi Quake II. 2.1 Setup for the original soundtrack: -------------------------------------- Put your Quake II CD-ROM into your drive, start your favorite CD extractor and rip the audiotracks into OGG/Vorbis files. These files must be named after their track number, beginning with 02, because the first track is data. If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg. Alternatively you can use a script which can be found in the folder "stuff/". It needs cdparanoia and oggenc and should work with the main game and both addons. Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu and set "OGG music" to enabled. "CD music" will be automaticly disabled. Quake II will now play the OGG/Vorbis files instead of the Audio-CD. 2.2 Setup for other music and playlists: ---------------------------------------- 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 will loop through the track associated with the map. A playlist is also supported. Just put the filenames into music/playlist (a plain text file) and start the game. 2.3 Manual control: ------------------- For manual control of ogg playback the following console commands are available: - ogg_play {file | #n | ? | >n | n which indicates to advance n positions (defaults to 1). * n | n, which indicates to advance n seconds. * 0" and "ogg_seek <0" to get the current position without changing it. - ogg_status Display status ("playing a file", "paused", "stopped", etc). 2.4 Console variables: ---------------------- - ogg_enable {0 | 1} Enables the Ogg Vorbis subsystem if set to "1". Defaults to "0". - ogg_playlist {name} Use "name" as a list of files instead of listing the contents of "music". Note that the files must be in "music" and follow ogg_play's syntax for files. Defaults to "playlist". - ogg_sequence {next | prev | random | loop | none} When a file ends, start playing another one, depending on the value: * next: play the next file. * prev: play the previous file. * random: play a random file. * loop: play the same file again. * none: stop playing. Defaults to "loop". - ogg_volume Volume of the music between 0 and 2. Defaults to "0.7". =============================================================================== 3. Configuration ================ 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 covered in it! 3.1 Video --------- 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 the most common questions are answered. - Yamagi Quake II has full support for widescreen setups. Just select your favorite resolution and start a game. Now you'll need to adjust the field of view. Open the console with pressing "^" or "~" and set the fov cvar. Default is 90, we suggest 100 for 16:10 screens and 105 for 16:9. - If your resolution is not in the list, it's also possible to set custom resolutions via the console: Set gl_customwidth and gl_customheight to the desired values. Change gl_mode to -1 or enter the "Video" menu and select "Custom" as video mode. - Sync problems resulting in tearing and artifacts in the lower half of the screen: These orginiate in the fact, that in 1997 LCD flat panels were not widely used because they were very expensive and much too slow for gaming. Thus Quake II has problems when played on most flat panel monitors. The solution for this problem is simple: Just set "cl_maxfps" to about 95 FPS and enable the vsync by setting "gl_swapinterval" to 1. This should supress all of the problems. - Particle effects are broken. They're just squares and not perfectly round: This is a problem by your graphics driver, not implementing a special filter mode for "points". Set "gl_ext_pointparameters" to 0 to get better (but not perfect) particles. - The game is bright enough but it's also washed out and dull: You need more saturation. Just adjust the cvar "intensity". The default 2 should be enough for most cases, but some setups require higher levels. - If the colors look over-saturated try setting the cvar "intensity" to a lower value, e.g. 1. - Yamagi Quake II offers hardware gamma control in realtime in the "Video" menu. If Quake II is still too dark, set the "vid_gamma" cvar by hand to values above 1.5. - Yamagi Quake II can draw shadows. Just set "gl_shadows" to 1. You most likely want to set "gl_stecilshadow" to 1 too. This enables high quality stencil buffer shadows. - Yamagi Quake II has support for anisotropic filtering. Activating it improves texture drawing over large distances a bit. Enter "gl_anisotropic_avail" in your console for the maximum amount of filtering supported by your video card and set the cvar "gl_anisotropic" to the desired value. It must be a power of 2, in most cases 2, 4, 8 or 16. - Yamagi Quake II has support for the high resolution retexturing pack, created by the community. Installation is easy: 1. Download q2_textures.zip and/or models.zip from http://www-personal.umich.edu/~jimw/q2/ 2. Extract one or both files into the "baseq2/" directory of your Quake II installation, so that the new directories "baseq2/textures/" and/or "baseq2/models/" are created. 