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  1. Linux Glquake v0.98, Quake v1.09 release notes
  2.  
  3. Requirements
  4. ------------
  5.  
  6. For 3DFX based hardware, you must download and install Linux GLIDE from
  7. http://glide.xxedgexx.com/3DfxRPMS.html and install as per the
  8. instructions.
  9.  
  10. Running GLQuake
  11. ---------------
  12.  
  13. There are three different ways to execute GLQuake:
  14.  
  15. 1. The binary "glquake" requires Mesa 3-D 2.5 or later installed and compiled
  16. with 3DFX support (fxMesa..() function interface).  It also requires
  17. svgalib 1.3.0 or later for keyboard/mouse input.  This binary is a console
  18. application.  Mesa 3-D requires GLIDE to be installed.
  19.  
  20. 2. The shell script "glquake.3dfxgl" runs the "glquake" binary after
  21. preloading the lib3dfxgl.so library.  This is a port of 3DFX's Win32
  22. OpenGL MCD (Mini Client Driver) to Linux.  It is faster than Mesa 3-D
  23. since it was written specifically with supporting GLQuake in mind.
  24. lib3dfxgl.so requires that GLIDE be installed.
  25.  
  26. 3. The binary "glquake.glx" is linked against standard OpenGL libraries.
  27. It should run on many different hardward OpenGL implementations under
  28. Linux and X11.  This binary is an X11 application and must be run under
  29. X11.  It will work with Mesa 3-D as a standard glX based OpenGL
  30. applications.  If the Mesa 3-D library is compiled with 3DFX support,
  31. you can have Mesa 3-D support 3DFX hardware under X11 by setting the
  32. enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
  33. and "window" for windowed mode.
  34.  
  35. You must also have SVGALib 1.3.0 or later installed.  GLQuake uses SVGALib
  36. for mouse and keyboard handling.
  37.  
  38. If you have gpm and/or selection running, you will have to terminate them
  39. before running GLQuake since they will not give up the mouse when GLQuake
  40. attempts to run.  You can kill gpm by typing 'killall gpm' as root.
  41.  
  42. You must run GLQuake as root or setuid root since it needs to access things
  43. such as sound, keyboard, mouse and the 3DFX video.  Future versions may not
  44. require root permissions.
  45.  
  46. resolution options
  47. ------------------
  48. glquake -width 512 -height 384
  49. Tries to run glquake at the specified resolution.  
  50. Only highend VooDoo cards support such high resolutions (most
  51. cards on the market right now do not).  Another popular and supported mode
  52. is 512x384 (-width 512 -height 384) which can offer a faster speed than
  53. the default 640x480.
  54.  
  55. You can also specify the resolution of the console independant of the screen
  56. resolution.
  57.  
  58. glquake -conwidth 320
  59. This will specify a console resolution of 320 by 240 (the height is
  60. automatically determined by the default 4:3 aspect ratio, you can also
  61. specify the height directly with -conheight).
  62.  
  63. In higher resolution modes such as 800x600 and 1024x768, glquake will default
  64. to a 640x480 console, since the font becomes small enough at higher
  65. resolutions to become unreadable.  If do you wish to have a higher resolution
  66. console and status bar, specify it as well, such as:
  67. glquake -width 800 -height 600 -conwidth 800
  68.  
  69. texture options
  70. ---------------
  71. The amount of textures used in the game can have a large impact on performance.  
  72. There are several options that let you trade off visual quality for better
  73. performance.
  74.  
  75. There is no way to flush already loaded textures, so it is best to change
  76. these options on the command line, or they will only take effect on some of
  77. the textures when you change levels.
  78.  
  79. OpenGL only allows textures to repeat on power of two boundaries (32, 64,
  80. 128, etc), but software quake had a number of textures that repeated at 24
  81. or 96 pixel boundaries.  These need to be either stretched out to the next
  82. higher size, or shrunk down to the next lower.  By default, they are filtered
  83. down to the smaller size, but you can cause it to use the larger size if you
  84. really want by using:
  85.  
  86. glquake +gl_round_down 0
  87. This will generally run well on a normal 4 MB 3dfx card, but for other cards
  88. that have either worse texture management or slower texture swapping speeds,
  89. there are some additional settings that can drastically lower the amount of
  90. textures to be managed.
  91.  
  92. glquake +gl_picmip 1
  93. This causes all textures to have one half the dimensions they otherwise would.  
  94. This makes them blurry, but very small.  You can set this to 2 to make the
  95. textures one quarter the resolution on each axis for REALLY blurry textures.
  96.  
  97. glquake +gl_playermip 1
  98. This is similar to picmip, but is only used for other players in deathmatch.  
  99. Each player in a deathmatch requires an individual skin texture, so this can
  100. be a serious problem for texture management.  It wouldn't be unreasonable to
  101. set this to 2 or even 3 if you are playing competatively (and don't care if
  102. the other guys have smudged skins).  If you change this during the game, it
  103. will take effect as soon as a player changes their skin colors.
  104.  
  105. run time options
  106. ----------------
  107. At the console, you can set these values to effect drawing.
  108.  
  109. gl_texturemode GL_NEAREST
  110. Sets texture mapping to point sampled, which may be faster on some GL systems
  111. (not on 3dfx).
  112.  
  113. gl_texturemode GL_LINEAR_MIPMAP
  114. This is the default texture mode.
  115.  
  116. gl_texturemode GL_LINEAR_MIPMAP_LINEAR
  117. This is the highest quality texture mapping (trilinear), but only very high
  118. end hardware (intergraph intense 3D / realizm) supports it.  Not that big of
  119. a deal, actually.
  120.  
  121. gl_finish 0
  122. This causes the game to not issue a glFinish() call each frame, which may make
  123. some hardware run faster.  If this is cleared, the 3dfx will back up a number
  124. of frames and not be very playable.
  125.  
  126. gl_flashblend 0
  127. By default, glquake just draws a shaded ball around objects that are emiting
  128. light.  Clearing this variable will cause it to properly relight the world
  129. like normal quake, but it can be a significant speed hit on some systems.
  130.  
  131. gl_ztrick 0
  132. Glquake uses a buffering method that avoids clearing the Z buffer, but some
  133. hardware platforms don't like it.  If the status bar and console are flashing
  134. every other frame, clear this variable.
  135.  
  136. gl_keeptjunctions 0
  137. If you clear this, glquake will remove colinear vertexes when it reloads the
  138. level.  This can give a few percent speedup, but it can leave a couple stray
  139. blinking pixels on the screen.
  140.  
  141. novelty features
  142. ----------------
  143. These are some rendering tricks that were easy to do in glquake.  They aren't
  144. very robust, but they are pretty cool to look at.
  145.  
  146. r_shadows 1
  147. This causes every object to cast a shadow.
  148.  
  149. r_wateralpha 0.7
  150. This sets the opacity of water textures, so you can see through it in properly
  151. processed maps.  0.3 is very faint, almost like fog.  1 is completely solid
  152. (the default).  Unfortunately, the standard quake maps don't contain any
  153. visibility information for seeing past water surfaces, so you can't just play
  154. quake with this turned on.  If you just want to see what it looks like, you
  155. can set "r_novis 1", but that will make things go very slow.  When I get a
  156. chance, I will probably release some maps that have been processed properly
  157. for this.
  158.  
  159. r_mirroralpha 0.3
  160. This changes one particular texture (the stained glass texture in the EASY
  161. start hall) into a mirror.  The value is the opacity of the mirror surface.
  162.  
  163.