mirror of
https://github.com/yquake2/yquake2remaster.git
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While here switch GL_ARB_point_parameters to a new probing logic and rename the Cvar to gl_pointparameters.
843 lines
36 KiB
Text
843 lines
36 KiB
Text
* ****************************** *
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* Yamagi Quake II *
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* http://www.yamagi.org/quake2 *
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* http://github.com/yquake2 *
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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 Quake
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II. The main focus is single player, the gameplay and the graphics are
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unchanged, but many bugs were fixed. Unlike most other Quake II ports Yamagi
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Quake II is full 64 bit clean so it works perfectly on modern amd64 (x86_64)
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processors and operating systems. This code should run on Windows XP or later,
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Mac OS X 10.6 or higher and on most unix-like operating systems
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(only FreeBSD, Linux and OpenBSD are officially supported and tested, for other
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systems you'd at least have to edit the Makefile), just type "make" or "gmake"
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to compile.
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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 contributers
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were used. It's released under the terms of the GPL version 2. See the LICENSE
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file for further information.
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===============================================================================
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Content of this file:
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--------------------
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1. Installation on (Free|Open)BSD and Linux
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1.1 Supported Systems
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1.2 Retail Version
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1.3 Demo Version
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1.4 Addons
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1.5 Compiling
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1.6 Default Configuration
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2. Installation on Microsoft Windows
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2.1 Supported Systems
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2.2 Retail Version
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2.3 Demo Version
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2.4 Addons
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2.5 Binary Installation
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2.6 Compiling
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2.7 Default Configuration
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3. Installation on OS X
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3.1 Supported Systems
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3.2 Retail Version
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3.3 Demo Version
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3.4 Addons
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3.5 Compiling
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3.6 Default Configuration
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4. OGG/Vorbis playback
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4.1 Setup for the original soundtrack
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4.2 Setup for other music and playlists
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4.3 Manual control
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4.4 Console variables
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5. Configuration
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5.1 Video
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5.2 Input
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5.3 Sound
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5.3.1 The classic sound system
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5.3.2 The OpenAL sound system
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6. Bugreports
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7. FAQ
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===============================================================================
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1. Installation on (Free|Open)BSD and Linux
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===========================================
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Note: Some Linux distributions have packages of Yamagi Quake II that might even
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assist you in installing the game data.
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In Debian and Ubuntu it's called "yamagi-quake2", the package
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"game-data-packager" should help you with installing the game data.
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Note however that those packages are usually outdated a few versions, so if you
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encounter any bugs in them it's possible that we have already fixed those bugs
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in a later release.
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1.1 Supported Systems:
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----------------------
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Officially, only FreeBSD, Linux and OpenBSD on i386 (x86), amd64 (x86_64),
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sparc64 and compatible CPUs are supported. Other (Unix-like) Operating Systems
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and hardware architectures are untested and may need small changes, at least in
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the Makefile. Yamagi Quake II needs OpenGL 1.1 (better: 1.4) support in hardware
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and libGL; OpenGL ES will not work. The only tested compilers are gcc 4.2 (or
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later) and clang 3.0 (or later). Patches (or better Github pull request) for
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other platforms are welcome. :-)
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1.2 Retail Version:
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-------------------
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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 Use this and
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only this file! Unofficial "linux pointreleases" or something like that will
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not work and may crash your game!
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Create a new directory "quake2/" and extract (with unzip) the file you just
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downloaded into it. Even if the file extension is ".exe" it's a self-extracting
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zip file. Now delete the following files and directories:
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- 3.20_Changes.txt
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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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- xatrix/gamex86.dll
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- rogue/gamex86.dll
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Now copy the file "pak0.pak" and the directory "video/" from the Quake II
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CD-ROM to the "baseq2/" directory of your installation.
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1.3 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.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
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Unzip this file (again, it's a self-extracting zip file). Create a new
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"quake2/" directory with a "baseq2/" sub-directory and put the
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"pak0.pak" and the "players/" sub-directory into it - you can find them
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within the unzipped files in Install/Data/baseq2/ - in your "baseq2/"
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directory. No patching is needed for the demo, in fact it would break
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it.