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 "vid_restart" aftwards. 3.2 Input --------- 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, Quake II was - like all other id Software games - much more acurate than most games out there. But there were some problems. First the mouse input depends on the operation systems mouse driver. Another operating system or even another mouse and the input changed drastically. That sucked. Yamagi Quake II features a from scratch rewritten mouse backend based on SDL. It gives you the same mouse behavior, regardless of your operating system or hardware. But sadly it can't emulate the old behavior in all cases. There are some cvar to adjust: - in_mouse -> Set to 0 to disable the mouse. - sensitivity -> The sensistivity of the mouse. Adjust to your needs, via the cvar or via the "Options" menu. - in_filter -> A mouse filter. This was added in one of the countless point releases but it was broken. We fixed it. The effect is the same as in Quake III Arena, instead of using the raw movement signals, two of them are combined, filtering vibrations and things like that out. - exponential_speedup -> "0" is disabled. A very simple approach to mouse acceleration, much simpler than modern mouse acceleration. Sadly it's nearly impossible to add modern acceleration to Quake II since most of the needed data isn't available to the input backend. 3.3 Sound --------- 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. Therefore id Software rewrote it once, later it was rewritten again for the linux port. That fixed the most visible problems, but the code was just crap and broke again as time passed and sound on PCs evolved. For Yamagi Quake II 3.0 the sound system was overhauled, featuring a complete code audit of the upper layers with many bugfixes and memory leak plugs. The backend was rewritten from scratch. This should solve most if not all problems. Yamagi Quake II 4.20 featured an optional OpenAL sound system, enabling better stereo calculations and even surround support. 3.3.1 The classic sound system ------------------------------ 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 default and can be reenables by setting "s_openal" to "0", followed by "snd_restart. Common problems are: - 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 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 properly. Does the sound work in other SDL games like ioquake3? If possible remove all sound servers from your stack and use plain OSS or ALSA via libasound. If everything fails try create an ~/.asoundrc with this contents: pcm.!default { type hw card 0 } ctl.!default { type hw card 0 } 3.3.2 The OpenAL sound system ----------------------------- 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 experience. It's enables by default, but can be disabled by setting "s_openal" to "0", followed by a "snd_restart". To work correctly it's in the need of a correctly configured OpenAL! OpenAL is configured in the file ~/.alsoftrc (for the openal-soft implementation, other implementations may vary). The most important options (tested with OpenAL Soft 1.14) are: - channels = surround51 -> Enable 5.1 surround support. Other values are "mono", "stereo", "quad", "surround61" and "surround71". - stereodup = true -> If set to "true" all raw stereo samples (in Quake II the background music and video sounds) are duplicated behind the listener. Otherwise they're played only through the front speakers. - resampler = cubic -> Use cubic resampling. While this requires more cpu power than the default linear resamling it's highly recommended since Quake II has several hard to resamples sound effects. Especially the earthquake sound can distort if a low quality resampler is employed! =============================================================================== 4. Bugreports ============= 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 https://github.com/yquake2/yquake2. Please include a problem description and - if possible - a screenshot of the problematic situation and the name of the problematic map. In case of crashes, further helpful information (and instructions) are printed to stdout (your terminal). But first, read this little FAQ: My sound is not working! - Most reported sound problems exist between keyboard and chair. Please make sure, the the correct SDL sound backend is installed and configured! Does the sound work in other SDL games? Does your setup support at least five virtual channels? In most cases it's better to not use sound servers like Pulseaudio but the plain sound system like OSS or ALSA with libasound instead. Also see the "Sound" section in