From 0023db327bc1db00068284b70e1db45857aeee35 Mon Sep 17 00:00:00 2001 From: Travis Bradshaw Date: Tue, 31 Jan 2012 14:32:09 -0600 Subject: The Quake sources as originally release under the GPL license on December 21, 1999 --- WinQuake/docs/INSTALL | 177 ++++++++++++++++++++++++++++++++ WinQuake/docs/INSTALL.Q2Mission | 39 +++++++ WinQuake/docs/INSTALL.Quake | 177 ++++++++++++++++++++++++++++++++ WinQuake/docs/INSTALL.Quake2 | 218 ++++++++++++++++++++++++++++++++++++++++ WinQuake/docs/README | 157 +++++++++++++++++++++++++++++ WinQuake/docs/README.X11 | 107 ++++++++++++++++++++ WinQuake/docs/readme.glquake | 162 +++++++++++++++++++++++++++++ WinQuake/docs/readme.squake | 127 +++++++++++++++++++++++ 8 files changed, 1164 insertions(+) create mode 100644 WinQuake/docs/INSTALL create mode 100644 WinQuake/docs/INSTALL.Q2Mission create mode 100644 WinQuake/docs/INSTALL.Quake create mode 100644 WinQuake/docs/INSTALL.Quake2 create mode 100644 WinQuake/docs/README create mode 100644 WinQuake/docs/README.X11 create mode 100644 WinQuake/docs/readme.glquake create mode 100644 WinQuake/docs/readme.squake (limited to 'WinQuake/docs') 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 + -height + -winsize +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 +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 (SVGALib based versions only) +Mouse device, default is /dev/mouse + +-mrate (SVGALib based versions only) +Mouse baud rate, default is 1200 + +-cddev +CD device, default is /dev/cdrom + +-mode +Use indicated video mode + +-nokdb +Don't initialize keyboard + +-sndbits <8 or 16> +Set sound bit sample size. Default is 16 if supported. + +-sndspeed +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 + -height + -winsize +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 +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 (SVGALib based versions only) +Mouse device, default is /dev/mouse + +-mrate (SVGALib based versions only) +Mouse baud rate, default is 1200 + +-cddev +CD device, default is /dev/cdrom + +-mode +Use indicated video mode + +-nokdb +Don't initialize keyboard + +-sndbits <8 or 16> +Set sound bit sample size. Default is 16 if supported. + +-sndspeed +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 + -height + -winsize +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 +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 (SVGALib based versions only) +Mouse device, default is /dev/mouse + +-mrate (SVGALib based versions only) +Mouse baud rate, default is 1200 + +-cddev +CD device, default is /dev/cdrom + +-mode +Use indicated video mode + +-nokdb +Don't initialize keyboard + +-sndbits <8 or 16> +Set sound bit sample size. Default is 16 if supported. + +-sndspeed +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 + -height + -winsize +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 +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 +CD device, default is /dev/cdrom + +-sndbits <8 or 16> +Set sound bit sample size. Default is 16 if supported. + +-sndspeed +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 for initial work in SVGALib +support. +Dave Taylor 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 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 +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 +Mouse device, default is /dev/mouse + +-mrate +Mouse baud rate, default is 1200 + +-cddev +CD device, default is /dev/cdrom + +-mode +Use indicated video mode + +-nokdb +Don't initialize keyboard + +-sndbits <8 or 16> +Set sound bit sample size. Default is 16 if supported. + +-sndspeed +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 for initial work in SVGALib +support. +Dave Taylor for basic Linux support. +id Software for Quake and making me port it. :) + +Lots of people on #linux, #quake for testing. + -- cgit v1.2.3