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-rw-r--r--WinQuake/docs/INSTALL177
-rw-r--r--WinQuake/docs/INSTALL.Q2Mission39
-rw-r--r--WinQuake/docs/INSTALL.Quake177
-rw-r--r--WinQuake/docs/INSTALL.Quake2218
-rw-r--r--WinQuake/docs/README157
-rw-r--r--WinQuake/docs/README.X11107
-rw-r--r--WinQuake/docs/readme.glquake162
-rw-r--r--WinQuake/docs/readme.squake127
8 files changed, 1164 insertions, 0 deletions
diff --git a/WinQuake/docs/INSTALL b/WinQuake/docs/INSTALL
new file mode 100644
index 0000000..bf317c1
--- /dev/null
+++ b/WinQuake/docs/INSTALL
@@ -0,0 +1,177 @@
+INSTALL for Linux Quake
+-----------------------
+
+Quake for Linux provides several different binary executables to support
+different hardware and drivers.
+
+Included with Linux Quake are:
+ - SVGALib Quake (squake)
+ This is a software renderer Quake that runs at the text console in Linux.
+ - GLQuake (glquake, glquake.glx and glquake.3dfxgl)
+ This is a hardware renderer Quake that runs using hardware 3D
+ acceleration.
+ - X11 Quake (quake.x11)
+ Software rendering in a window under X11.
+
+Installation
+------------
+
+Mount the Quake CD as one would usually mount a CDROM, this can be
+accomplished by using the command:
+
+ mount /dev/cdrom /mnt
+
+As root. Once the CD is mounted, run the setup script on the CD as root.
+
+ $ su
+ Password:
+ # mount /dev/cdrom /mnt
+ # /bin/sh /mnt/setup
+
+The script will ask some questions about what options you want to install
+and automatically install the software into /usr/local/games/quake.
+
+Requirements
+------------
+
+Requirements for SVGALib Quake:
+
+- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for GLQuake:
+
+- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
+at this writing. In order to use 3DFX hardware, you must have 3DFX's
+GLIDE drivers installed. RPMs for these drivers are available at:
+http://glide.xxedgexx.com/3DfxRPMS.html
+- For the glX version, an OpenGL implementation that includes hardware
+glX support.
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib compatible mouse for glquake or X11 for glquake.glx
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for X11 Quake:
+
+- X11R5 later, only tested with XFree86, should work with most X Servers
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Additional notes for SVGALib Quake
+----------------------------------
+
+SVGALib may not detect a 3-button mouse properly (it
+will only use two buttons). Check your /etc/vga/libvga.config
+and set it up for your mouse type.
+
+Also, newer versions of SVGALib have an mouse_accel_type option. Most
+users will want to set this to "off" in /etc/vga/libvga.config.
+
+Additional notes for 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, eg. "export MESA_GLX_FX=fullscreen" for sh
+or "setenv MESA_GLX_FX fullscreen" for csh.
+
+For glquake, you must also have SVGALib or later installed (1.3.0 or later
+prefered). 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.
+
+Additional notes for X11 Quake
+------------------------------
+
+This is a windowed version that is generic for X11. It runs in a window
+and can be resized. You can specify a starting window size with:
+ -width <width>
+ -height <height>
+ -winsize <width> <height>
+Default is 320x200. It works in 16bit modes, but it's slower (twice as many
+bytes to copy).
+
+No other video modes are supported (just runs windowed). Mouse is read, but
+not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
+the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
+
+Command Line Options for Linux Quake
+------------------------------------
+
+-mem <mb>
+Specify memory in megabytes to allocate (default is 8MB, which should be fine
+for most needs).
+
+-nostdout
+Don't do any output to stdout
+
+-mdev <device> (SVGALib based versions only)
+Mouse device, default is /dev/mouse
+
+-mrate <speed> (SVGALib based versions only)
+Mouse baud rate, default is 1200
+
+-cddev <device>
+CD device, default is /dev/cdrom
+
+-mode <modenum>
+Use indicated video mode
+
+-nokdb
+Don't initialize keyboard
+
+-sndbits <8 or 16>
+Set sound bit sample size. Default is 16 if supported.
