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-<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 &amp; 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>&lt;filename&gt;</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 &lt;stdint.h&gt;
-#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 &gt; <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> &gt; <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> &gt; <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>
-