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src/H04-Feb-2005-244,004175,491

MakefileH A D24-Sep-200449.4 KiB1,9011,386

Makefile.SolarisH A D21-Sep-200449.4 KiB1,8161,320

READMEH A D04-Feb-200518.6 KiB505426

README.SolarisH A D21-Sep-20045.4 KiB124108

TODOH A D27-May-200264 32

README

1        Minor OS-oriented changes to id Software's Quake2 3.21:
2                        "Sorry, real life (tm) got in the way,0.16"
3
4***************************************************************************
5Important Note:  If you received an installer which installed the Quake II
6demo levels, you may not distribute that installer or the demo levels in
7anyway except electronically.  The Quake II demo levels are still Copyright
8Id Software and are not covered by the Gnu Public License which governs the
9source code.  Id has been kind enough to allow us to distribute these
10levels with an installer to show users just how cool Quake II is in the
11jopes that it will lead them to buy full versions.  Please do not harm
12our relationship with Id by distributing the demo installer electronically.
13***************************************************************************
14
15(NOTE: throughout this document, references to i386 [debugi386, releasei386,
16 gamei386.so] are used.  If your architecture is not i386, just substitute
17 that for i386.  The Makefile gives some hints as to what is supported.)
18
19For this to be of any use, you _must_ own a copy of Quake 2.  The demo would
20also work, but you might as well buy the full thing now.
21
22These modifications are intended for Linux users, as I do not have have
23access to other platforms.
24
25Be sure to install SDL 1.2 (http://www.libsdl.org) if you want to use the
26softsdl or sdlgl drivers, or the sdlquake2 binary.
27
28'make' will, by default, build both the debug and release files.
29To build just the optimized binaries: make build_release
30The resulting binaries are then put in releasei386.
31
32Known Bugs
33------------
34ALSA sound support is not 100% there.  I would stick with SDL or OSS for now.
35
36
37Makefile options:
38-----------------
39(quake2 and gamei386.so are always built, but the following options can be
40 changed by editing the Makefile)
41BUILD_SDLQUAKE2		Build sdlquake2, a quake2 binary that uses SDL for
42                        CD audio and sound access (default = YES).
43BUILD_SVGA              Build ref_soft.so, a quake2 video driver that uses
44                        SVGAlib (default = NO).
45BUILD_X11               Build ref_softx.so, a quake2 video driver that uses
46                        X11 (default = YES).
47BUILD_GLX               Build ref_glx.so, a quake2 video driver that uses
48                        X11's GLX (default = YES).
49BUILD_FXGL              Build ref_gl.so [might be renamed to fxgl later],
50                        a quake2 video driver that uses fxMesa (default =
51                        NO).  This option is currently untested because I do
52                        not have a Voodoo 1 or 2.
53BUILD_SDL               Build ref_softsdl.so, a quake2 video driver that
54                        uses SDL (default = YES).
55BUILD_SDLGL             Build ref_sdlgl.so, a quake2 video driver that uses
56                        OpenGL with SDL (default = YES).
57BUILD_CTFDLL            Build the Threewave CTF gamei386.so (default = NO).
58BUILD_XATRIX            Build the Xatrix gamei386.so for the "The Reckoning"
59                        Mission Pack (default = NO). [see notes below]
60BUILD_ROGUE             Build the Rogue gamei386.so for the "Ground Zero"
61                        Mission Pack (default = NO). [see notes below]
62HAVE_IPV6		Build quake2 with IPv6 support (currently only
63                        tested on FreeBSD, see below for info) (default = NO).
64BUILD_JOYSTICK		Build quake2 with support for SDL and Linux joysticks,
65			[default = YES].
66BUILD_ARTS		Build support for the aRts sound system
67			(src/linux/snd_arts.c) [default = NO]
68BUILD_ALSA		Build support for the ALSA sound system [default = NO]
69BUILD_DEDICATED		Build the quake 2 dedicated server q2ded.
70BUILD_QMAX		Build the eye-candy oriented Quame2 Max (see below)
71BUILD_AA		Build the aalib text mode renderer.