this file! My OpenGL is not working! - Make sure, that OpenGL is working in other games. Use "glxinfo" and "glxgears" to make sure, that hardware rendering is available. Otherwise, fix your setup. If reporting OpenGL bugs please include a copy of your xorg.conf (if available) and the Xorg.0.log. The game is crashing! - Make sure that your installation is complete. Missing files will crash Quake II on random occasions and will produce strange backtraces! This just wastes our time, so please check first and report then! Valgrind reports many, many memory leaks! - Yeah it does. But they're usually false positives due to Quake IIs caching architecture. There some real memory leaks in SDL, Mesa3D, X11 and so on but they're out of our scope. So before reporting memory leaks please read the code, understand the code and be sure that's a real leak! =============================================================================== 5. FAQ ====== How do I open the console? - Press "^" or "~", depending on your keyboard layout. How do I get the frame counter? - Set cl_drawfps to 1 How do I make a benchmark? - Set timedemo to 1 and play a demo. How do I play demos? - "demomap name.dm2". Note that the extension .dm2 is important! How do I record a demo? - "record name" and "stop" to stop. When playing in window mode my cursor is locked onto the window. Can I change that, so that Quake II behaves like a normal window? - Open the console by pressing ~ or ^. If you want Quake II to never grab the mouse set "in_grab" to 0, if Quake II should never release the mouse set 1, for releasing the mouse when the console is opened set to 2. The default is 2. Hey, my screensaver crashes Quake II or I experience strange crashes after a fixed amount of time! - This is a known bug in some linux distributions. SDL fails to disable the screensaver even if we tell him to do so. See this Ubuntu bugreport: https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457 As a work around use the startscript in stuff/quake-start.sh It deactivates the screensaver before starting Quake II and reenables it after exiting the game. Okay, Yamagi Quake II is for single player and coop. But what's with us deathmatch and / or CTF freaks? - Use another client. There are clients out there which offer far better multi- player experiences. They're featuring greatly improved network code and a better client<->server integration. Take a look at EGL, r1q2 or AprQ2. At least r1q2 should work on unixlike operating systems. 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. And no, we won't fix it since it would be very invasive and most likely break a lot of other things. I'm creating a package or port for my system. Is a system wide install possible without patching the source? - Yes. Just set -DSYSTEMWIDE. If you want to change the default directory from /usr/share/games/quake2/, just set -DSYSTEMDIR to the desired path. How do I disable friendly fire in coop mode? - The same way as in team deathmatch. Via the menu select "deathmatch options" and set teamplay to "by skin" or by "by model" and friendly fire to disabled. Make sure, that all players have the same model or skin! If you're using the dedicated server or are already in the game, open the console and type "dmflags 336" für skinbased teamplay and "dmflags 400" for modelbased teamplay. Can I connect to an IPv6 server? - Yes, the same way as connecting to an IPv4 server. Since the Quake II console has problems with the characters ":", "[" and "]" we suggest to submit the connection command as command line argument: ./quake2 +connect "[2001:db8::1]" If you want to connect to a server with a non-standard port use the following syntax: ./quake2 +connect "[2001:db8::1]:12345" For your server to show up in the server list you need to supply a multicast interface to both the client and the server: ./q2ded +set multicast eth0 ./quake2 +set multicast eth0 Normaly the server will listen to all IPv4 and IPv6 addresses. You can bind it to an address with: ./q2ded +set ip "[2001:db8::1]" Where can I find the configuartion file? - It's located at ~/.yq2/game/config.cfg. Replace "game" by the mod name, e.g. "baseq2/" for the main game. My mod crashes at startup. - This is known problem, yet to be analyzed. A workaround is to create the working directory by hand: mkdir -p ~/.yq2/$moddir Only parts of the maps are rendered! - By default the maximum view distance is 2300 units. You can widen it up to 4096 units by setting "gl_farsee" to "1". Why has Yamagi Quake II no support for joysticks? - Because nobody has implemented it yet and egoshooters like Quake II 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 to keyboard translator like joytran: http://chiselapp.com/user/beyert/repository/joytran/index ==============================================================================