qip_readme.txt

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================================================================
Title         : QIP Quake engine port
Version/Date  : 2002-02-01
Filename      : qip_exe_20020201.zip
Author        : Matthias "Maddes" Buecher
Email Address : maddes@go.to
Homepage      : Quake Info Pool
                http://www.quake-info-pool.net/
                Quake Standards Group (short QSG)
                http://www.quakesrc.org/

Description   : Updated engine with many bugfixes and additonal features.
================================================================


Introduction
============
This engine was build to provide a bug-free version of original Quake,
additional features were only added if they do not break compatibility with
existing data (addons, levels, etc.) and are a general standard.
Don't assume changes and fixes to be perfect, if you see any problems please mail me.


Important changes of default values
===================================
1. Default "-zone" is 128KB and can never be less
2. GLQuake defaults to RGBA colormaps (= "-lm_4") because of the supported
   colored lightning (.LIT support)


Non-standard features:
======================
* My own Network Versioning System (NVS) which allows to enhance network
  messages, while keeping backwards compatibility with the original Quake engine.
  WARNING!!! If you want to record a demo which can be played on any Quake
  engine, then enter "CL_COMPATIBILITY 1" in the console before recording.
  Other features implemented with NVS:
  * Server tells the client for how many entities he has to allocate memory for.
  * Improved aiming precision (using NVS).


Features:
=========
* The version command is now available as a remote client command.
  If client types "cmd version" in console, he will get the server's version
  instead of the one of his engine.
* New console variable system (see below for a detailed description)
  Use "cvarlist" to see all existing cvars.
  Use "set" to change a cvar, if it does not exist it will be created as a user
  cvar. "seta" will also store this cvar in config.rc (*not* config.cfg).
  Use "unset" to remove a cvar, this only works for user created cvars.
  QuakeC addons can also create new cvars, for example "ctf_capturelimit".
  Use "cvarhelp" for additional information on a cvar, if available.
* Enhanced BuiltIn Function System (EBFS) for QuakeC coders
  QuakeC addons can easily use new engine functions for an enhanced experience.
  Most of DarkPlaces functions are included.
* .ENT support
  Especially server admins have their harddisk filled with duplicates of several
  maps with modified entity lists for several addons. Now you just have to put
  the modified .ENT file into the addon's maps folder.
  For example the engine loads the original map E1M1.BSP from the ID1 folder and
  the modified entity list E1M1.ENT from the CTF folder.
  If it finds E1M1.BSP in the CTF folder, it will not load E1M1.ENT from the ID1
  folder, only from the CTF folder if available. This will avoid loading entity
  changes not done for this addon (e.g. which were done for normal deathmatch).
  WARNING!!!
  Mutiple line comments enclosed with with /* and */ do NOT work, use single
  line comments with // in .ENT files
  If you do not want to load external .ENT files then set EXTERNAL_ENT to zero (0)
* .VIS support
  Load external VISPatch files for transparent water in GLQuake (for software
  Quake you still need to modify the engine with WaterHack).
  The engine searches for "maps/<mapname>.vis" first, if not present it checks
  for a .VIS file with the name of the addon directory the mapp was loaded from.
  For example you can use the big ID1.VIS file for all the id maps.
  If you have a big VISPatch file for sevaral different maps, use the provided
  VPSplit to extract the .VIS files for each map in a separate file.
  If you do not want to load external .VIS files then set EXTERNAL_VIS to zero (0)
* Colored lightning with .LIT support
  put the .LIT files in your ID1 maps folder
  If you do not want to load external .LIT files then set EXTERNAL_LIT to zero (0)
* HOST_TIMESCALE to speed up or slow down the game
* Mouselook cvar, which can be set through the menu (no more dealing with +mlook)
* Kill command works when player became a zombie
* Tell command accepts player number
* Names with carriage return are avoided
* Pasting into the console with CTRL+V under Windows
* Better console scrollback
* Enhanced tab completion
* Transparent console (cvar "con_alpha": 0-1)
* Variable console height (cvar "scr_conheight": 0-1)
* DOSQuake time running too fast fix
* Loadgame initialization fix (no more problems when loading SinglePlayer game in Deathmatch mode)
* Piped output of a dedicated server not written immediately fix
* GPF when GUS or BLASTER variable not set fix
* Added contact cvar for enhanced remote "version" command
* Console typing enhancement, scrolling fix and increased buffer
* CmdList command
* support for multiple "-data" parameters, to add more directories to Quake's search path.
  The added data directories are placed between the "id1" and the "-game" directory.
* support of more PAK files (necessary for XMen, currently 64)
* Reduced server crashes (changed to host errors or developer prints)
* many more fixes and features which are under the surface (engine and QuakeC)


Problems/Questions:
===================
* R_WATERWARP works only with MultiTexturing
* R_MIRRORALPHA works only with MultiTexturing
* Can not test and provide Linux builds
* Nvidia Detonator drivers 3.68+
  - Switching back and forth from GLQuake to desktop causes an incorrectly
    GLQuake display or crash, if GLQuake has not the same resolution than the desktop
  - You have to enable multitexture again, e.g. for glowmaps, with
    "ForceMultiTexture"=dword:00000001 for OpenGL again, as the registry
    settings moved to HKLM\System\CurrentControlSet\Services\Class\Display\nnnn
  - Console transparency does not work until 5.13
  - Flicker on start of GLQuake, but this vanishes after ~1 minute
    (set OpenGL buffer flipping to "Use Block Transfer")


Credits:
========
James "Ender" Brown <ender@telefragged.com> - http://www.quakesrc.org/
Ryan "FrikaC" Smith <frikac@telefragged.com> - http://www.inside3d.com/frikbot/
Kryten <kryten@inside3d.com> - http://www.inside3d.com/kryten/
Radix <radix@planetquake.com> - http://www.planetquake.com/
TcT <quake@tc84.de> - http://tc84.de/quake/
Neal White <NealW@softblox.com> - http://home.telefragged.com/wally/
Fett <erich@heintz.com>
Rich Whitehouse <thefatal@telefragged.com> - http://www.telefragged.com/thefatal/
SaRcaZm <epca@powerup.com.au>
Raymond Martineau <dynamo_tamarin@yahoo.com>
Nathan Cline <skynxnex_@hotmail.com>
Hendrik Lipka <???>
Norberto Alfredo Bensa <nbensa@hotmail.com>
Lord Havoc <havoc@gamevisions.com> - http://darkplaces.gamevisions.com/
Sander "FireStorm" van Rossen <mv_firestorm@hotmail.com>
QuakeForge - http://www.quakeforge.net/
Project Twilight - http://twilight.sourceforge.net/
Krimzon <laurie2701@yahoo.com>
James "Shelob" Dale <james.dale@ukonline.co.uk>
Atomizer
Heffo <heffobomber@hotmail.com> - http://heffoquake.quakesrc.org/
MrG <biteme@telefragged.com> - http://www.fmu-pro.co.uk/
Jeff Ford <jeff@telefragged.com> - http://qbism.telefragged.com/
Muff <muff@yakko.globalnet.co.uk> - http://www.users.globalnet.co.uk/~yakko/
Tomas "Tomaz" Jakobsson <tompsson@hotmail.com> - http://tomaz.quakesrc.org/
Eluan Costa "Matador" Miranda <em.miranda@uol.com.br>
and all the people contributing tutorials on the Quake Standards Group homepage
and the ones on the Inside3D forums

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