72BUILD_RETEXTURE		Build support for retextured textures, see:
73http://http://3d.kicks-ass.net/texturepaks/
74
75To install the Quake2 demo data:
76--------------------------------
77(installdir is whereever you want to install quake2)
781. download ftp://ftp.idsoftware.com/idstuff/quake2/q2-314-demo-x86.exe
792. unzip -L q2-314-demo-x86.exe into a temp directory
803. cp baseq2/pak0.pak to <installdir>/baseq2/pak0.pak
81
82Continue with the "To Install This Program" directions bellow
83
84To install the Quake2 gamedata from game CD:
85-------------------------------
86(installdir is wherever you want to install quake2, and cdromdir is wherever
87you mount the Quake 2 CD-ROM)
881. copy <cdromdir>/Install/Data/baseq2/pak0.pak to <installdir>/baseq2/
892. copy <cdromdir>/Install/Data/baseq2/video/ to <installdir>/baseq2/
90   (optional)
913. download q2-3.20-x86-full.exe from
92   ftp://ftp.idsoftware.com/idstuff/quake2/ or a mirror site, and extract the
93   contents to a temporary directory (use unzip -L, as this is a standard zip
94   file).
954. copy <q2-3.20-x86-full.exe temp directory>/baseq2/pak1.pak to
96   <installdir>/baseq2/
975. copy <q2-3.20-x86-full.exe temp directory>/baseq2/pak2.pak to
98   <installdir>/baseq2/
996. copy <q2-3.20-x86-full.exe temp directory>/baseq2/players/ to
100   <installdir>/baseq2/
1017. if you really want to use the crakhor model, you can find the
102   skins/sounds on websites like http://www.mike-d.com/games/modskins.html
103   (optional)
104
105To install this program:
106------------------------
107(builddir is either debugi386 or releasei386)
1080. edit Makefile if needed, then 'make'
1091. copy <builddir>/gamei386.so to <installdir>/baseq2/
1102. copy <builddir>/ref_*.so to <installdir>
1113. copy <builddir>/quake2 to <installdir>
1124. copy <builddir>/sdlquake2 to <installdir> (optional)
1135. copy <builddir>/ctf/gamei386.so to <installdir>/ctf/ (optional)
114
115To install the "The Reckoning" Mission Pack (Xatrix):
116-----------------------------------------------------
117(cdromdir is wherever you mount The Reckoning CD-ROM)
1181. enable BUILD_XATRIX in Makefile
1192. download xatrixsrc320.shar.Z from
120   ftp://ftp.idsoftware.com/idstuff/quake2/source/ or a mirror site, extract
121   it (it's a compressed shell script) and place the contents in
122   <quake2-rX.X.X>/src/xatrix/
1233. make
1244. copy <builddir>/xatrix/gamei386.so to <installdir>/xatrix/
1255. copy <cdromdir>/Data/all/pak0.pak to <installdir>/xatrix/
1266. copy <cdromdir>/Data/max/xatrix/video/ to <installdir>/xatrix/ (optional)
1277. when starting quake2, use "+set game xatrix" on the command line
128
129To install the "Ground Zero" Mission Pack (Rogue):
130--------------------------------------------------
131(cdromdir is wherever you mount the Ground Zero CD-ROM)
1321. enable BUILD_ROGUE in Makefile
1332. download roguesrc320.shar.Z from
134   ftp://ftp.idsoftware.com/idstuff/quake2/source or a mirror site, extract
135   it (it's a compressed shell script) and place the contents in
136   <quake2-rX.X.X>/src/rogue/
1373. make
1384. if the compilation fails, change line 31 of src/rogue/g_local.h from:
139#define _isnan(a) ((a)==NAN)
140   to:
141#define _isnan(a) isnan(a)
142   and try again.
1434.5 if the compilation fails on the include, change #include <nan.h> to
144#include <bits/nan.h>
1455. copy <builddir>/rogue/gamei386.so to <installdir>/rogue/
1466. copy <cdromdir>/Data/all/pak0.pak to <installdir>/rogue/
1477. copy <cdromdir>/Data/max/Rogue/video/ to <installdir>/rogue/ (optional)
1488. when starting quake2, use "+set game rogue" on the command line
149
150To Build Quake2 Max.
