lokigames:quake1

Différences

Ci-dessous, les différences entre deux révisions de la page.

Lien vers cette vue comparative

Les deux révisions précédentes Révision précédente
Prochaine révision
Révision précédente
lokigames:quake1 [2025/11/12 09:52] – [GLQuake] twolifelokigames:quake1 [2025/11/12 13:29] (Version actuelle) twolife
Ligne 10: Ligne 10:
 {{:lokigames:quake-the-offering-linux-back-cover.jpg?direct&400|}} {{:lokigames:quake-the-offering-linux-back-cover.jpg?direct&400|}}
  
-On the CD you will find 5 versions of Quake for Linux:+===== Versions ===== 
 + 
 +On the CD you will find 2 sets (one for libc5 based systems, the other one for glibc2/libc6 systems) of 5 versions of Quake for Linux:
   * SVGALib Quake (squake) -- Software rendering, runs on the Linux text console.   * SVGALib Quake (squake) -- Software rendering, runs on the Linux text console.
   * GLQuake (glquake, glquake.glx and glquake.3dfxgl) -- hardware rendering that runs using hardware 3D acceleration.   * GLQuake (glquake, glquake.glx and glquake.3dfxgl) -- hardware rendering that runs using hardware 3D acceleration.
Ligne 16: Ligne 18:
  
 SVGALib is long dead. This was a library that allowed programs to change video mode and display full-screen graphics, without the use of a windowing system. SVGALib is long dead. This was a library that allowed programs to change video mode and display full-screen graphics, without the use of a windowing system.
-The binaries "glquake" & "glquake.3dfxgl" both requires GLIDE/3DFX support, and you are certainly not using an old 3dfx accelerator on your x86_64 computer.+ 
 +The binaries "glquake" & "glquake.3dfxgl" both requires GLIDE/3DFX support, to run the game fullscreen with 3D acceleration, also without the use of a windowing system. You are certainly not using an old 3dfx accelerator on your x86_64 computer.
  
 This leave us "glquake.glx" and "quake.x11", both using standard X11. This leave us "glquake.glx" and "quake.x11", both using standard X11.
  
 ===== Sound ===== ===== Sound =====
-This port is antique, it predate SDL and does everything by himself to handle sound & keyboard/mouse.+This port is antique, it predates SDL and does everything by himself to handle sound & keyboard/mouse.
  
-The real pain point is how it use of the original sound system for Linux, OSS.+The real pain point is how it uses the original sound system for Linux, OSS.
 You would think that it's not a big dead, because you already use ''osspd'', a userspace daemon that emulate the OSS devices (/dev/dsp, /dev/adsp and /dev/mixer) and that would normally save the day. You would think that it's not a big dead, because you already use ''osspd'', a userspace daemon that emulate the OSS devices (/dev/dsp, /dev/adsp and /dev/mixer) and that would normally save the day.
  
Ligne 52: Ligne 55:
 </code> </code>
  
-The game wants to store a list of OpenGL extensions available in your graphic driver. What's happening is that the buffer with the extensions is too large for the ??? bytes allocated by the game. To prevent your graphics driver to expose an outrageously long list of OpenGL extensions, we will export on of those env variable to pretend we lives in the past:+The game wants to store a list of OpenGL extensions available in your graphic driver. What's happening is that the buffer with the extensions is too large for the ??? bytes allocated by the game. To prevent your graphics driver to expose an outrageously long list of OpenGL extensions, we will export one of those env variable to pretend we lives in the past:
 <code> <code>
 export MESA_EXTENSION_MAX_YEAR=1999     # Mesa export MESA_EXTENSION_MAX_YEAR=1999     # Mesa
  • lokigames/quake1.1762941128.txt.gz
  • Dernière modification : 2025/11/12 09:52
  • de twolife