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diff --git a/web/include/help.php b/web/include/help.php deleted file mode 100644 index 8b8fd96..0000000 --- a/web/include/help.php +++ /dev/null @@ -1,253 +0,0 @@ -<h2>Something isn't working right. Heeeeeeeelp!</h2> -<p>You have four choices for help: documentation, You can try asking on th -<a href="?page=discuss"> the mailing list, the IRC channel,</a> -and Bugzilla. There is some great documentation for Linux users at the -<a href="http://www.icculus.org/lgfaq/">Linux Gamers' FAQ</a>, and also at -id's <a href="http://zerowing.idsoftware.com/linux/q3a/">original page</a> (though you -should no-longer contact them for support). Windows users and Mac users should just -<a href="http://www.google.com/">Google</a> their errors to check for preexisting solutions. -You can try asking on the <a href="?page=discuss">mailing list and -<acronym title="Internet Relay Chat">IRC</acronym> channel.</a>. To file a bug report -with Bugzilla, check out our <a href="http://bugzilla.icculus.org/">Bugzilla website</a>. -Make sure that you check documentation, and read the -<a href="http://www.icculus.org/lgfaq/">Linux Gamers' FAQ</a> before asking for -help! Most questions people have are not unique!</p> - -<h2 id="cvar">New Cvars & Commands</h2> -<p>Icculus.org/quake3 has introduced a number of new cvars and commands, mostly -because of new features.</p> -<table> - <caption>Cvar Additions</caption> - <tr> - <th scope="col">Cvar</th> - <th scope="col">Type</th> - <th scope="col">Description</th> - </tr> - <tr> - <td class="shell">cl_autoRecordDemo</td> <td>Boolean</td> - <td>Record a new demo on each map change.</td> - </tr> - <tr> - <td class="shell">cl_aviFrameRate</td> <td>Integer</td> - <td>The framerate to use when capturing video.</td> - </tr> - <tr> - <td class="shell">cl_aviMotionJpeg</td> <td>Boolean</td> - <td>Use the mjpeg codec when capturing video.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell">s_useOpenAL</td> <td>Boolean</td> - <td>Use the OpenAL sound backend if it's available.</td> - </tr> - <tr> - <td class="shell">s_alPrecache</td> <td>Boolean</td> - <td>Cache OpenAL sounds before use.</td> - </tr> - <tr> - <td class="shell">s_alGain</td> <td>Float</td> - <td>The value of <tt>AL_GAIN</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alSources</td> <td>Integer</td> - <td>The total number of sources (memory) to allocate.</td> - </tr> - <tr> - <td class="shell">s_alDopplerFactor</td> <td>Float</td> - <td>The value passed to <tt>alDopplerFactor()</tt>.</td> - </tr> - <tr> - <td class="shell">s_alDopplerSpeed</td> <td>Float</td> - <td>The value passed to <tt>alDopplerVelocity()</tt>.</td> - </tr> - <tr> - <td class="shell">s_alMinDistance</td> <td>Float</td> - <td>The value of <tt>AL_REFERENCE_DISTANCE</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alRolloff</td> <td>Float</td> - <td>The value of <tt>AL_ROLLOFF_FACTOR</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alMaxSpeakerDistance</td> <td>Float</td> - <td><tt>ET_SPEAKERS</tt> beyond this distance are culled.</td> - </tr> - <tr> - <td class="shell">s_alDriver</td> <td>String</td> - <td>Which OpenAL library to use.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell">s_sdlBits</td> <td>Integer</td> - <td>SDL bit resolution.</td> - </tr> - <tr> - <td class="shell">s_sdlSpeed</td> <td>Integer</td> - <td>SDL sample rate.</td> - </tr> - <tr> - <td class="shell">s_sdlChannels</td> <td>Integer</td> - <td>SDL number of channels.</td> - </tr> - <tr> - <td class="shell">s_sdlDevSamps</td> <td>Integer</td> - <td>SDL DMA buffer size override.</td> - </tr> - <tr> - <td class="shell">s_sdlMixSamps</td> <td>Integer</td> - <td>SDL mix buffer size override.