+
+-sndspeed <speed>
+Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+Default is 11025.
+
+-sndmono
+Set mono sound
+
+-sndstereo
+Set stereo sound (default if supported)
+
diff --git a/WinQuake/docs/INSTALL.Q2Mission b/WinQuake/docs/INSTALL.Q2Mission
new file mode 100644
index 0000000..e69b63c
--- /dev/null
+++ b/WinQuake/docs/INSTALL.Q2Mission
@@ -0,0 +1,39 @@
+INSTALL for Linux Quake2 Mission Packs
+--------------------------------------
+
+Installation
+------------
+
+Mount the Quake2 Mission Pack CD as one would usually mount a CDROM, this can
+be accomplished by using the command:
+
+ mount /dev/cdrom /mnt
+
+As root. Once the CD is mounted, run the setup script on the CD as root.
+
+ $ su
+ Password:
+ # mount /dev/cdrom /mnt
+ # /bin/sh /mnt/setup
+
+The script will ask some questions about what options you want to install
+and automatically install the software into /usr/local/games/quake2.
+
+After Installation
+------------------
+
+To run Quake2 Mission Pack #1: The Reckoning add the following option when
+executing Quake2:
+
+ ./quake2 +set game xatrix
+
+To run Quake2 Mission Pack #2: Ground Zero add the following:
+
+ ./quake2 +set game rogue
+
+Requirements
+------------
+
+The Quake2 Mission Packs require a previous installation of Quake2.
+
+
diff --git a/WinQuake/docs/INSTALL.Quake b/WinQuake/docs/INSTALL.Quake
new file mode 100644
index 0000000..bf317c1
--- /dev/null
+++ b/WinQuake/docs/INSTALL.Quake
@@ -0,0 +1,177 @@
+INSTALL for Linux Quake
+-----------------------
+
+Quake for Linux provides several different binary executables to support
+different hardware and drivers.
+
+Included with Linux Quake are:
+ - SVGALib Quake (squake)
+ This is a software renderer Quake that runs at the text console in Linux.
+ - GLQuake (glquake, glquake.glx and glquake.3dfxgl)
+ This is a hardware renderer Quake that runs using hardware 3D
+ acceleration.
+ - X11 Quake (quake.x11)
+ Software rendering in a window under X11.
+
+Installation
+------------
+
+Mount the Quake CD as one would usually mount a CDROM, this can be
+accomplished by using the command:
+
+ mount /dev/cdrom /mnt
+
+As root. Once the CD is mounted, run the setup script on the CD as root.
+
+ $ su
+ Password:
+ # mount /dev/cdrom /mnt
+ # /bin/sh /mnt/setup
+
+The script will ask some questions about what options you want to install
+and automatically install the software into /usr/local/games/quake.
+
+Requirements
+------------
+
+Requirements for SVGALib Quake:
+
+- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for GLQuake:
+
+- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
+at this writing. In order to use 3DFX hardware, you must have 3DFX's
+GLIDE drivers installed. RPMs for these drivers are available at:
+http://glide.xxedgexx.com/3DfxRPMS.html
+- For the glX version, an OpenGL implementation that includes hardware
+glX support.
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib compatible mouse for glquake or X11 for glquake.glx
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for X11 Quake:
+
+- X11R5 later, only tested with XFree86, should work with most X Servers
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Additional notes for SVGALib Quake
+----------------------------------
+
+SVGALib may not detect a 3-button mouse properly (it
+will only use two buttons). Check your /etc/vga/libvga.config
+and set it up for your mouse type.
+
+Also, newer versions of SVGALib have an mouse_accel_type option. Most
+users will want to set this to "off" in /etc/vga/libvga.config.
+
+Additional notes for 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, eg. "export MESA_GLX_FX=fullscreen" for sh
+or "setenv MESA_GLX_FX fullscreen" for csh.
+
+For glquake, you must also have SVGALib or later installed (1.3.0 or later
+prefered). 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.
+
+Additional notes for X11 Quake
+------------------------------
+
+This is a windowed version that is generic for X11. It runs in a window
+and can be resized. You can specify a starting window size with:
+ -width <width>
+ -height <height>
+ -winsize <width> <height>
+Default is 320x200. It works in 16bit modes, but it's slower (twice as many
+bytes to copy).