151-------------------
152Quake2 Max is a set of GL improvements to the Quake2 source base by
153psychospaz, <http://modscape.telefragged.com/q2max/> the 0.25 version
154has been merged into the Quake2 for Linux source tree.  To build the
155added visual candy:
1561. make clean
1572. set BUILD_QMAX to YES in the makefile
1583. make
159
160You will also need to download http://www.icculus.org/quake2/files/maxpak.pak
161and place it in your quake2/baseq2 directory.
162
163Please note that the resulting Quake2 binaries and video drivers are
164incompatible with binaries and drivers built with BUILD_QMAX set to NO.
165
166For right now, the driver gets built as ref_glx.so and ref_sdlgl.so.
167In the future this will change so that both drivers can be build in parallel.
168
169
170AALib Video Driver
171------------------
172The AALib video driver is written by jfedor@jfedor.org it provides text
173rendering for Quake2.  It requires the aalib package to build, which is
174available at http://aa-project.sourceforge.net.
175
176Retexturing Support
177------------------
178There has been an effort to retexture Quake2 with 24-bit textures to replace
1798-bit ones.  The resulting textures look *good* but take up more space and
180makes quake2 run slower.
181
182If you wish to run retextured quake2 you need to download pak1x (currently 0-6) from  http://3d.kicks-ass.net/texturepaks/
183
184Thanks to Karen Pouelle for the code to support this.
185
186To run:
187-------
188cd <installdir> && ./quake2
189Or:
190quake2 +set basedir <installdir>
191
192Add +set game <moddir> to load a mod (like the mission packs).
193
194/etc/quake2.conf is no longer used; instead, the ref_*.so files are loaded
195from basedir (basedir is "." by default, and can only be set at the command
196line).
197
198Configuration files and such are saved in ~/.quake2/, so <installdir> can be
199made read-only or whatever.
200
201WARNING: Please do not make quake2 or any of the libraries suid root!  Doing
202so is at your own risk.
203
204NOTE: Save games will not work across different versions or builds, because
205of the way they are stored.
206
207
208Binary-Only Mods:
209-----------------
210Chances are that they will not work.  I suspect that it has something to do
211with the mods being built with older versions of gcc/glibc2.  EraserBot, for
212example, has source available except for one file, p_trail.o.  Trying to
213use an EraserBot gamei386.so results in a crash somewhere inside p_trail.o.
214
215Dedicated Server:
216-----------------
217Dedicated Server support has been added (thanks to Wesley Bear) just modify
218the Makefile so that BUILD_DEDICATED=YES (default NO) that should build a
219q2ded binary in the release directory.
220
221CTF Server:
222-----------
223To run Capture The Flag, you need to do the following:
2241) download q2-3.20-x86-full-ctf.exe from
225ftp://ftp.idsoftware.com/idstuff/quake2
2262) unzip that file (using unzip -L) in a temp directory
2273) copy ctf to <installdir>/ctf
2284) build the ctf shared library (BUILD_CTF=YES in the Makefile)
2295) cp releas<arch>/ctf/game<arch>.so to <installdir>/ctf/game<arch>.so
2306) quake2 +set game ctf +set dedicated 1
2317) on the console enter "map Q2CTF1" that will load up the first ctf
232map, then connect using a client with multi-player.  For the other maps use
233Q2CTF2, etc.
