mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 20:51:31 +00:00
417 lines
16 KiB
Text
417 lines
16 KiB
Text
* ****************************** *
|
|
* Yamagi Quake II *
|
|
* http://www.yamagi.org/quake2 *
|
|
* ****************************** *
|
|
|
|
===============================================================================
|
|
|
|
This is the Yamagi Quake II Client, an enhanced Version of id Software's
|
|
Quake II. Main focus is single player, the gameplay and the graphics are
|
|
unchanged but many bugs were fixed. Other than most other Quake II ports
|
|
Yamagi Quake II is full 64 bit clean so it works perfectly on modern amd64
|
|
processors and operating systems. This code should run on most unix-like
|
|
operating systems, 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.
|
|
You can read the whole licence under http://www.gnu.org/.
|
|
|
|
===============================================================================
|
|
|
|
Content of this file:
|
|
--------------------
|
|
1. Installation
|
|
1.1 Retail version
|
|
1.2 Demo version
|
|
1.3 Addons
|
|
1.4 Dependencies
|
|
1.5 Compiling
|
|
|
|
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 Widescreen setup
|
|
3.2 Video
|
|
3.3 Input
|
|
3.4 Sound
|
|
|
|
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. They'll even assist
|
|
you in installing the game data.
|
|
|
|
1.1 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 crash your game!
|
|
|
|
Create a new directory "quake2/" and extract the file you just
|
|
downloaded into it. Even if the file extension is ".exe" it's just a
|
|
normal zip file. Now delete the following files and directories:
|
|
- 3.20_Changes.txt
|
|
- index.html
|
|
- 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
|
|
- DOCS/
|
|
- 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.
|
|
|
|
1.2 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
|
|
|
|
Create a new quake2/ directory with a baseq2/ sub-directory and put the
|
|
pak0.pak and the players/ sub-directory you can find 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.
|
|
|
|
1.3 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 seperatly. You can get them at http://www.yamagi.org/quake2,
|
|
both contain installation instructions. But nevertheless you'll need
|
|
the client and the main game installed for playing them.
|
|
|
|
1.4 Dependencies:
|
|
-----------------
|
|
- X11 Windows System with development headers
|
|
- OpenGL system headers (Mesa3D, nVidia, fglrx, etc.)
|
|
- libvorbis with development headers
|
|
- libogg with development headers
|
|
- ZLib
|
|
- SDL with development headers and sdl-config(1)
|
|
|
|
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. Just extract the
|
|
source, change into the new created directory and type "make" (Linux) or
|
|
"gmake" (FreeBSD). After the compilation finished copy the following
|
|
files out of release/ to your installation directory preserving the
|
|
directory structure:
|
|
- q2ded
|
|
- quake2
|
|
- ref_gl.so
|
|
- baseq2/game.so
|
|
- ctf/game.so (not for the demo version)
|
|
|
|
You should now be 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 no longer possible to play Quake II with the original Audio-CD for
|
|
background music. Therefore OGG/Vorbis playback has been added to Yamagi
|
|
Quake II. It can play the original soundtrack, like if the CD is in the
|
|
drive or customized playlists.
|
|
|
|
2.1 Setup for the original soundtrack:
|
|
--------------------------------------
|
|
Put your Quake II CD-ROM in your drive, start your favorite CD extractor
|
|
and rip the audiotracks into OGG/Vorbis files. These files must be named
|
|
after their track number. Remember! Since the first track on the CD ist
|
|
"data", the first audio track is number 2! If everything is done
|
|
correct, you should have: 02.ogg, 03.ogg, ..., 11.ogg. Alternatively you
|
|
can use a script provided by caedes, which can be found in the folder
|
|
"tools". It needs cdparanoia and oggenc, it should work with the main
|
|
game and both addons.
|
|
Put these files under 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 normal 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.
|
|
Therefore playlists can be used. Just put the filenames into
|
|
music/playlists (a plain text file) and start the game. For manual
|
|
control there are some cvars. Remember: these are only available, if "OGG
|
|
music" is enabled!
|
|
|
|
2.3 Manual control:
|
|
-------------------
|
|
- ogg_play {file | #n | ? | >n | <n}
|
|
Play a file, the argument can be one of:
|
|
* A file in "music", without the path and ".ogg" extension.
|
|
* A # followed by a number, to play the Nth file in the playlist.
|
|
* A ? which indicates to play a random file.
|
|
* A > which indicates to advance N positions (defaults to 1).
|
|
* A < which indicates to go back N positions (defaults to 1).
|
|
|
|
- ogg_stop
|
|
Stop playing the current file
|
|
|
|
- ogg_pause
|
|
Pause the current file
|
|
|
|
- ogg_resume
|
|
Resume the current file.
|
|
|
|
- ogg_seek {n | >n | <n}
|
|
Go to a determinated position of the file in seconds, the argument can be
|
|
one of the following:
|
|
* n, which indicates to go to the nth position.
