README
1Quake2 3.20 For Linux
2---------------------
3
4Please see the readme.txt file included for general information about the
5game. This file contains Linux specific information.
6
7Please see the file 3.20_Changes.txt for changes from previous versions.
8
9Requirements
10------------
11
12Quake2 for Linux supports the following video subsystems:
13
14- SVGALib Console Graphics (ref_soft.so)
15 - Requires SVGALib 1.2.0 or later
16- X11 Window Graphics (ref_softx.so)
17 - X11R5 or later, XShm shared memory extension supported
18- 3DFX fxMesa with Mesa 3-D or 3DFX Miniport (ref_gl.so)
19 - Mesa 3-D 2.6 or later, specifically compiled for 3DFX support
20 Mesa 3-D 2.6 compiled with 3DFX support is provided with this archive.
21- Generic glX (X11) based OpenGL (ref_glx.so)
22 - Requires a glX based hardware accelerated OpenGL implementation.
23 Mesa 3-D 2.6 supports this on 3DFX hardware.
24
25Also included is a specific 3DFX mini-OpenGL implementation for running Quake2
26on 3DFX hardware.
27
28Installation
29------------
30
31Make sure you have the appropirate hardware, drivers and libraries installed
32for the renderer you are going to play on.
33
34Quake2 for Linux supports the following renderers:
35
36- ref_soft
37 Software rendering under SVGALib (console only). SVGALib 1.2.10 or later
38 is required. Note that SVGALib 1.2.11 supports the ability to run a
39 SVGALib application under X11 as it will automatically allocate a new
40 console. The default mode is 320x240 (ModeX) since that is the lowest
41 resolution supported by Quake2. If SVGALib supports your video card, higher
42 resolution modes such as 640x480 and 800x600 are also supported.
43
44 Please note that you may need to configure your mouse for SVGALib in
45 /etc/vga/libvga.config (or /etc/libvga.config).
46
47- ref_softx
48 Software rendering under X11. This uses the MITSHM Extension and should
49 work will virtually all Linux X Servers. **NOTE: Do not resize the window
50 under X11. You must use the Video menu to change resolution/window size.
51
52 By default, the mouse will not be 'tied' to the Quake2 window. To cause
53 Quake2 to grab the mouse, select 'Windowed Mouse' from the video menu,
54 or type '_windowed_mouse 0' at the console. Do the reverse to release it.
55 You can bind keys to grab and release the mouse in the console, like so:
56 bind i "_windowed_mouse 1"
57 bind o "_windowed_mouse 0"
58 Then "i" will grab the mouse and "o" will release it.
59
60- ref_gl
61 This render can be run with two different OpenGL drivers: Mesa 3-D
62 ontop of Linux GLIDE, or 3DFX's mini-OpenGL Quake driver.
63 For Mesa 3-D, the necessary libMesaGL.so.2.6 is included with this archive.
64 You must copy it to /usr/lib or /usr/local/lib and run ldconfig (as root)
65 in order to use it. You can do this as follows:
66 tar cf - lib*GL* | (cd /usr/lib; tar xf -)
67 You should use tar to keep the symlinks intact. Once you copy them over
68 run ldconfig.
69 You must also download and install the Linux GLIDE drivers at
70 http://www.3dfx.com/software/download_glidel.html
71 And install them as instructed.
72 RPMs for GLIDE are available at :
73 http://glide.xxedgexx.com/3DfxRPMS.html
74 With version 3.20, the GL library is entirely runtime loaded. This means
75 you can specify what shared object to load for GL display.
76 To use Mesa 3-D GL (console), run quake with:
77 ./quake2 +set vid_ref gl +set gl_driver libMesaGL.so.2
78 To use the 3DFX OpenGL Miniport, run the included quake2.3dfxgl:
79 ./quake2 +set vid_ref gl +set gl_driver lib3dfxgl.so
80 The gl_driver cvar indicates the name of the library to load for GL
81 functions. It can be in any directory listed in /etc/ld.so.conf
82 or in /etc/quake2.conf
83
84 **NOTE: There is a problem on libc5 systems where a vid_restart (causing
85 a reload of the video system) will crash. There doesn't seem to be a
86 solution to this yet. It looks to be some sort of ld.so dynamic loading
87 interaction with SVGALib and ref_gl.so. A work around is to start in
88 software mode (./quake2 +set vid_ref soft), then use the menu to set your
89 mode and a vid_restart will work when going from software to GL. Exit
90 out then and save your video mode settings.
91 This problem does not occur on libc6 (glibc) based systems; vid_restart
92 works fine on there.