234
235*Note if you are using the demo version and not the full version, some
236textures are missing from the CTF levels*
237
238IPv6 Support:
239-------------
240Currently experimental, so it may or may not work.  Here is some information
241about it from Florent Parent:
242
243quake2 +set dedicated 1
244        Runs server listening on both IPv4 and IPv6 sockets
245
246quake2 +set dedicated 1 +set multicast <interface>
247        IPv6 server joins quake2 multicast group ff12::666
248
249quake2 +set dedicated 1 +set ip <IPv6 address> +set multicast <interface>
250        IPv6 server only. Listens on <IPv6 address>
251        Examples of <IPv6 address>:
252        3ffe:b00:c18::666              (global IPv6 address)
253        fe80::202:b3ff:fe04:1234%fxp0  (link-local address. scope required)
254        ::                             (unspecified, binds on all IPv6
255                                        addresses)
256quake2 +set dedicated 1 +set ip <IPv4 address>
257        IPv4 server only. Listens on <IPv4 address>
258        0.0.0.0 can be used to bind on all IPv4 addresses
259
260Joystick Support:
261-----------------
262***Important note****
2635/12/04
264The joystick code has been modified to be more in line
265with the joystick functionality detailed in src/docs/joystick.txt
266*********************
267
268Joystick should function on all compatible SDL platforms using the sdlquake2
269binary as well as on linux using the linux kernel joystick API.  If you want
270to build with joystick support (the default) set BUILD_JOYSTICK to YES in
271the Makefile.
272
273Have a look at src/docs/joystick.txt for the details
274
275There is a single linux specific option:
276	* joy_dev : this sets the device name of the joystick to use (/dev/js*)
277
278
279Windows Support:
280----------------
281In order to compile the source:
282
283If you don't already have it, you'll need to download:
284http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
285
286Commonly used commands:
287-----------------------
288cd_nocd 0               // disable CD audio
289s_initsound 0           // disable sound
290_windowed_mouse 0       // disable mouse-grabbing
291gl_ext_multitexture 0   // disable OpenGL Multitexturing (requires a
292                           vid_restart)
293vid_ref <driver>        // select a video driver (softx is the original
294                           X11-only, softsdl is SDL software, sdlgl is
295                           SDL OpenGL)
296vid_fullscreen 0        // disable fullscreen mode
297vid_restart             // restart video driver
298snd_restart             // restart sound driver
299basedir <dir>           // point quake2 to where the data is
300gl_driver <libGL.so>    // point quake2 to your libGL
301dedicated 1             // run quake2 as a dedicated server
302game <subdir>           // load the quake2 mod in that directory
303sensitivity <int>       // Adjust the sensivity (accelleration) of the mouse.
304crosshair <int>		// Choose your crosshair [1-3] Normal [1-9] Q2Max
305crosshair_scale <int>   // Scale your crosshair (Q2Max only for now...)
306
307When using these commands on the quake2 command line, use +set to cause the
308variables be set before the config files are loaded (important for
309gl_driver). e.g.
310./quake2 +set vid_ref glx +set gl_driver /usr/lib/libGL.so.1
311Note that variables like basedir and game _require_ using +set to ensure
312the desired functionality.
313
314If quake2 crashes when trying to load an OpenGL based driver (glx, sdlgl),
315make sure its not loading the wrong libGL.
316
317Have a NVIDIA card and it _still_ crashes? Try
318export LD_PRELOAD=/usr/lib/libGL.so, and run quake2 again.
319
320Is lighting slow in OpenGL (while firing, explosions, etc.)? Disable
321multitexturing (gl_ext_multitexture 0; vid_restart).
322
323More information can be found in src/docs/.
324
325Known Bugs and Workarounds:
326---------------------------
327FAQ:
328----
329Q: Quake2 crashes when starting a new game.
330A: It's most likely that the gamei386.so was not installed correctly.
331   Do not use the version that comes with the 3.20 release!  See the
332   installation instructions above.
333
334Q: Quake2 doesn't want to load mods correctly with +game.
335A: Use +set game.
336
337Q: ErasorBot doesn't work.
338A: Not all the source was released for ErasorBot.  See explanation above.
339
340Website:
341--------
342I'll post any updates I make at http://www.icculus.org/quake2/
343
344Mailing List and Contact:
345-------------------------
346to subscribe: send a blank email to quake2-subscribe@icculus.org
347to post: send email to quake2@icculus.org
348
349Anonymous CVS access:
350---------------------
351cvs -d:pserver:anonymous@icculus.org:/cvs/cvsroot login
352      (password is "anonymous" without the quotes.)