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1.4 Addons
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----------
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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 separately. You can get them at http://www.yamagi.org/quake2,
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both contain installation instructions. But nevertheless you'll need an
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installation of the full Quake II game with our client for playing them.
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The same applies to the "ctf" capture the flag addon.
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1.5 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.
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You will need the following dependencies (by editing the Makefile
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the requirement of most of this depencenies can be removed, but
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it'll lead to the loss of features):
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- A libGL implementation (Mesa3D, nVidia, AMD Catalyst, etc.)
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- OpenGL system headers
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- libogg with development headers
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- libvorbis with development headers
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- OpenAL with development headers
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- SDL 1.2 or 2.0 (the latter is recommended) with development headers
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and sdl-config(1)
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- ZLib
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Extract the source, change into the new created directory and type "make"
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(Linux) or "gmake" (FreeBSD, OpenBSD). After the compilation finished, copy the
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following files from "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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- baseq2/game.so
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1.6 Default Configuration
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-------------------------
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Quake II ships with an old and for today standards "insane" default
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configuration. This is no problem since you can alter everything. To make your
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life easier Yamagi Quake II contains an updated default configuration.
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If you want to use it just copy "stuff/yq2.cfg" to your "baseq2/" folder.
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Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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2. Installation on Microsoft Windows
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====================================
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Yamagi Quake II has full support for Microsoft Windows. All features are
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supported, including the IPv6 network code and the OpenAL sound backend.
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Installation can be done by using the binary release (this is highly
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recommended) or by compiling the source with MinGW.
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2.1 Supported Systems
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---------------------
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Yamagi Quake II should run on Windows XP or higher, older versions are not
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supported. You'll need a graphics card with support for at least OpenGL 1.1
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(OpenGL 1.4 is recommended). Both x86 and x86_64 Windows installations are
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supported, but x86 is much more tested.
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2.2 Retail Version
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------------------
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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 pointreleases or something like
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that will not work and may crash your game!
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Extract the file into a new directory (we recommend quake2\) and remove
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the following files and directories:
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- 3.20_Changes.txt
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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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- 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 cancel the installation.
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Copy "pak0.pak" and the directory "video\" to the "baseq2\" directory of your
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installation.
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2.3 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.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
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|
Extract this file into a new directory and delete everything but
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"baseq2\pak0.pak" and the "baseq2\players\" directory. No patching
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is needed for the demo, in fact it would break it.
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2.4 Addons
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----------
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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
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installation of the full Quake II game with our client for playing them.
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The same applies to the "ctf" capture the flag addon. Please note, that
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support for the addons is included in the binary release (see below).
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2.5 Binary Installation
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-----------------------
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We highly recommend, that you use our binary release of Yamagi Quake 2.
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Just extract it over the directory created in step 2.3 or 2.4. If you
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want to copy the files by hand, just copy them over by preserving the
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directory structure. Please make sure that openal32.dll is copied too.
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Otherwise Yamagi Quake 2 may use a systemwide installed library, which
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may cause problems including a non starting game.
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2.6 Compiling
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-------------
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Compiling Yamagi Quake II from source is unnecessary as long as you do not
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want to use the github version or want to develop on Windows. If you really
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want to compile Yamagi Quake II by yourself follow these steps:
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1. Grab an up to date version of the MinGW build environment from
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http://deponie.yamagi.org/quake2/windows/build/, extract it to C:\MinGW
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and start either the 32 bit or the 64 bit version by C:\MinGW\MSYS32
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or C:\MinGW\MSYS64.
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2. Navigate to your Yamagi Quake II source. If you need to check it out
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from git, first install git from http://git-scm.com/. Type "make" to
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compile. Please note, that compilation on network shares is somewhat
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shaky.