93
94- ref_glx
95 ref_glx should run on many different hardward OpenGL implementations under
96 Linux and X11. This binary is an X11 application and must be run under
97 X11. It will work with Mesa 3-D as a standard glX based OpenGL
98 applications. If the Mesa 3-D library is compiled with 3DFX support,
99 you can have Mesa 3-D support 3DFX hardware under X11 by setting the
100 enviroment variable "MESA_GLX_FX" to "fullscreen" for fullscreen mode
101 and "window" for windowed mode, eg. "export MESA_GLX_FX=fullscreen" for sh
102 or "setenv MESA_GLX_FX fullscreen" for csh.
103
104 As with ref_gl, the "gl_driver" cvar indicates the shared library to load
105 for OpenGL functions (the glX functions must provided in that library
106 as well).
107
108To install the Quake2 data files, mount your Quake2 CD and copy
109the directory install/data to the location where you want Quake2. You
110can also symlink it, but I don't recommend that. Around 200MB of disk
111space is required for a full installation.
112
113For example:
114 cp -r /mnt/cdrom/install/data/* /usr/games/quake2
115
116Permissions
117-----------
118
119Quake2 requires root permissions to use the software (SVGALib) and GL (MesaGL
120w/3dfx) renders. In order to make this secure, some special considerations
121must be made.
122
123Quake2 should get setuid root:
124 chown root quake2
125 chmod 4711 quake2
126
127And the ref_soft.so and ref_gl.so files must owned by root.
128
129The file /etc/quake2.conf must be installed. This file contains a single
130line with the path of where the ref shared libraries can be found.
131A sample one is included that lists /usr/games/quake2 as the default
132path. The libraries are only loaded out of the directory listed in
133/etc/quake2.conf for security considerations.
134
135Special permissions are not required for the softx renderer, but quake2 may
136still need to be setuid root to open the sound device (quake2 will give up
137setuid root permissions before loading softx).
138
139NOTE: If you use a setuid quake2 binary and run it as a normal user, it
140will NOT be able to switch renderers on the fly because root permissions
141are given up after the renderer is loaded. You can switch renderers on the
142fly if you run quake2 as root (su or log in as root).
143
144NOTE: When the quake2 binary is run in dedicated server mode
145(+set dedicated 1), no special permissions are required and
146/etc/quake2.conf is not read since no renderer is loaded.
147
148----
149
150The first time you run Quake2, it will use ref_soft or ref_softx based
151on whether a DISPLAY environment variable exists.
152
153To force the loading of a specific renderer at load time, use the following
154command lines:
155
156 ./quake2 +set vid_ref soft
157 ./quake2 +set vid_ref softx
158 ./quake2 +set vid_ref gl
159 ./quake2 +set vid_ref glx
160
161Linux Specific Cvars
162--------------------
163
164To set this, use +set on the command line, i.e.:
165 ./quake2 +set cd_dev /dev/hdc +set sndmono 1
166
167nocdaudio (defaults to 0)
168 Do not enable cd audio if not zero
169
170sndbits (defaults to 16)
171 Set sound bit sample size.
172
173sndspeed (defaults to 0)
174 Set sound speed. Usual values are 8000, 11025, 22051 and 44100.
175 If set to zero, causes the sound driver to attempt speeds in the following
176 order: 11025, 22051, 44100, 8000.
177
178sndchannels (defaults to 2)
179 Indicates stereo or mono sound. Defaults to 2 (stereo). Use 1 for mono.
180
181nostdout (defaults to 0)
182 Whether to output console msgs to standard out. Non-zero is cease output.
183
184Dedicated server
185----------------
186
187To run Linux Quake2 as a dedicated server, just run it as follows:
188
189 ./quake2 +set dedicated 1
190
191You can also set dmflags, timelimit, etc. in a config file, like so:
192 set timelimit 20
193 set fraglimit 25
194 set dmflags 532
195 map fact3
196
197Then exec that config file on load, like so:
198
199 ./quake2 +set dedicated 1 +exec server.cfg
200
201If you use a config file, you must put a 'map' command in it or the
202server won't load a map.
203
204To run a dedicated server in the background, use this;
205
206 nohup ./quake2 +set dedicated 1 +exec server.cfg &
207
208A better way is to run Quake2 on a tty via screen. screen can be found
209at ftp://prep.ai.mit.edu/pub/gnu/screen-3.7.4.tar.gz, but it comes with
210most modern Linux installations now.
211
212-----------------------------------------------------------------------------
213
214Linux Quake2 is an unsupported product. Usage of this product is bound by
215the legal notice found on the distribution Quake2 CDROM.
216
217/// Zoid
218zoid@idsoftware.com
219
220
README-3.21-RELEASE
README-Linux
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