353cvs -z3 -d:pserver:anonymous@icculus.org:/cvs/cvsroot co quake2
354
355Bugzilla:
356---------
357https://bugzilla.icculus.org
358
359TODO:
360-----
361Fix save games.
362Verify that FXGL works.
363Fullscreen/DGA support in X11 driver.
364Make a list of tested mods.
365Make Q2 as Arch/OS independent as possible.
366
367Many Thanks to all these people:
368--------------------------------
369John Allensworth
370Stephen Anthony
371William Aoki
372Michele Balistreri
373Wesley Bear
374Robert B�uml
375Vincent Cojot
376Michel D�nzer
377Ryan C. Gordon
378Angelo Grossini
379Nicolai Haehnle
380Thijmen Klok
381Hampton Maxwell
382Ludwig Nussel
383Peter van Paassen
384Florent Parent
385Victor Shkamerda
386Zachary 'zakk' Slater
387Matti Valtonen
388Rusty Mellinger
389Karen Pouelle
390Toni Spets
391Nicolas Regnault
392Nick Warne
393
394v 0.16 [09/13/04]
395Load more pakfiles [Toni Spets]
396Load bigger PCX images [Toni Spets]
397Railgun easter egg bug fixed [Nick Warne]
398Preliminary x86_64 support [Nicolas Regnault]
399Red/Blue 3D support <http://www.jfedor.org>
400Retexturing support (thanks to Karen Pouelle)
401Better FreeBSD support (thanks to /danfe)
402Added ALSA sound support
403Advanced Joystick Support
404Some miscelaneous fixes which I've forgotten about
405
406
407v 0.15 [10/08/02]
408Solaris updates from Vincent
409TiBook and Vaio video modes
410Stencil Shadows in non-quake2-max
411Spark o' death bug fixed (thanks to Rusty Mellinger!)
412Crosshair scale support for q2-max
413
414v 0.14 [9/5/02]
415Massive Solaris updates including packaging code [Vincent Cojot]
416Explosions are back after Brendan accidentally removed them in 0.13
417
418v 0.13: [7/10/02]
419-----
420Added Quake2-Max GL extensions <http://modscape.telefragged.com/q2max/>
421Added aalib video renderer <http://www.jfedor.org/>
422
423v 0.12: [6/11/02]
424-----
425Added Joystick support to GLX, start migration to unified X event handling
426Modified video driver selection to reflect drivers actually present (Stephen
427Anthony)
428
429v 0.11: [5/10/02]
430-----
431Added dedicated server support [Wesley Bear]
432Fixed a bug in key repeat handling under X11.
433Added gamma adjustment on the fly [Victor Shkamerda]
434Added aRts sound support [Michele Balistreri]
435
436v 0.10: [4/01/02] (no fooling...)
437-----
438+ Extensive improvments to Solaris support (thanks to Vincent Cojot!)
439+ Joystick support
440+ Fixed R_CON_PASSWORD server security hole.
441
442v0.9: [03/10/02]
443-----
444+ X selection support (softx/glx only).
445+ Mouse Wheel support (softx/glx).
446+ CD Audio fixes. (W.P. van Paassen)
447+ Swapped SDL buttons 2/3 to be correct.
448+ Big Gun+save game crash fixed.
449+ FreeBSD support (Hampton Maxwell).
450+ Mouse buttons 4/5 supported (sdl only). (Angelo Grossini)
451+ IPv6 support. (Florent Parent)
452+ Documentation updates.
453
454v0.0.8: [01/04/02]
455-------
456+ Fixed C-only ref_soft building.
457+ SDL CD audio looping fix (Robert B�uml)
458+ ~/.quake2/<game> added to the search path for mods. (Ludwig Nussel)
459+ Minor change to fix compilation with OpenGL 1.3 headers.
460+ Fixed changing video drivers using the menu.
461+ Fixed autoexec.cfg on startup.
462+ Sparc Linux support (Vincent Cojot)
463
464v0.0.7: [12/28/01]
465-------
466+ Merged in Quake2 3.21 source.
467
468v0.0.6: [12/27/01]
469-------
470+ Made Makefile somewhat easier to configure.
