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