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After compiling, copy the following files from "release\" to your Quake II
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installation preserving the directory structure:
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- q2ded.exe
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- quake2.exe
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- baseq2\game.dll
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You'll need an "openal32.dll". You can use and rename the OpenAL DLL that
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that is provided by OpenAL Soft (see http://kcat.strangesoft.net/openal.html).
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Please note that the name of the DLL is always "openal32.dll", even if it's
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a 64 bit library.
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2.7 Default Configuration
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-------------------------
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Quake II ships with an old and for today standards "insane" default
|
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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.
|
|
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|
Now you are ready to start your brand new Quake II. Have fun.
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===============================================================================
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3. Installation on OS X
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=======================
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Yamagi Quake II has full support for Apple OS X. All features are
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supported, including the IPv6 network code and the OpenAL sound backend.
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As there currently is no binary release for OS X, you need to compile the source.
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3.1 Supported Systems
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---------------------
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Yamagi Quake II should run on every Mac with Intel CPU and OS X 10.6
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or higher.
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3.2 Retail Version
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------------------
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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 pointreleases or something like
|
|
that will not work and may crash your game!
|
|
|
|
Extract the file into a new directory (we recommend quake2\) and remove
|
|
the following files and directories:
|
|
- 3.20_Changes.txt
|
|
- quake2.exe
|
|
- ref_gl.dll
|
|
- 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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- 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 "pak0.pak" and
|
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the directory "video\" to the "baseq2\" directory of your installation.
|
|
|
|
3.3 Demo Version
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|
----------------
|
|
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
|
|
|
|
Extract this file into a new directory and delete everything but
|
|
"baseq2\pak0.pak" and the "baseq2\players\" directory. No patching
|
|
is needed for the demo, in fact it would break it.
|
|
|
|
3.4 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.
|
|
|
|
3.5 Compiling
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|
-------------
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|
If you want to compile Yamagi Quake II on OS X follow these steps:
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1. Make sure that you've installed XCode with the "Unix Develoment Tools".
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Depending on your OS X version the name of these can be different.
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At least on OS X 10.11 El Capitan it should be sufficient to enter "clang" in a
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Terminal to be prompted for installation of the commandline development tools;
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full XCode is not needed there.
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2. Install dependencies using Homebrew (http://brew.sh). Once you have Homebrew
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installed, run the following commands from the terminal to install dependencies:
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brew install sdl2 --universal
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brew install openal-soft --universal
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brew install libogg --universal
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brew install libvorbis --universal
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3. Open a terminal and navigate to the Yamagi Quake II source code. Type
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"make" to compile it. After that the binaries can be found in the release/
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directory.
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The binaries can be put into an app-bundle (see 3.5 Binary Installation) or
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used in the classic classic unix way. An empty .App template is included in /stuff/osx.
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In the latter case the game be started at the command line. Be aware that the app-bundle
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support has to be deactivated in the Makefile, otherwise the game is unable to find it's
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libraries!
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3.6 Default Configuration
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|
-------------------------
|
|
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.
|
|
|
|
===============================================================================
|
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|
4. 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 output and
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most sound codecs don't have the appropriate input header, it's not possible to
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use CD audio as background music on such systems. With SDL 2.0 CD audio is
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unsupported Therefore OGG/Vorbis music support has been added to Yamagi Quake
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II.
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4.1 Setup for the original soundtrack:
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--------------------------------------
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Put your Quake II CD-ROM into your drive, start your favorite CD extractor and
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rip the audiotracks into OGG/Vorbis files. These files must be named after their
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track number, beginning with 02, because the first track is data.
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If everything is done correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg.
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Alternatively you can use a script which can be found in the folder "stuff/".
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It needs cdparanoia and oggenc and should work with the main game and both
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addons.
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Drop these files in "baseq2/music/", start Quake II, enter the "Options" menu
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and set "OGG music" to enabled. "CD music" will be automaticly disabled.
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Quake II will now play the OGG/Vorbis files instead of the Audio-CD.
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4.2 Setup for other music and playlists:
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----------------------------------------
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You can put any 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, otherwise it
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will loop through the track associated with the map.
