ref: e4b9648c5c76516ed1bae833f4a7ea426c86093a
dir: /README/
qk1 - (9) quake =============== Port of linux/x11 quake and quakeworld to plan9front. Tested and known to work on arm64, amd64, 386 and arm. For details, see: http://nopenopenope.net/posts/quake This fork in particular was extended to support Arcane Dimensions[1] mod. Hereafter `qk1' refers to the project as a whole, and `quake' and `quakeworld' refer to the actual games. [1] https://www.moddb.com/mods/arcane-dimensions Installation and start up ------------------------- *Note*: all data filenames should be lowercased; exceptions are demo files, maps and other non-hardcoded files. Besides building and installing qk1, you still need .pak files to play. Both shareware and registered versions work, as well as the official expansions, and many mods. The data files are to be installed in the system directory, /sys/games/lib/quake/$gamename, where $gamename is `id1' for plain old quake, `qw' for quakeworld, `hipnotic' or `rogue' for the expansions, _reaper_ for the Reaper bot mod, etc. Savegames, configuration files and other user-specific data like demos is saved in $home/lib/quake/$gamename. Shared demos can be installed in the system directory instead. *Note*: demos in .pak files are a special case; they need to be installed in a user directory, named using the next available .pak index; for instance, the registered version has `pak0.pak' and `pak1.pak', thus the additional .pak file will be `pak2.pak'. To install quake: ; mk install # installation from cd; both shareware and registered versions work ; cdfs ; cp /mnt/cd/id1/*.pak /sys/games/lib/quake/id1/ ; unmount /mnt/cd # launch! ; games/quake >/dev/null To install quakeworld, first install quake, then: ; cd qw ; mk install # a qwprogs.dat file must be provided also, one is included ; cp qw/progs/qwprogs.dat /sys/games/lib/quake/qw/ # launch! ; games/qwcl >/dev/null To start a quakeworld dedicated server: ; echo scroll >/mnt/wsys/wctl ; games/qwsv To install an expansion (here from cd): ; mkdir /sys/games/lib/quake/$mod # expansions provide at least .pak files ; cdfs ; cp /mnt/cd/$mod/*.pak /sys/games/lib/quake/$mod/ ; unmount /mnt/cd # launch! ; games/quake -g rogue >/dev/null To install a mod ; mkdir /sys/games/lib/quake/$mod ; dircp /n/hjdicks/$mod /sys/games/lib/quake/$mod # launch! ; games/quake -g $mod >/dev/null Memory limit (applies to QW only) --------------------------------- By default, qw allocates 64 MB of memory for its internal heap. This amount can be controlled via a command line parameter, which is sadly different between games (i'm to blame): ; games/qwcl -mem 192 ; games/qwsv -mem 192 It is necessary to increase it when playing on larger resolutions, else qw might crash with errors such as 'Hunk_Alloc: failed on 548512 bytes'. Mods may require more memory as well. The old default was 12 MB, so it can also be lowered in the unlikely case that it's necessary. Typically, this needn't be touched. Mouse usage ----------- Both quake and quakeworld now grab the mouse and have free mouse look by default. Mouse grabbing is controled via a console variable at runtime: ] m_windowed 1 Mouse look on the other hand is enabled with a command: ] +mlook To disable mouse look, use `-mlook'. Screen resolution (applies to QW only) -------------------------------------- The rio(1) window running qw can be resized at will and at runtime, but must the drawing area's size must be between 320x160 and 2047x2048. To help with drawing speed, scaling up from a fixed resolution has been implemented. When enabled, qw will behave like doom(1), where window size determines at runtime a scaling factor. quakeworld: ; games/qwcl -scale 320 200 Framerate and performance ------------------------- To play the games comfortably the framerate should be above 72. There are several things to note: - lowering the resolution (window size) improves performance - scaling up graphics from a lower resolution improves performance - performance influences sound output and can cause underflows (see below) - on slower or uniprocessor machines, the parallel cd audio process affects performance In quakeworld, the framerate is controlled by one of two console variables, `cl_maxfps' and `rate' and can be between 30 and 72. If `cl_maxfps' is not set, framerate is set to `rate' / 80. `cl_maxfps' is now set to 72 by default and saved on exit. A simple way to benchmark is to play a demo with an uncapped framerate (one must be provided for quakeworld beforehand): ] timedemo demo3 Audio and music --------------- On low framerates, devaudio's delay must be increased appropriately, up to 4410 (for a rate of 44.1 kHz), or sound will cut up. This applies to quakeworld as well, for which the framerate can also be capped lower. qk1 reads /mnt/cd/[au]NNN files as in cdfs(1) to play music. The directory needn't be populated by cdfs(1), so long as the files are raw signed little- endian 16-bit pcm audio, as described by audio(3). CD playback requires mixfs(1). Known bugs ---------- - regression: cd audio with actual cd's broken - a rare crash at d_sprite.c:/D_SpriteDrawSpansd can occur when running for a long time - an infinite loop in world.c:/SV_TouchLinks can sometimes occur - (amd64) entities visible through walls right when emerging from/immerging into water - resolutions other than 4:3: some vertical and horizontal strips on the edge of the screen aren't drawn - sprites are not scaled correctly on higher resolutions and become= disproportionate - #define PARANOID reveals several points of failure that are otherwise ignored - both stdio(2) and print(2) are used due to the way colored strings are, how to handle this gracefully is unknown - questionable pr_edict.c:/PR_Str hack may cause problems (QW only) - refactoring: manpages, command line args, merge quakeworld, FIXME's in code Legal ----- Quake, hence qk1, is licensed under the GPLv2. see COPYING for details.