|
|
* >n, which indicates to advance n positions.
|
|
* <n, which indicates to go back n positions.
|
|
You can use "ogg_seek >0" and "ogg_seek <0" to get the current position
|
|
without changing it.
|
|
|
|
- ogg_status
|
|
Display status (if playing a file, if paused, if stopped, etc.).
|
|
|
|
2.4 Console variables:
|
|
----------------------
|
|
- ogg_enable {0 | 1}
|
|
Enable the Ogg Vorbis subsystem when in "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 "next".
|
|
|
|
- ogg_volume
|
|
Volume of the music from 0 to 2. Defaults to "0.7".
|
|
|
|
===============================================================================
|
|
|
|
3. Configuration
|
|
================
|
|
While configuring Quake II is straight forward some rough edges can
|
|
arise. Bevor reporting bugs or mailing me 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, I 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 the modern LCD flat
|
|
panel was invented, but 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 the
|
|
double sync frequenzy of your monitor. For most people this is 60hz *
|
|
2 = 120. Now enable the vsync with setting "gl_swapinterval" to 1.
|
|
This should supress all of the problems.
|
|
|
|
- Particle effects are broken. They're very big, very ugly and very
|
|
slow? This is the fault of Mesa3D and it's broken point parameters
|
|
OpenGL extensions. The only solution is to disable the extension but
|
|
this'll lower the optical quality of the game. Particles won't be any
|
|
longer perfext round but'll have eight edges. Set
|
|
"gl_ext_pointparameters" to 0.
|
|
|
|
- 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.
|
|
|
|
- Yamagi Quake II offers hardware gamma control in realtime via the
|
|
"Video" menu. If Quake II is still too dark set the "vid_gamma"
|
|
cvar by hand to values above 1.5.
|
|
|
|
3.2 Input
|
|
---------
|
|
Quake II had a rather simple input system, even back then in 1997. It
|
|
just mapped Windows 95 mouse events one to one 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 inut is dependent on the operation system
|
|
mouse driver. Another operating system or even another mouse and the
|
|
inut changed drastically. That sucked.
|
|
|
|
Yamagi Quake II features a from scratch rewritten mouse backend based on
|
|
SDL. It gives you exactly 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 the mouse is disabled.
|
|
|
|
- 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 exaktly
|
|
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 -> The mouse acceleration. A very simple aproch,
|
|
much simpler than modern mouse acceleration. "0" is disabled. Sadly
|
|
it's nearly imposible to add modern acceleration to Quake II since
|
|
most of the needed data isn't available to the inut backend.
|
|
|
|
3.3 Sound
|
|
---------
|
|
Quake II featured one of the best sound systems of it's time but sadly
|
|
it was totaly broken. Therefore id Software rewrote it once, later it was
|
|
rewritten again for the linux port. That fixed most visible problems but
|
|
the code was just crap and broke again as time passed and sound on computer
|
|
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.
|
|
|
|
- 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 onboad 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 proberly. Does the sound work in other
|
|
SDL games like ioQuake3? If possible remove all sound servers from
|
|
your stack and use the plain OSS or ALSA via libalsa. If everything
|
|
fails try create an ~/.asoundrc with this contents:
|
|
|
|
pcm.!default {
|
|
type hw
|
|
card 0
|
|
}
|
|
|
|
ctl.!default {
|
|
type hw
|
|
card 0
|
|
}
|
|
|
|
===============================================================================
|
|
|
|
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 drop me an e-mail
|
|
to quake2@yamagi.org. Please include a problem description and - if
|
|
possible - a screenshot of the problematic situation and the name of the
|
|
problematic map. 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 libalsa 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 ist 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 kit is complete. Missing files will crash Quake
|
|
II on random occasions and will produce strange backtraces! This just
|
|
wastes my time, so please check first and report then!
|
|
|
|
Valgrind reports many, many memory leaks!
|
|
- Yeah it does. But they're all 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 my 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". Remember, the extension .dm2 is important!
|
|
|
|
How do I record a demo?
|
|
- "record name" and "stop" to stop.
|
|
|
|
When playing in window mode my is locked onto the window. Can I change
|
|
that, e.g. that Quake II is behaving like a normal window?
|
|
- Open the console with 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 open the console set
|
|
to 2. The default is 2.
|
|
|
|
Hey, my screensaver crashes Quake II or I expire 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 tools/quake-start.sh It
|
|
deactivates the screensaver before starting Quake II and reenables it
|
|
after exiting the game.
|
|
|
|
Are there bots for Quake II?
|
|
- Yes there are a lot of bots. At least JABot ist known to work with
|
|
Yamagi Quake II, take a look at http://deponie.yamagi.org/quake2/stuff/
|
|
for the source code. But if you want bots you're most likely a
|
|
deathmatch player and should maybe look for another client.
|
|
|
|
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
|
|
multiplayer experiences. They're featuring a 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.
|
|
|
|
===============================================================================
|