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A playlist is also supported. Just put the filenames into music/playlist
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(a plain text file) and start the game.
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4.3 Manual control:
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-------------------
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For manual control of ogg playback the following console commands are available:
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- ogg_play {file | #n | ? | >n | <n}
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Play a file, the argument can be one of (n is always a number, e.g. 42):
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* A file in "music", without the path and ".ogg" extension.
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* #n to play the n-th file in the playlist.
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* ? which indicates to play a random file.
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* >n which indicates to advance n positions (defaults to 1).
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* <n which indicates to go back n positions (defaults to 1).
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- ogg_stop
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Stop playback
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- ogg_pause
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Pause playback
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- ogg_resume
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Resume playback
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- ogg_seek {n | >n | <n}
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Go to a determinated position of the current file in seconds, the argument can
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be one of the following:
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* n, which indicates to go to the n-th second.
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* >n, which indicates to advance n seconds.
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* <n, which indicates to go back n seconds.
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You can use "ogg_seek >0" and "ogg_seek <0" to get the current position without
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changing it.
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- ogg_status
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Display status ("playing a file", "paused", "stopped", etc).
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4.4 Console variables:
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----------------------
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- ogg_enable {0 | 1}
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Enables the Ogg Vorbis subsystem if set to "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 "loop".
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- ogg_volume
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Volume of the music between 0 and 2. Defaults to "0.7".
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===============================================================================
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|
5. 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!
|
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|
|
5.1 Video
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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
|
|
the most common questions are answered.
|
|
|
|
- Yamagi Quake II has full support for widescreen setups. Just select your
|
|
favorite resolution via the video menu.
|
|
|
|
- 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_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. If models and dynamic lights are too dark consider increasing the
|
|
"gl_modulate" cvar.
|
|
|
|
- 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 from http://deponie.yamagi.org/quake2/texturepack/
|
|
(There's also models.zip, but not all contained textures fit on the
|
|
original Quake II models and thus look broken.)
|
|
2. Extract the file into the "baseq2/" directory of your Quake II
|
|
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
|
|
off at any time by setting "gl_retexturing" to "0" and executing
|
|
"vid_restart" aftwards.
|
|
|
|
- Yamagi Quake II has support for antialiasing. Set gl_msaa_samples to the
|
|
desired antialiasing factor (most graphic cards support 2, 4, 8 and 16),
|
|
followd by a vid_restart. Please note that very old graphic cards may not
|
|
support antialiasing at all.
|
|
|
|
- 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
|
|
unreadable. Scaling support is devided into 3 parts which are controlled by
|
|
cvars:
|
|
- gl_consolescale: Scale the console and most in-game texts
|
|
- gl_menuscale: Scales the menu. Please note that the menu was never ment to
|
|
be scaled and slight disalignement (especially in the "Player
|
|
Setup" menu) are unavoidable. That's not considered a bug.
|
|
- gl_hudscale: Scales the in-game HUD
|
|
All 3 cvars work the same way. They're set to the scale factor. A factor of 1
|
|
(defaults) means no scaling at all. Values smaller than 1 but bigger than 0
|
|
downscale the artwork, it becomes smaller. A value of 0 means no artwork at
|
|
all. Values greater than 1 enlarge the artwork. Please note that full numbers
|
|
will give best results. For example 1.7 will lead to small distortions while
|
|
2 will not. Most users will set all 3 cvars to -1. In that case the game
|
|
calculates a more or less optimal scaling factor, matching the artwork size
|
|
at a resolution of 640x480.
|
|
|
|
5.2 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.
|
|
|
|
- m_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.
|
|
|
|
5.3 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.
|
|
|
|
5.3.1 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 reenabled by setting "s_openal" to "0", followed by
|
|
"snd_restart. Common problems with the classic sound system 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
|
|
}
|
|
|
|
5.3.2 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 enabled 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 implementation! On OS X and Windows the default
|
|
configuration is okay. On FreeBSD, Linux and OpenBSD 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!
