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diff --git a/WinQuake/docs/readme.glquake b/WinQuake/docs/readme.glquake new file mode 100644 index 0000000..385625f --- /dev/null +++ b/WinQuake/docs/readme.glquake @@ -0,0 +1,162 @@ +Linux Glquake v0.98, Quake v1.09 release notes + +Requirements +------------ + +For 3DFX based hardware, you must download and install Linux GLIDE from +http://glide.xxedgexx.com/3DfxRPMS.html and install as per the +instructions. + +Running GLQuake +--------------- + +There are three different ways to execute GLQuake: + +1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled +with 3DFX support (fxMesa..() function interface). It also requires +svgalib 1.3.0 or later for keyboard/mouse input. This binary is a console +application. Mesa 3-D requires GLIDE to be installed. + +2. The shell script "glquake.3dfxgl" runs the "glquake" binary after +preloading the lib3dfxgl.so library. This is a port of 3DFX's Win32 +OpenGL MCD (Mini Client Driver) to Linux. It is faster than Mesa 3-D +since it was written specifically with supporting GLQuake in mind. +lib3dfxgl.so requires that GLIDE be installed. + +3. The binary "glquake.glx" is linked against standard OpenGL libraries. +It should run on many different hardward OpenGL implementations under +Linux and X11. This binary is an X11 application and must be run under +X11. It will work with Mesa 3-D as a standard glX based OpenGL +applications. If the Mesa 3-D library is compiled with 3DFX support, +you can have Mesa 3-D support 3DFX hardware under X11 by setting the +enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode +and "window" for windowed mode. + +You must also have SVGALib 1.3.0 or later installed. GLQuake uses SVGALib +for mouse and keyboard handling. + +If you have gpm and/or selection running, you will have to terminate them +before running GLQuake since they will not give up the mouse when GLQuake +attempts to run. You can kill gpm by typing 'killall gpm' as root. + +You must run GLQuake as root or setuid root since it needs to access things +such as sound, keyboard, mouse and the 3DFX video. Future versions may not +require root permissions. + +resolution options +------------------ +glquake -width 512 -height 384 +Tries to run glquake at the specified resolution. +Only highend VooDoo cards support such high resolutions (most +cards on the market right now do not). Another popular and supported mode +is 512x384 (-width 512 -height 384) which can offer a faster speed than +the default 640x480. + +You can also specify the resolution of the console independant of the screen +resolution. + +glquake -conwidth 320 +This will specify a console resolution of 320 by 240 (the height is +automatically determined by the default 4:3 aspect ratio, you can also +specify the height directly with -conheight). + +In higher resolution modes such as 800x600 and 1024x768, glquake will default +to a 640x480 console, since the font becomes small enough at higher +resolutions to become unreadable. If do you wish to have a higher resolution +console and status bar, specify it as well, such as: +glquake -width 800 -height 600 -conwidth 800 + +texture options +--------------- +The amount of textures used in the game can have a large impact on performance. +There are several options that let you trade off visual quality for better +performance. + +There is no way to flush already loaded textures, so it is best to change +these options on the command line, or they will only take effect on some of +the textures when you change levels. + +OpenGL only allows textures to repeat on power of two boundaries (32, 64, +128, etc), but software quake had a number of textures that repeated at 24 +or 96 pixel boundaries. These need to be either stretched out to the next +higher size, or shrunk down to the next lower. By default, they are filtered +down to the smaller size, but you can cause it to use the larger size if you +really want by using: + +glquake +gl_round_down 0 +This will generally run well on a normal 4 MB 3dfx card, but for other cards +that have either worse texture management or slower texture swapping speeds, +there are some additional settings that can drastically lower the amount of +textures to be managed. + +glquake +gl_picmip 1 +This causes all textures to have one half the dimensions they otherwise would. +This makes them blurry, but very small. You can set this to 2 to make the +textures one quarter the resolution on each axis for REALLY blurry textures. + +glquake +gl_playermip 1 +This is similar to picmip, but is only used for other players in deathmatch. +Each player in a deathmatch requires an individual skin texture, so this can +be a serious problem for texture management. It wouldn't be unreasonable to +set this to 2 or even 3 if you are playing competatively (and don't care if +the other guys have smudged skins). If you change this during the game, it +will take effect as soon as a player changes their skin colors. + +run time options +---------------- +At the console, you can set these values to effect drawing. + +gl_texturemode GL_NEAREST +Sets texture mapping to point sampled, which may be faster on some GL systems +(not on 3dfx). + +gl_texturemode GL_LINEAR_MIPMAP +This is the default texture mode. + +gl_texturemode GL_LINEAR_MIPMAP_LINEAR +This is the highest quality texture mapping (trilinear), but only very high +end hardware (intergraph intense 3D / realizm) supports it. Not that big of +a deal, actually. + +gl_finish 0 +This causes the game to not issue a glFinish() call each frame, which may make +some hardware run faster. If this is cleared, the 3dfx will back up a number +of frames and not be very playable. + +gl_flashblend 0 +By default, glquake just draws a shaded ball around objects that are emiting +light. Clearing this variable will cause it to properly relight the world +like normal quake, but it can be a significant speed hit on some systems. + +gl_ztrick 0 +Glquake uses a buffering method that avoids clearing the Z buffer, but some +hardware platforms don't like it. If the status bar and console are flashing +every other frame, clear this variable. + +gl_keeptjunctions 0 +If you clear this, glquake will remove colinear vertexes when it reloads the +level. This can give a few percent speedup, but it can leave a couple stray +blinking pixels on the screen. + +novelty features +---------------- +These are some rendering tricks that were easy to do in glquake. They aren't +very robust, but they are pretty cool to look at. + +r_shadows 1 +This causes every object to cast a shadow. + +r_wateralpha 0.7 +This sets the opacity of water textures, so you can see through it in properly +processed maps. 0.3 is very faint, almost like fog. 1 is completely solid +(the default). Unfortunately, the standard quake maps don't contain any +visibility information for seeing past water surfaces, so you can't just play +quake with this turned on. If you just want to see what it looks like, you +can set "r_novis 1", but that will make things go very slow. When I get a +chance, I will probably release some maps that have been processed properly +for this. + +r_mirroralpha 0.3 +This changes one particular texture (the stained glass texture in the EASY +start hall) into a mirror. The value is the opacity of the mirror surface. + |