471+ X11 GLX driver now included.
472+ Added "ctrl-g" (toggle mouse grab) and "alt-enter" (toggle fullscreen)
473  to SDL drivers.
474+ SDL audio and cdrom support. (Robert B�uml)
475+ ~/.quake2/ support (Stephen Anthony, Ludwig Nussel)
476+ LinuxPPC support (William Aoki)
477
478v0.0.5: [12/23/01]
479-------
480+ Better SDL de/initialization (fixes crashes for some people).
481+ Removed trailing '\r's from files; removed a few files.
482
483v0.0.4: [12/23/01]
484-------
485+ Mouse Wheel (SDL buttons 4 and 5).
486+ Fixed bug with changing the sound options in game (using the menus).
487+ Fixed Makefile to build both build_debug and build_release by default.
488
489v0.0.3: [12/22/01]
490-------
491+ Fixed the texture wrapping with movies.
492+ Enabled the OpenGL extensions under Linux.
493+ Added support for GL_ARB_multitexture.
494
495v0.0.2: [12/22/01]
496-------
497+ Added ref_sdlgl.so (SDL OpenGL Renderer).
498+ v0.0.1 Bugfixes.
499
500v0.0.1: [12/22/01]
501-------
502+ Updates to Linux Makefile (it was missing a few files).
503+ Added ref_softsdl.so (Software SDL Renderer).
504- OpenGL not yet supported.
505

README.Solaris

1Updated. Mon Sep 20 13:44:23 MEST 2004
2(Vincent S. Cojot <coyote@step.polymtl.ca>)
3
4Quick start:
5-----------------------------------------------------
6- /usr/local/bin/q2_x11.sh (Will start Quake2 for Solaris with X11 rendering).
7- /usr/local/bin/q2_xil.sh (Will start Quake2 for Solaris with XIL rendering).
8- /usr/local/bin/q2_glx.sh (Will start Quake2 for Solaris with GLX rendering).
9
10Tested with:
11-----------------------------------------------------
12Machine 1:
13- Solaris 8 10/00 for Sparc on an Ultra2 (1300) with a Creator3D card.
14- SDL-1.2.3 (http://www.libsdl.org)
15- X11R6.4 (comes with Solaris 8).
16- XIL-1.4 (comes with Solaris 8).
17- OpenGL-1.2.2 (see http://www.sun.com/software/solaris/opengl if using Solaris 8
18  older than 10/01).
19
20Machine 2:
21- Solaris 8 02/02 for Sparc on a SunBlade 2000 (900Mhz CU) and XVR-1000 card.
22- SDL-1.2.4 (http://www.libsdl.org)
23- X11R6.4 (comes with Solaris 8).
24- XIL-1.4 (comes with Solaris 8).
25- OpenGL-1.3 (see http://www.sun.com/software/solaris/opengl)
26(BIG PROBLEM with Multi-Texturing: SEE BELOW)
27
28Installation instructions:
29-----------------------------------------------------
30Use the README file at the top level for installation instructions..
31See the Solaris-Specific make options at the top of
32the Solaris Makefile (Makefile.Solaris). Most interesting options
33are:
34BUILD_X11=YES		(for X11 rendering)
35BUILD_GLX=YES		(for GLX rendering)
36BUILD_SDL=YES		(for SDL rendering)
37BUILD_SDLGL=YES		(for GLX rendering with SDL)
38BUILD_XIL=YES		(for XIL rendering)
39BUILD_CORONA=YES	(for the SunRay Terminal, -unverified- by me since I don't have the SDK)
40BUILD_DEDICATED=YES	(Will build a dedicated quake2 server binary).
41BUILD_SOLARIS_PKG=YES   # Build a Solaris package of all of the binaries for use  with pkgadd.
42BUILD_DATA_PKG=YES      # Build a Solaris package of the game (shareware or final) \
43			# data files for use with pkgadd.
44
45Notes on packages:
46-----------------------------------------------------
47The "release" and "debug" packages of the binaries get built by default.