|
|
|
|
- hrtf = true -> When playing with headphones this gives a much better surround
|
|
experience, even with only two channels. But playback will sound "broken" on
|
|
normal speakers.
|
|
|
|
If the sound is distorted and cracking, most likely the ingame volume is set too
|
|
high. Lower it by setting the "s_volume" CVAR to 0.3 or even less and use the
|
|
system mixer instead! If everything failes set s_openal_maxgain to a lower value
|
|
like 0.3 to clamp the maximum preamplification gain. But beware! The side effect
|
|
is a limited dynamic range!
|
|
|
|
===============================================================================
|
|
|
|
6. 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 a new github 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, ...\Documents\YamagiQ2\
|
|
stdout.txt on Windows).
|
|
|
|
But first, read this little FAQ:
|
|
|
|
My SDL 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 are 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!
|
|
|
|
===============================================================================
|
|
|
|
7. 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 ^ or drop into the menu. 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 or the
|
|
menu 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. Also have a look into the Makefile.
|
|
|
|
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 (FreeBSD, Linux, OpenBSD and OS X) or
|
|
...\Documents\YamagiQ2\game\config.cfg (Windows). Replace "game" by the mod
|
|
name, e.g. "baseq2/" for the main game.
|
|
|
|
My mod crashes at startup.
|
|
- This is known problem of some mods. A workaround is to create the working
|
|
directory by hand:
|
|
mkdir -p ~/.yq2/$moddir (FreeBSD, Linux, OpenBSD and OS X)
|
|
...\Documents\YamagiQ2\$moddir (Windows)
|
|
|
|
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 (for FreeBSD, Linux and OpenBSD):
|
|
http://chiselapp.com/user/beyert/repository/joytran/index
|
|
|
|
What is yq2.cfg for?
|
|
- yq2.cfg is an alternate startup script, used to override some bad
|
|
decisions in the original defaults.cfg. Please do not alter it,
|
|
unless you know what you're doing! It may beak the game!
|
|
|
|
Why is the FOV different than in id Softwares client?
|
|
- id Softwares client was designed to work an 4:3 screens only. Setting
|
|
the FOV kept the aspect ratio, expanded the view angle in height and
|
|
width. Setting a higher FOV on wider screens was common, but the image
|
|
distorted lightly. Yamagi Quake II calculates a correct FOV without
|
|
distortions. You can get the old behavior if you select an aspect
|
|
ratio other than "auto" in the video menu or by setting the "horplus"
|
|
cvar to "0".
|
|
|
|
Why doesn't gl_showtris work?
|
|
- gl_showtris requires gl_ext_multitexturing set to 0.
|
|
|
|
How do I disable the vsync?
|
|
- Set gl_swapinterval to 0 and type vid_restart. Beware that this may
|
|
not work with SDL 1.2 due to bugs in SDL.
|
|
|
|
==============================================================================
|
|
|
|
8. Stereo Support
|
|
======
|
|
Stereo support was added back.
|
|
3d crosshair was added, which requires a model 'models/crosshair/tris.md2' (look in stuff directory)
|
|
|
|
added cvars
|
|
-----------
|
|
- gl_stereo:
|
|
- 0 - none
|
|
- 1 - native opengl (not tested)
|
|
- 2 - anaglyph
|
|
- 3 - horizontal interleaved
|
|
- 4 - vertical interleaved
|
|
- 5 - pixel interleaved
|
|
- 6 - horizontal split
|
|
- 7 - vertical split
|
|
- gl_stereo_separation
|
|
- gl_stereo_convergence
|
|
- crosshair_3d - non-cheating 3d crosshair
|
|
it does not work as iron sights, as is positioned exactly
|
|
at the center of the view, similar to 2d crosshair
|
|
- crosshair_3d_glow (0 - ...) - radius of glow area, can be used without crosshair_3d enabled
|
|
- crosshair_3d_glow_r
|
|
- crosshair_3d_glow_g
|
|
- crosshair_3d_glow_b
|
|
|