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell" id="ttycon">ttycon_ansicolor</td> <td>Boolean</td> - <td>Enable the addition of <tt>ANSI</tt> escape codes for colors in the tty.</td> - </tr> - <tr> - <td class="shell">r_GLlibCoolDownMsec</td> <td>Integer</td> - <td>Wait for a number of milliseconds to close GL library.</td> - </tr> - <tr> - <td class="shell">com_altivec</td> <td>Boolean</td> - <td>Enable the use of Altivec on PowerPC systems.</td> - </tr> - <tr> - <td class="shell">s_backend</td> <td><dfn title="Read Only">RO</dfn> String</td> - <td>Indicates the current sound backend.</td> - </tr> - <tr> - <td class="shell">cl_consoleHistory</td> <td><dfn title="Read Only">RO</dfn> String</td> - <td>Stores the console history.</td> - </tr> - <tr> - <td class="shell">cl_platformSensitivity</td> <td><dfn title="Read Only">RO</dfn> Float</td> - <td>Indicates the mouse input scaling.</td> - </tr> -</table> -<table> - <caption>New Commands</caption> - <tr> - <th scope="col">Command</th> - <th scope="col">Description</th> - </tr> - <tr> - <td class="shell">video <em><filename></em></td> - <td>Start video capture (use with <tt>demo</tt> command). Outputs to - <tt><em>filename</em></tt>.</td> - </tr> - <tr> - <td class="shell">stopvidep</td> - <td>Stop the video capture.</td> - </tr> -</table> - -<h2 id="native">Using shared libraries instead of <acronym title="Quake Virtual Machine">QVM</acronym>s</h2> -<p>To force Q3 to use shared libraries instead of -<acronym title="Quake Virtual Machine">QVM</acronym>s run it with the following parameters: -<br /><tt>+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0</tt></p> - -<h2>Using Demo Data Files</h2> -<p>Copy <tt>demoq3/pak0.pk3</tt> from the demo installer to your <tt>baseq3</tt> -directory. The <acronym title="Quake Virtual Machine">QVM</acronym> files in this -<tt>pak0.pk3</tt> will not work, so you have to use the <a href="#native">native -shared libraries</a> or <acronym title="Quake Virtual Machine">QVM</acronym>s from -this project. To use the new <acronym title="Quake Virtual Machine">QVM</acronym>s, -they must be put into a <tt>.pk3</tt> file. A <tt>pk3</tt> file is just a zip file, -so any compression tool that can create such files will work. The shared libraries -should already be in the correct place.</p> -<p>Please bear in mind that you will not be able to play online using the demo data, -nor is it something that we like to spend much time maintaining or supporting.</p> - -<h2>64-bit Mods</h2> -<p>If you wish to compile external mods as shared libraries on a 64bit platform, -and the mod source is derived from the id Q3 SDK, you will need to modify the -interface code a little. Open the files ending in <tt>_syscalls.c</tt> and change -every instance of <tt>int</tt> to intptr_t in the declaration of the <tt>syscall</tt> -function pointer and the <tt>dllEntry</tt> function. Also find the vmMain function -for each module (usually in <tt>cg_main.c</tt>, <tt>g_main.c</tt>, etc.) and similarly -replace the return value in the prototype with <tt>intptr_t (arg0, arg1, ...stay int)</tt>. -</p><p> -Add the following code snippet to <tt>q_shared.h</tt>: -<pre>#ifdef Q3_VM -typedef int intptr_t; -#else -#include <stdint.h> -#endif</pre> -<em>Note: if you simply wish to run mods on a 64bit platform, you do <strong>not</strong> -need to recompile anything since by default Q3 uses a virtual machine system.</em></p> - -<h2>Creating Mods Compatible With Quake III 1.32b</h2> -<p>If you're using this package to create mods for the last official release of -Quake III, it is necessary to pass the command-line option <tt>-vq3</tt> to your -invocation of <tt>q3asm</tt>. This is because by default <tt>q3asm</tt> outputs -an updated <acronym title="Quake Virtual Machine">QVM</acronym> format that is necessary -to fix a bug involving the optimizing pass of the x86 vm JIT compiler. Read -<a href="http://www.quakesrc.org/forums/viewtopic.php?t=5665">the web-forum post</a> -about this issue for more details.