+
+No other video modes are supported (just runs windowed). Mouse is read, but
+not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
+the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
+
+Command Line Options for Linux Quake
+------------------------------------
+
+-mem <mb>
+Specify memory in megabytes to allocate (default is 8MB, which should be fine
+for most needs).
+
+-nostdout
+Don't do any output to stdout
+
+-mdev <device> (SVGALib based versions only)
+Mouse device, default is /dev/mouse
+
+-mrate <speed> (SVGALib based versions only)
+Mouse baud rate, default is 1200
+
+-cddev <device>
+CD device, default is /dev/cdrom
+
+-mode <modenum>
+Use indicated video mode
+
+-nokdb
+Don't initialize keyboard
+
+-sndbits <8 or 16>
+Set sound bit sample size. Default is 16 if supported.
+
+-sndspeed <speed>
+Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+Default is 11025.
+
+-sndmono
+Set mono sound
+
+-sndstereo
+Set stereo sound (default if supported)
+
diff --git a/WinQuake/docs/INSTALL.Quake2 b/WinQuake/docs/INSTALL.Quake2
new file mode 100644
index 0000000..6339c76
--- /dev/null
+++ b/WinQuake/docs/INSTALL.Quake2
@@ -0,0 +1,218 @@
+INSTALL for Linux Quake2
+------------------------
+
+Quake2 for Linux supports the following video subsystems:
+
+- SVGALib Console Graphics (ref_soft.so)
+ - Requires SVGALib 1.2.0 or later
+- X11 Window Graphics (ref_softx.so)
+ - X11R5 or later, XShm shared memory extension supported
+- 3DFX fxMesa with Mesa 3-D or 3DFX Miniport (ref_gl.so)
+ - Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
+ Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
+- Generic glX (X11) based OpenGL (ref_glx.so)
+ - Requires a glX based hardware accelerated OpenGL implementation.
+ Mesa 3-D 2.6 supports this on 3DFX hardware.
+
+Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
+on 3DFX hardware.
+
+Installation
+------------
+
+Mount the Quake2 CD as one would usually mount a CDROM, this can be
+accomplished by using the command:
+
+ mount /dev/cdrom /mnt
+
+As root. Once the CD is mounted, run the setup script on the CD as root.
+
+ $ su
+ Password:
+ # mount /dev/cdrom /mnt
+ # /bin/sh /mnt/setup
+
+The script will ask some questions about what options you want to install
+and automatically install the software into /usr/local/games/quake2.
+
+Make sure you have the appropirate hardware, drivers and libraries installed
+for the renderer you are going to play on.
+
+Quake2 for Linux supports the following renderers:
+
+- ref_soft
+ Software rendering under SVGALib (console only). SVGALib 1.2.10 or later
+ is required. Note that SVGALib 1.2.11 supports the ability to run a
+ SVGALib application under X11 as it will automatically allocate a new
+ console. The default mode is 320x240 (ModeX) since that is the lowest
+ resolution supported by Quake2. If SVGALib supports your video card, higher
+ resolution modes such as 640x480 and 800x600 are also supported.
+
+ Please note that you may need to configure your mouse for SVGALib in
+ /etc/vga/libvga.config (or /etc/libvga.config).
+
+- ref_softx
+ Software rendering under X11. This uses the MITSHM Extension and should
+ work will virtually all Linux X Servers. **NOTE: Do not resize the window
+ under X11. You must use the Video menu to change resolution/window size.
+
+ By default, the mouse will not be 'tied' to the Quake2 window. To cause
+ Quake2 to grab the mouse, select 'Windowed Mouse' from the video menu,
+ or type '_windowed_mouse 0' at the console. Do the reverse to release it.
+ You can bind keys to grab and release the mouse in the console, like so:
+ bind i "_windowed_mouse 1"
+ bind o "_windowed_mouse 0"
+ Then "i" will grab the mouse and "o" will release it.
+
+- ref_gl
+ This render can be run with two different OpenGL drivers: Mesa 3-D
+ ontop of Linux GLIDE, or 3DFX's mini-OpenGL Quake driver.
