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authorwyatt8740 <wyatt8740@yahoo.com>2014-01-06 16:04:45 -0500
committerwyatt8740 <wyatt8740@yahoo.com>2014-01-06 16:04:45 -0500
commit351627094418255d76e9fe5b84fe9e0106b2ab56 (patch)
treeb55ad53cf51919527671a4d334af6c013cd02f6a
parent45051175f643e6d9c4087a23b931e68448052160 (diff)
downloadquake-pum-351627094418255d76e9fe5b84fe9e0106b2ab56.tar.gz
Updated readme, organized, split into sections
-rw-r--r--README99
1 files changed, 76 insertions, 23 deletions
diff --git a/README b/README
index 0914023..e2cd7eb 100644
--- a/README
+++ b/README
@@ -1,7 +1,10 @@
A brief readme added by Wyatt Ward.
-I added this readme and some updated Makefiles, as well as tweaking a few of
+Best viewed in a monospace font, like Courier, Courier New, or what I use
+for my terminal and nano, 9-point WenQuanYi Micro Hei Mono. I don't know
+why it's called that but the font looks really good.
+I added this readme and some updated Makefiles, as well as tweaking a few of
Quake's source files, to make it work properly on a modern Linux system.
@@ -12,41 +15,59 @@ https://github.com/id-Software/Quake
A good how-to for arguments and troubleshooting and such is here:
http://www.linuxdoc.org/HOWTO/Quake-HOWTO-1.html
-The how-to did not mention a few problems, which I created fixes for. These
+=================================================
+: WHAT THIS IS / GENERAL BACKGROUND INFO :
+=================================================
-include the mouse not working to allow input and no input whatsoever (not even
+The how-to did not mention a few problems, which I created fixes for. These
+include the mouse not working to allow input and no input whatsoever (not even
the keyboard) working in fullscreen. I also fixed a buffer overflow caused by
-
the sheer number of OpenGL extensions that modern systems support (the game
-
tries to print them to the console, and in doing so causes a buffer overflow
-
because the string containing all of the extensions is larger than the game
-
expected). The only noticeable difference my tweaks have caused (besides the
-
fact that you now can play the game) is that this string of OpenGL extensions
-
is no longer printed to the terminal (which I doubt most people care about,
-
anyway). I promise I made no tweaks to functionality or controls that would
-
make it differ from the original.
+=================================================
+: COMPILING QUAKE FOR LINUX :
+=================================================
-With that out of the way here is how to compile it:
+With that out of the way here is how to compile it:
For the OpenGL GLX version (the high-quality version most sane people want),
-
go to the directory 'WinQuake' and type
$ make build_release
-If you are missing libraries, headers or whatnot, it will let you know about
+The makefile named 'Makefile.linuxi386' is the original one from id, which
+does not work anymore. The GLX and X11 makefiles are derived from this one,
+but do successfully build. Use them instead!
-it quite loudly. You will need a few headers from the linux kernel; if you
+The file 'Makefile.Linuxi386.glx' should be the same as the normal 'Makefile'.
+
+ ++++++++++++
+ | X11 Port |
+ ++++++++++++
+For the X11 version, the only version I even tried to port and which works
+well, is simpler to build, has fewer dependencies, and has fewer hardcoded
+paths, but is lower quality graphics-wise, do
+
+ $ make -f Makefile.Linuxi386.X11 build_release
+
+=================================================
+: POTENTIAL BUILD PROBLEMS :
+=================================================
+ +++++++++++++
+ | Libraries |
+ +++++++++++++
+
+If you are missing libraries, headers or whatnot, it will let you know about
+it quite loudly. You will need a few headers from the linux kernel; if you
use ubuntu or an ubuntu variant, the headers should be under something like
/usr/src/linux-headers-3.5.0-44/arch/x86/include
@@ -55,25 +76,57 @@ and
/usr/src/linux-headers-3.5.0-44-generic/include
-These will have to be edited in the makefile if you have a different version
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $
+ $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $
+ $ YOU DO NOT HAVE TO COMPILE THE KERNEL. $
+ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ ...Although if you do, enable OSS while you are at it.
+ This can be worked around if you don't compile.
+ All we need is the source files. We have no reason to
+ compile it unless that's something you would normally do
+ anyway.
+These will have to be edited in the makefile if you have a different version
or architecture of the kernel than I did. Search one of the above strings to
-
find where I included them. Replace them appropriately with your kernel
-
versions. If you don't have sources, they are obtainable from most package
-
managers, including apt. A few other paths may have to be changed in the
+Makefile that I hardcoded, but you can figure those out I think.
-Makefile that I hardcoded, but you can figure those out I think. Good luck!
+(Look for 'wyatt' in the makefile; those paths are hardcoded, but there
+may be more. I honestly don't remember. I only know that when I got the
+source, id had hardcoded paths in the makefile and i simply changed the
+paths to fit my environment.)
+Good luck!
-After building, it will be in the directory 'releasei386'.
+___________________________________________________________________________
-You will need to copy the directory 'id1' from a quake CD-ROM
+=================================================
+: PROBLEMS AFTER SUCCESSFUL COMPILE :
+=================================================
+
+After building, it will be in the directory 'releasei386'.
+You will need to copy the directory 'id1' from a quake CD-ROM
and place it in the 'bin' directory that your compiled game is in.
--Wyatt Ward, 2013-01-05 23:02 EST
+=================================================
+: SOUND PROBLEMS :
+=================================================
+
+This game uses OSS; Most modern linux systems (unless you built your own
+kernel) do not supply this. To fix, install 'aoss' (ALSA OSS wrapper) and
+run the game using
+
+ $ aoss ./glquake.glx <parameters>
+
+to make it see a fake OSS. The alternative (which will disable sounds but
+does not require any more package installations) is to pass '-nosound' to
+the game when invoking.
+
+
+-Wyatt Ward, 2013-01-06 16:04 EST