</p> - -<h2>Pay your dues, contribute!</h2> -<p>If you've come up with an improvement or fixed something, we'd love to hear about it! -Firstly, <em>try</em> to make sure that the patch breaks less than it fixes. We don't -require everyone to be decorated Geniuses, but do attempt to produce a patch that you've -tested and at list sort-of understand what you're doing.</p> - -<p>The preferred way to get the ball rolling on a patch is to file a -<a href="http://bugs.icculus.org">Bugzilla bug</a> for your request with the patch attached -to it and then send a notice to the <a href="?page=discuss">mailing list</a> -about it. If you're really so lazy that you can't do this, we would prefer you at -least <a href="mailto:zakk@icculus.org">mail it to zakk@icculus.org</a> rather than -not do anything at all.</p> - -<p>Please make it clear if the patch you're submitting for inclusion isn't yours. Point -out where you found it and who authored it. This is so we know who to attribute -<del>blame</del> credit to.</p> - -<h2>Generating Patches</h2> -<p>If you know how to code, but never made a patch before, that's okay. Here's the 10ยข -survival guide to generating patches.</p> -<ul> - <li> - <h3>From <acronym title="Subversion">SVN</acronym></h3> - <p>If you checked the source code out with <acronym title="Subversion">SVN</acronym>, - the client makes it rather easy to generate patches. In fact it's a function - of the client itself. Once you've made a change in your checkout that is - not upstream, here is how you use it:</p> - <ul> - <li>Create a patch named <em class="shell">amazing_new_feature.patch</em>:<br /> - <tt>svn diff > <em>amazing_new_feature.patch</em></tt></li> - <li id="patch">Apply a patch <em class="shell">amazing_new_feature.patch</em>:<br /> - <tt>patch -p0 -i <em>amazing_new_feature.patch</em></tt></li> - </ul> - </li> - <li> - <h3>From a tarball or other release</h3> - <p>If you didn't get the source code via <acronym title="Subversion">SVN</acronym>, - or for some reason that doesn't work for your situations, here's how to generate - them using the tried-and-trusted <tt>diff</tt> tool between - two files:</p> - <ul> - <li>Create a patch named <em class="shell">amazing_new_feature.patch</em> between <em class="shell">oldfile</em> and <em class="shell">newfile</em>:<br /> - <tt>diff -u <em>oldfile</em> <em>newfile</em> > <em>amazing_new_feature.patch</em></tt></li> - <li>Create a patch named <em class="shell">amazing_new_features.patch</em> between directory <em class="shell">olddir</em> and <em class="shell">newdir</em>:<br /> - <tt>diff -Naur <em>olddir</em> <em>newdir</em> > <em>amazing_new_features.patch</em></tt></li> - <li>Applying a patch is the same as with SVN, see <a href="#patch">above</a>.</li> - </ul> - </li> -</ul> -<p>For more information on <tt>diff</tt>, <tt>patch</tt>, -and <tt>svn</tt>, read their respective <tt>man</tt> -and <tt>info</tt> pages. For a more in-depth guide on Subversion take -a look at the <a href="http://svnbook.red-bean.com/"><acronym title="Subversion">SVN</acronym> -Book</a>.</p> - - -<h2>Will you guys remove the CD-key check?</h2> -<p> -This is literally the only frequenty asked question we get, and it's starting to -wear on us. <strong>No,</strong> we will not be removing the CD-key check. The -Quake III: Arena data is <em>not</em> free, and you <strong>must</strong> purchase -a CD to play it! Don't let this confuse you, the engine is open source, and is absolutely -100% free. If someone makes a new game based on the source code that does not use -the pay-for game data, they of course don't need to and should not require a CD -key in their game. -</p> - |