+ For Mesa 3-D, the necessary libMesaGL.so.2.6 is included with this archive.
+ You must copy it to /usr/lib or /usr/local/lib and run ldconfig (as root)
+ in order to use it. You can do this as follows:
+ tar cf - lib*GL* | (cd /usr/lib; tar xf -)
+ You should use tar to keep the symlinks intact. Once you copy them over
+ run ldconfig.
+ You must also download and install the Linux GLIDE drivers at
+ http://www.3dfx.com/software/download_glidel.html
+ And install them as instructed.
+ RPMs for GLIDE are available at :
+ http://glide.xxedgexx.com/3DfxRPMS.html
+ With version 3.20, the GL library is entirely runtime loaded. This means
+ you can specify what shared object to load for GL display.
+ To use Mesa 3-D GL (console), run quake with:
+ ./quake2 +set vid_ref gl +set gl_driver libMesaGL.so.2
+ To use the 3DFX OpenGL Miniport, run the included quake2.3dfxgl:
+ ./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
+ The gl_driver cvar indicates the name of the library to load for GL
+ functions. It can be in any directory listed in /etc/ld.so.conf
+ or in /etc/quake2.conf
+
+ **NOTE: There is a problem on libc5 systems where a vid_restart (causing
+ a reload of the video system) will crash. There doesn't seem to be a
+ solution to this yet. It looks to be some sort of ld.so dynamic loading
+ interaction with SVGALib and ref_gl.so. A work around is to start in
+ software mode (./quake2 +set vid_ref soft), then use the menu to set your
+ mode and a vid_restart will work when going from software to GL. Exit
+ out then and save your video mode settings.
+ This problem does not occur on libc6 (glibc) based systems; vid_restart
+ works fine on there.
+
+- ref_glx
+ ref_glx 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, eg. "export MESA_GLX_FX=fullscreen" for sh
+ or "setenv MESA_GLX_FX fullscreen" for csh.
+
+ As with ref_gl, the "gl_driver" cvar indicates the shared library to load
+ for OpenGL functions (the glX functions must provided in that library
+ as well).
+
+Permissions
+-----------
+
+Quake2 requires root permissions to use the software (SVGALib) and GL (MesaGL
+w/3dfx) renders. In order to make this secure, some special considerations
+must be made.
+
+Quake2 should get setuid root:
+ chown root quake2
+ chmod 4711 quake2
+
+And the ref_soft.so and ref_gl.so files must owned by root.
+
+The file /etc/quake2.conf must be installed. This file contains a single
+line with the path of where the ref shared libraries can be found.
+A sample one is included that lists /usr/games/quake2 as the default
+path. The libraries are only loaded out of the directory listed in
+/etc/quake2.conf for security considerations.
+
+Special permissions are not required for the softx renderer, but quake2 may
+still need to be setuid root to open the sound device (quake2 will give up
+setuid root permissions before loading softx).
+
+NOTE: If you use a setuid quake2 binary and run it as a normal user, it
+will NOT be able to switch renderers on the fly because root permissions
+are given up after the renderer is loaded. You can switch renderers on the
+fly if you run quake2 as root (su or log in as root).
+
+NOTE: When the quake2 binary is run in dedicated server mode
+(+set dedicated 1), no special permissions are required and
+/etc/quake2.conf is not read since no renderer is loaded.
+
+----
+
+The first time you run Quake2, it will use ref_soft or ref_softx based
+on whether a DISPLAY environment variable exists.
+
+To force the loading of a specific renderer at load time, use the following
+command lines:
+
+ ./quake2 +set vid_ref soft
+ ./quake2 +set vid_ref softx
+ ./quake2 +set vid_ref gl
+ ./quake2 +set vid_ref glx
+
+Linux Specific Cvars
+--------------------
+
+To set this, use +set on the command line, i.e.:
+ ./quake2 +set cd_dev /dev/hdc +set sndmono 1
+
+nocdaudio (defaults to 0)
+ Do not enable cd audio if not zero
+
+sndbits (defaults to 16)
+ Set sound bit sample size.
+
+sndspeed (defaults to 0)
+ Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+ If set to zero, causes the sound driver to attempt speeds in the following
+ order: 11025, 22051, 44100, 8000.
