ref: 1f5f4dd3f933e0b5f39aeb9052740337d9ea0c0b
dir: /README/
qk2 - (9) quake 2 ================= port of linux/x11 quake2 to plan9front. tested on amd64 and 386 only. currently lacks music and has a breaker bug with non 4:3 resolutions. performance-wise, it works fairly well on VESA with lower resolutions, e.g. 800x600. on my machines. installation ------------ besides building and installation, qk2 needs the data from its retail cd. those are to be installed in $home/lib/quake2/baseq2. in a complete install, that directory will contain pak^(0 1 2)^.pak, as well as the players and video directories. neither players (for single play) nor video are mandatory. all filenames should be lowercased. % mk install % mkdir -p $home/lib/quake2/baseq2/^(players video) % cd /n/quake2cd/baseq2/ % cp *.pak $home/lib/quake2/baseq2/ % for(i in (players video)){ dircp $i $home/lib/quake2/baseq2/$i } quake2 mods ----------- quake2 mods are C code built as shared libraries (called "game modules"). here, the code will have to be ported to plan9, adapted to qk2, then built and loaded against it. this repo contains the code for the official ctf mod; how to build and use it is explained below. for the rest of this file, let $mod the name of a mod. the data for the mod is to be stored in $home/lib/quake2/$mod/. installing a mod ---------------- in general, to build a mod, the only things that need to be altered are the contents of game/, mkfile, and adding a mk.$mod file. game/ contains $mod's source code for its game module (assuming the rest is implemented by qk2). mk.$mod contains TARG (for installation), and a list of object files to compile, and of headers (cf. mk.ctf for an example). mkfile includes the mk.$mod to build everything in one step. for example, to install ctf (and its data files from the cd): % bind -bc ctf game % ed mkfile # output elided ,s/<mk.baseq2/<mk.ctf/ w q % mk install # copies $OS.out to $home/lib/$objtype/q2ctf % mk clean % unmount game % mkdir $home/lib/quake2/ctf % dircp /n/quake2cd/ctf $home/lib/quake2/ctf ctf can then be started with e.g.: % q2ctf +set game ctf +set ctf 1 porting a mod ------------- in the case you wish to play a mod which has not been ported, and have nothing better to do, you will need to port it yourself. fwiw, ctf and crbot-1.0 took me about 4-5 hours each (not including debugging). note that all of this assumes the mod only alters code for the game module (game/). if that's not the case, no standard operational procedure exists. having obtained the $mod's source code, you can use game/*.[ch] as reference for your porting efforts. one thing specific to qk2 is how header files are handled: most common headers, including game/q_shared.h, were merged into dat.h and fns.h. game/[gp]*.h were merged into game/game.h. game/game.h is unfortunately included in dat.h, as some required structure definitions vary from mod to mod. as such, a mod is required to have $mod/game.h, which defines anything necessary for common code to work. you'll also need to write mk.$mod (cf. mod installation instructions above). todo/bugs --------- - rendering glitches and fault reads on resolutions not originally supported (anything other than 4:3) - edict_t definitions merged without much looking - sys.c: stupid posixish glob stuff - udp.c mostly horrid; need to rewrite networking stuff to use plan9 semantics - portme: cdaudio - garbled stdout (Sys_ConsoleOutput): \r instead of \n - cinematic palette is fucked up if you resize during playback - sound only (sortof) works thanks to shitty workarounds; in particular, sound buffer seems to be overwritten as its being written to /dev/audio - multiplayer menu bugs: memory leaks and bugged map list - compliling with -DPARANOID reveals hidden truths - video menu doesn't make sense anymore; options menu includes deprecated crap - (bjnh) clean up code more, plan9 C style everywhere - (bjnh) better performance, use asm from original release - (bjnh) redesign everything to be super cool differences with linux/x11 quake2 --------------------------------- - mouse wheel up and down recognized and useable (but parsing is ugly) - mouse buttons have (correct) plan9 names - arbitrary resolutions up to 4096x4096 allowed (dat.h) and resize by dragging window edges; no fullscreen - no dynamic linking → "modules" are statically linked - merged headers: dat.h,fns.h,game/game.h - m_windowed cvar and IN_Grabm() for mouse grabbing - ungrabs mouse when menu or console are opened - removed some useless sys cvars - mproc stuff for not letting mouse escape too often whenever the use swipes it probably sucks legal ----- Quake 2, hence qk2, is licensed under the GPLv2. See COPYING for details. All of the Q2 data files remain copyrighted and licensed under the original terms.