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- 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.
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