+
+sndchannels (defaults to 2)
+ Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
+
+nostdout (defaults to 0)
+ Whether to output console msgs to standard out. Non-zero is cease output.
+
+Dedicated server
+----------------
+
+To run Linux Quake2 as a dedicated server, just run it as follows:
+
+ ./quake2 +set dedicated 1
+
+You can also set dmflags, timelimit, etc. in a config file, like so:
+ set timelimit 20
+ set fraglimit 25
+ set dmflags 532
+ map fact3
+
+Then exec that config file on load, like so:
+
+ ./quake2 +set dedicated 1 +exec server.cfg
+
+If you use a config file, you must put a 'map' command in it or the
+server won't load a map.
+
+To run a dedicated server in the background, use this;
+
+ nohup ./quake2 +set dedicated 1 +exec server.cfg &
+
+A better way is to run Quake2 on a tty via screen. screen can be found
+at ftp://prep.ai.mit.edu/pub/gnu/screen-3.7.4.tar.gz, but it comes with
+most modern Linux installations now.
+
+-----------------------------------------------------------------------------
+
+Linux Quake2 is an unsupported product. Usage of this product is bound by
+the legal notice found on the distribution Quake2 CDROM.
+
+/// Zoid
+zoid@idsoftware.com
+
diff --git a/WinQuake/docs/README b/WinQuake/docs/README
new file mode 100644
index 0000000..ee5a22d
--- /dev/null
+++ b/WinQuake/docs/README
@@ -0,0 +1,157 @@
+README for Linux Quake
+----------------------
+
+This README convers all versions of Quake for Linux:
+ - SVGALib Quake (squake)
+ - GLQuake (glquake, glquake.glx and glquake.3dfxgl)
+ - X11 Quake (quake.x11)
+
+Requirements for SVGALib Quake:
+
+- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for GLQuake:
+
+- 3DFX based card for the GLQuake version, VooDoo, VooDoo Rush or VooDoo2
+at this writing. In order to use 3DFX hardware, you must have 3DFX's
+GLIDE drivers installed. RPMs for these drivers are available at:
+http://glide.xxedgexx.com/3DfxRPMS.html
+- For the glX version, an OpenGL implementation that includes hardware
+glX support.
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib compatible mouse for glquake or X11 for glquake.glx
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Requirements for X11 Quake:
+
+- X11R5 later, only tested with XFree86, should work with most X Servers
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+ or glibc (libc6) for the glibc version
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Additional notes for SVGALib Quake
+----------------------------------
+
+SVGALib may not detect a 3-button mouse properly (it
+will only use two buttons). Check your /etc/vga/libvga.config
+and set it up for your mouse type.
+
+Additional notes for 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, eg. "export MESA_GLX_FX=fullscreen" for sh
+or "setenv MESA_GLX_FX fullscreen" for csh.
+
+For glquake, you must also have SVGALib or later installed (1.3.0 or later
+prefered). 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.
+
+Additional notes for X11 Quake
+------------------------------
+
+This is a windowed version that is generic for X11. It runs in a window
+and can be resized. You can specify a starting window size with:
+ -width <width>
+ -height <height>
+ -winsize <width> <height>
+Default is 320x200. It works in 16bit modes, but it's slower (twice as many
+bytes to copy).
+
+No other video modes are supported (just runs windowed). Mouse is read, but
+not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
+the mouse and use it in the game (or type "_windowed_mouse 1" at the console).
+
+Command Line Options for Linux Quake
+------------------------------------
+
+-mem <mb>
+Specify memory in megabytes to allocate (default is 8MB, which should be fine
+for most needs).
+
+-nostdout
+Don't do any output to stdout
+
+-mdev <device> (SVGALib based versions only)
+Mouse device, default is /dev/mouse
+
+-mrate <speed> (SVGALib based versions only)
+Mouse baud rate, default is 1200
+
+-cddev <device>
+CD device, default is /dev/cdrom
+
+-mode <modenum>
+Use indicated video mode
+
+-nokdb
+Don't initialize keyboard
+
+-sndbits <8 or 16>
+Set sound bit sample size. Default is 16 if supported.