48This should result in something like this:
49# ls -la releasesparc/pkg/*pkg debugsparc/pkg/*pkg
50-rw-r--r--   1 root     other    16548352 Aug  2 11:33 debugsparc/pkg/iDquake2-debug-r0.13.1-sparc.pkg
51-rw-r--r--   1 root     other    5249536 Aug  2 11:27 releasesparc/pkg/iDquake2-release-r0.13.1-sparc.pkg
52
53To build the the data "iDquake2d" package, edit the line in the Makefile
54that says "PKG_DATA_BUILD_DIR=/usr/local/src/quake2-data/quake2" and point
55it to the correct location for your data files.
56Set BUILD_DATA_PKG=YES in Makefile.Solaris.
57(WARNING: -everything- under ../baseq2 gets taken.
58
59Next, run "gmake -f Makefile.Solaris".
60This should result in something like this:
61-rw-r--r--   1 root     other    52185600 Aug  2 11:27 releasesparc/pkg/iDquake2d-release-r0.13.1-sparc.pkg
62
63After installation, you get:
64# pkginfo |grep -i quake2
65application iDquake2       ID Software Quake2 3.21 for Solaris 8 (X11,XIL,GLX,SDL)
66application iDquake2d      ID Software Quake2 shareware data files for Solaris 8 (X11,XIL,GLX,SDL)
67
68What's working:
69-----------------------------------------------------
70- The Quake2 binary
71- The SDL Quake2 binary (uses SDL for sound and CD).
72- X11 rendering (ref_softx.so)
73- XIL rendering (ref_xil.so) (Faster for some routines)
74- SDL rendering (ref_softsdl.so) (Nice full screen effect on Solaris displays)
75- GLX rendering (ref_glx.so) (Works semi-OK on my Ultra2/Creator3d but
76  it's s-l-o-w).
77
78What's still broken:
79-----------------------------------------------------
80- SDLGL renderer (loads, colors are all wrong. Colormap
81  problem? Update: it may be an endianness problem in
82  SDL since it displays fine to a remote x86 Linux machine
83  with NVidia drivers. Being worked on, priority #2).
84- quake2 and sdlquake2 Seg fault when quitting the game
85  (not a show stoppper but being worked on, priority #1).
86  Update: FIXED (replace exit(0) with commented out
87  _exit(0) in Sys_Quit() in src/solaris/sys_solaris.c.
88- WARNING: On my new XVR-1000 card and with OpenGL-1.2.3
89  the textures are messed up and jumping in GLX mode!
90  All of the quake2-r versions hexibit this problem.
91  I'm investigating the issue....
92  Note: the Utah-GLX project has a quake2 solaris source
93  port that does -not- exhibit this problem (seems to be in
94  ref_gl).
95  Update: Sept 4th 2002: Sun has acknowledged the problem.
96  Patches 112565-05 (5.9) and 112564-05 (5.8) don't help.
97  It looks like a problem with multi-texturing but there
98  is a WORKAROUND: add the following to your quake2 cmd
99  line (without quotes): "+set gl_ext_multitexture 0"
100- If you're using OpenGL (GLX) on an hardware accelerated
101  SUN video card, you -MUST- use OpenGL-1.2.3 and patches
102  112628-11 and 112629-11 or later. Otherwise you'll get
103  a flipping ceiling and the background will appear in front
104  of some walls in the "space" level. For OpenGL-1.3, you must
105  use recent OpenGL-1.3 patches (113886-20, 113887-20 or later).
106
107Thank you!
108-----------------------------------------------------
109Thanks for this Solaris release go to:
110
111- Martin englund and Elias M�rtensson from SUN (sweden).
112They ported Quake2 to Solaris with XIL and OpenGL
113and Martin made this release possible by contributing the source code
114once Quake2 was open-source'd by Id Software in dec' 2001.
115
116- Id software.
117(for such a great multi-platform game, Zoid for porting it to Linux).
118
119- The guys at icculus for hosting this quake2 project
120 (Steven Fuller, Brendan Burns and others..).
121
122This file written by Vincent S. Cojot <coyote@step.polymtl.ca>
123(Maintainer wannabe).
124