Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
5131 | clevermous | 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 |