+
+-sndspeed <speed>
+Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+Default is 11025.
+
+-sndmono
+Set mono sound
+
+-sndstereo
+Set stereo sound (default if supported)
+
+End Notes
+---------
+
+Linux Quake is *NOT* an officially supported product. Mail about it
+will be deleted. Do not email id about this product. If you are having
+technical difficultly, you can email me, but make sure you have the correct
+kernel, libc, svgalib and other software versions before you email me.
+
+Dave 'Zoid' Kirsch
+zoid@idsoftware.com
+Official Quake Unix Port Administrator
diff --git a/WinQuake/docs/README.X11 b/WinQuake/docs/README.X11
new file mode 100644
index 0000000..b7a1667
--- /dev/null
+++ b/WinQuake/docs/README.X11
@@ -0,0 +1,107 @@
+
+README for Linux SVGALib Quake
+------------------------------
+
+Requirements:
+
+- X11R5 later, only tested with XFree86, should work with most X Servers
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+This is a windowed version that is generic for X11. It runs in a window
+and can be resized. You can specify a starting window size with:
+ -width <width>
+ -height <height>
+ -winsize <width> <height>
+Default is 320x200. It works in 16bit modes, but it's slower (twice as many
+bytes to copy).
+
+No other video modes are supported (just runs windowed). Mouse is read, but
+not "grabbed" by default. Go to the Options menu and turn on Use Mouse to grab
+the mouse and use it in the game. If you want to move the mouse out of
+QWCL, you have to turn Use Mouse off.
+
+Full sound support is included. The default sound rate is 16-bit stereo,
+11KHz. You can change this in the options section below.
+
+New Command Line Options for Linux SVGAlib Quake
+------------------------------------------------
+
+-mem <mb>
+Specify memory in megabytes to allocate (default is 8MB, which should be fine
+for most needs).
+
+-nostdout
+Don't do any output to stdout
+
+-cddev <device>
+CD device, default is /dev/cdrom
+
+-sndbits <8 or 16>
+Set sound bit sample size. Default is 16 if supported.
+
+-sndspeed <speed>
+Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+Default is 11025.
+
+-sndmono
+Set mono sound
+
+-sndstereo
+Set stereo sound (default if supported)
+
+Installation
+------------
+
+Boot DOS (I know, but you need it to run the Quake install program) and
+install Quake from your Quake CD to a DOS parition.
+
+Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
+directory into it. i.e.:
+ (cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
+
+Quake for X11 does not need to be setuid root. Sound can fail if /dev/dsp is
+not mode 666.
+
+Quake may segfault if it tries to initialize your sound card and their isn't
+one. Same with the CDROM. If it dies, try it with -nosound and/or
+-nocdaudio. If you have a sound card it died on and you know it is
+supported by USSLite (the driver that comes with the Linux kernel), let me
+know and I'll take a look at it.
+
+It should work with SCSI CDROMs, but is untested.
+
+Full TCP/IP network support is in, including listen and dedicated server
+modes.
+
+All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
+distribution will work, 'cept for stuff with vid modes and stuff.
+
+End Notes
+---------
+
+Linux Quake is *NOT* an officially supported product. Mail about it
+will be deleted. Do not email id about this product. If you are having
+technical difficultly, you can email me, but make sure you have the correct
+kernel, libc, svgalib and other software versions before you email me.
+
+Dave 'Zoid' Kirsch
+zoid@idsoftware.com
+Official Quake Unix Port Administrator
+
+Acks
+----
+
+Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
+support.
+Dave Taylor <ddt@crack.com> for basic Linux support.
+id Software for Quake and making me port it. :)
+
+Lots of people on #linux, #quake for testing.
+
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.
+
diff --git a/WinQuake/docs/readme.squake b/WinQuake/docs/readme.squake
new file mode 100644
index 0000000..3d4ba91
--- /dev/null
+++ b/WinQuake/docs/readme.squake
@@ -0,0 +1,127 @@
+
+README for Linux SVGALib Quake
+------------------------------
+
+Requirements:
+
+- SVGALib 1.20 or later (/lib/libvga.so.1.2.10)
+- libc 5.2.18 or later (5.0.9 will not work, /lib/libc.so.5.2.18)
+- CD-ROM for CDAudio
+- Soundcard capable of mmap'd buffers. USSLite 3.5.4 was used to build squake
+ with. Works fine on SoundBlaster 16 and Gravis Ultrasound MAX.
