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329 lines
12 KiB
Text
329 lines
12 KiB
Text
* ****************************** *
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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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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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===============================================================================
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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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5. FAQ
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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 Use
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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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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. Therefore 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. Alternatively you
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can use a script provided by caedes, which can be found in the folder
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"tools". It needs cdparanoia an oggenc, it should work with the main
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game and both addons.
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Put these files under baseq2/music, start Quake II, enter the "Options"
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menu and set "OGG music" to enabled. "CD music" will be automaticly
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disabled. Quake II will now play the OGG/Vorbis files instead of the
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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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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" 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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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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===============================================================================
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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. Also see below the FAQ "Okay,
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my sound is messed up. What should I do?"
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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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The game is crashing!
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- Make sure that your kit is complete. Missing files will crash Quake
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II on random occasions and will produce strange backtraces! This just
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wastes my time, so please check first and report then!
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===============================================================================
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5. FAQ
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======
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How do I open the console?
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- Press "^" or "~", depending on your keyboard layout.
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How do I get the frame counter?
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- Set cl_drawfps to 1
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How do I make a benchmark?
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- Set timedemo to 1 and play a demo.
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How do I play demos?
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- "demomap name.dm2". Remember, the extension .dm2 is important!
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How do I record a demo?
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- "record name" and "stop" to stop.
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When playing in window mode my is locked onto the window. Can I change
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that, e.g. that Quake II is behaving like a normal window?
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- Open the console with pressing ~ or ^. If you want Quake II to never
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grab the mouse set "in_grab" to 0, if Quake II should never release
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the mouse set 1, for releasing the mouse when open the console set
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to 2. The default is 2.
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Hey, why is Quake II so slow?
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- Because of some bugs in Mesa3Ds implementation of GL_EXT_point_
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parameters Quake II doesn't use this OpenGL command, resulting
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in the loss of about 50FPS on a Radeon HD4870. If you've got a
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better OpenGL implementation (a bug fixed version of Mesa3D, the
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nVidia driver or ATi fglrx) you can enable this command by
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uncommenting line line 57 of the Makefile.
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How do I set a custom resolution?
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- Set gl_customwidth and gl_customheight to the desired values. Change
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gl_mode to -1 or enter the "Video" menu and select "Custom" as
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video mode.
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Okay, my sound is messed up. What should I do?
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- Remove all sound servers like pulseaudio oder phonon and make sure
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you sound setup supports at least 5 virtual channels. If you're using
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ALSA and that doesn't help create an file named ~/.asoundrc with this
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content:
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pcm.!default {
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type hw
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card 0
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}
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ctl.!default {
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type hw
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card 0
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}
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Hey, my screensaver crashes Quake II or I expire strange crashes after a
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fixed amount of time!
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- This is a known bug in some linux distributions. See this Ubuntu
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bugreport:
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https://bugs.launchpad.net/ubuntu/+source/gnome-screensaver/+bug/32457
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As a work around use the startscript in tools/quake-start.sh It
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deactivates the screensaver before starting Quake II and reenables it
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after exiting the game.
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I hate direct mouse input. I think in the third millenium a mouse filter
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is a must for every game!
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- Quake II was the last big shooter which was released without a mouse
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filter. In fact with version 3.14 a mouse filter was added but it was
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just broken. We fixed it, just type "m_filter 1" in the console and
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you're done.
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Why is Quake II so dark? This is not Doom 3, dude!
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- Back in 1997 Quake II did the brightness adjustment with just
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increasing the brightness of the textures. That was just crap, since
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the dark areas would stay dark and the bright areas would get too
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bright. Because of that we added hardware gamma control via SDL to
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Yamagi Quake II and everyone was happy. But then X.org 7.5 came and
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something broke down in SDL, X.org or the X.org driver. Hardware
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gamma wasn't working any more and there was no way how we could fix
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it. Some weeks later nVidia fixed the problem in their proprietary
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driver but nothing happend to the free driver stack. So don't blame
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us, blame X.org, your driver vendor or the SDL guyes. In fact, you've
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got two choices:
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1. Get yourself a nVidia card (yes I know...)
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2. Use xgamma(1) to increase the brightness of the whole desktop.
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===============================================================================
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