diff options
| author | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-06 04:14:27 -0400 |
|---|---|---|
| committer | wyatt8740 <wyatt8740@users.noreply.github.com> | 2023-10-06 04:14:27 -0400 |
| commit | 7f1879d9349ef0ceb77b9c47845c8af12fa41786 (patch) | |
| tree | 035ce5d707e20ff3b3dc94f8dbff0cf041ca3934 | |
| parent | 0cd87f79e15f7e6847ef9e47337a9551c59a32b7 (diff) | |
| download | quake-pum-7f1879d9349ef0ceb77b9c47845c8af12fa41786.tar.gz | |
readme slight update
| -rw-r--r-- | README | 47 |
1 files changed, 41 insertions, 6 deletions
@@ -1,19 +1,54 @@ A brief readme added by Wyatt Ward. -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. I did _not_ change any parts of the game to make it look all pretty, or to bring new improvements in graphics to the game. I only changed what was -_absolutely essential_ to run the game. +_absolutely essential_ to run the game, plus some things that desperately +needed to be changed to work *properly* on modern Linux/Unix systems. + +Specifically, I am most interested in preserving the software-rendered version +of Quake, since no one seems to care about it and everyone uses the later +OpenGL port. + +Perhaps on account of me not knowing almost any 3D graphics programming +already, I am not too intimidated by the concept of working on software +quake... OpenGL would probably be just as hard. And I prefer how software +rendered quake looks. + +Some more recent noteworthy changes, features, and notes (as of 2023): + +In the `WinQuake` (original "NetQuake") directory: +* Bumped maximum window resolution from 1280x1024 to 2560x2048 for software + rendered Quake. Patched some assembly routines related to it, too (for i386). +* Added SDL audio backend (borrowed and adapted from Quakespasm). This allows + for playing music with a CD drive emulator and getting sound effects + simultaneously, without needing two sound cards (since OSS DMA doesn't play + nice with software mixing). +* Some bad hacks in the makefile to make it link to everything it needs to. +* XQuake and GLQuake both function; XQuake is more thoroughly tested. + +In the `QW` (QuakeWorld) directory (NEW!): +* Added support for 24-bit RGB color in X11 software rendered quakeworld. + The sources in the `WinQuake` directory supported this already, but + QuakeWorld's did not. In many ways, QW seems to be based on an older + version of the code. +* Bumped maximum window resolution from 1280x1024 to 2560x2048 for software + rendered quakeworld. Note that this was more difficult here than in + `WinQuake` due to more hardcoded values. Patched some related assembly + routines, too (for i386). +* Added SDL audio backend (borrowed and adapted from Quakespasm). This allows + for playing music with a CD drive emulator and getting sound effects + simultaneously, without needing two sound cards (since OSS DMA doesn't play + nice with software mixing). +* Fixed a crash related to going underwater on some larger screen resolutions. +* Some bad hacks in the makefile to make it link to everything it needs to. +* XQuakeWorld functions; I play with a friend online using it. +* GLQuakeWorld is completely untested and likely needs work. The original, unmodified source can be found here: 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 |