+- SVGALib supported mouse (usually if it works with X, it'll work with
+ squake).
+- Kernel 2.0.24 or later
+ - untested with 2.1 kernels, your mileage may vary
+
+Here's the release you've been waiting for. Linux squake supports
+320x200x256, the various modeX modes (320x400, 360x400, etc) as well as high
+res modes if your card is supported by SVGALib. Use the Quake console command
+vid_describemodes to list supported modes and the command vid_mode <number> to
+change modes.
+
+Full sound support is included. The default sound rate is 16-bit stereo,
+11KHz. You can change this in the options section below.
+
+Mouse works great, but SVGALib may not detect a 3-button mouse properly (it
+will only use two buttons). Check your /etc/libvga.config (or
+/etc/vga/libvga.config for SlackWare users).
+
+**Version 1.1 fixes some crash bugs with the mission packs.
+
+New Command Line Options for Linux SVGAlib Quake
+------------------------------------------------
+
+-mem <mb>
+Specify memory in megabytes to allocate (default is 8MB, which should be fine
+for most needs).
+
+-nostdout
+Don't do any output to stdout
+
+-mdev <device>
+Mouse device, default is /dev/mouse
+
+-mrate <speed>
+Mouse baud rate, default is 1200
+
+-cddev <device>
+CD device, default is /dev/cdrom
+
+-mode <modenum>
+Use indicated video mode
+
+-nokdb
+Don't initialize keyboard
+
+-sndbits <8 or 16>
+Set sound bit sample size. Default is 16 if supported.
+
+-sndspeed <speed>
+Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
+Default is 11025.
+
+-sndmono
+Set mono sound
+
+-sndstereo
+Set stereo sound (default if supported)
+
+Installation
+------------
+
+Boot DOS (I know, but you need it to run the Quake install program) and
+install Quake from your Quake CD to a DOS parition.
+
+Boot Linux and make a directory for Quake. Copy everything from the DOS Quake
+directory into it. i.e.:
+ (cd /dos/quake; tar cf - .) | (cd ~/quake; tar xf -)
+
+Place squake into your Quake directory. You must make it setuid root (since
+Quake access stuff like direct video writes, the raw keyboard mode, CD, etc).
+Quake will setuid back to the normal user as soon as it opens these files.
+Make Quake suid root as follows:
+ chown root squake
+ chmod 4755 squake
+
+Run squake. I don't recommend running it as root, since all the saved
+config.cfg files will be then owned as root. Use your normal account, unless
+you do everything as root, then your mileage will vary.
+
+squake may segfault if it tries to initialize your sound card and their isn't
+one. Same with the CDROM. If it dies, try it with -nosound and/or
+-nocdaudio. If you have a sound card it died on and you know it is
+supported by USSLite (the driver that comes with the Linux kernel), let me
+know and I'll take a look at it.
+
+It should work with SCSI CDROMs, but is untested.
+
+Full TCP/IP network support is in, including listen and dedicated server
+modes. squake makes a nice dedicated server as you don't need the X11
+libraries kicking around.
+
+All of the options described in TECHINFO.TXT and MANUAL.TXT from the Quake
+distribution will work, 'cept for stuff with vid modes and stuff.
+
+End Notes
+---------
+
+Linux SVGALib Quake is *NOT* an officially supported product. Mail about it
+will be deleted. Do not email id about this product. If you are having
+technical difficultly, you can email me, but make sure you have the correct
+kernel, libc, svgalib and other software versions before you email me.
+
+Dave 'Zoid' Kirsch
+zoid@threewave.com
+Official Quake Unix Port Administrator
+
+Acks
+----
+
+Greg Alexander <galexand@sietch.bloomington.in.us> for initial work in SVGALib
+support.
+Dave Taylor <ddt@crack.com> for basic Linux support.
+id Software for Quake and making me port it. :)
+
+Lots of people on #linux, #quake for testing.
+