0,0 → 1,162 |
Linux Glquake v0.98, Quake v1.09 release notes |
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Requirements |
------------ |
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For 3DFX based hardware, you must download and install Linux GLIDE from |
http://glide.xxedgexx.com/3DfxRPMS.html and install as per the |
instructions. |
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Running GLQuake |
--------------- |
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There are three different ways to execute GLQuake: |
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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. |
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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. |
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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. |
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You must also have SVGALib 1.3.0 or later installed. GLQuake uses SVGALib |
for mouse and keyboard handling. |
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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. |
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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. |
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resolution options |
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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. |
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You can also specify the resolution of the console independant of the screen |
resolution. |
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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). |
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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 |
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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. |
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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. |
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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: |
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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. |
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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. |
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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. |
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run time options |
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At the console, you can set these values to effect drawing. |
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gl_texturemode GL_NEAREST |
Sets texture mapping to point sampled, which may be faster on some GL systems |
(not on 3dfx). |
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gl_texturemode GL_LINEAR_MIPMAP |
This is the default texture mode. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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r_shadows 1 |
This causes every object to cast a shadow. |
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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. |
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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. |
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