A portable Quake II client
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README.md

Hecatomb Quake II

A portable Quake II client

Build Status

This is the Hecatomb (a.k.a. htq2), a Quake II client who's being intensely developed towards high portability. Serious decisions are being made. The main focus is portability, modernization and expansion capabilities, that means htq2 is not only portable but also extensible. With the power and stability of Yamagi Quake II, Hecatomb has full support of 64-bit architectures. processors and operating systems. This code is based upon the solid codebase of Yamagi's Quake II, which itself is based upon Icculus Quake II, which itself is built upon id Software's original code drop indeed, oh well ...

##Compiling #####Here's what you'll need:

  • CMake 2.8+ and a toolchain (compiler, linker, etc.)
  • mingw and mingw-w64 are the only toolchains officially supported on Windows
  • On *nix you'll need at least:
    • SDL (at least v1.2, v2.0 is optional through HT_USE_SDL2)
    • An OpenGL implementation (Mesa3D, nvidia-glx, AMD Catalyst, etc.)
  • The following dependencies are optional:
    • libjpeg (if HT_WITH_RETEXTURE option is set to TRUE)
    • libvorbisfile (if HT_WITH_OGG option is set to TRUE)
    • (On *nix but not OSX) libX11 (if HT_WITH_X11GAMMA option is set to TRUE)
    • An OpenAL implementation (if HT_WITH_OPENAL option is set to TRUE)
    • zlib (if HT_WITH_ZIP option is set to TRUE)
  • On Windows and OSX: dependencies are bundled into the source tree, so don't worry, it'll build out-of-the-box :)
  • You'll need the Quake II 3.20 game data installed either into the system-wide directory (HT_WITH_SYSTEMDIR - recommended) or inside the local binary installation directory. You can also get the Quake II demo game data.

#####Now it's time to compile it:

  • Download latest snapshot of the source code
    $ git clone git://github.com/alericoveri/hecatomb.git /path/to/hecatomb
  • Create a build directory for holding up CMake-related files
    $ mkdir /path/to/htq2-build
  • Go to it and generate your CMake build files (it's your choice what you want to generate: a Makefile, a XCode project, etc.)
    $ cd /path/to/htq2-build && cmake /path/to/hecatomb
  • Choose your targets. You'll need to select HT_CLIENT and HT_GAME in order to play
  • Reconfigure and generate your build files
  • Let's say you wanted generate a sweet and plain Makefile, now you can actually build it:
    $ make
  • Le voilà, you can already see the binaries on /path/to/hecatomb/bin/<architecture>a and test them:
    $ cd /path/to/hecatomb/bin/<architecture>
    $ ./htq2 +set vid_fullscreen 0 +set deathmatch 1 +map q2dm1
  • It's highly probable that you'll be eager to edit your config files to your liking, they are located at your home directory:
    • On *nix and OSX, user files are located at ~/.htq2
    • On Windows, user files are located at %UserProfile%/Documents/Hecatomb Quake II
  • (On *nix) When you're happy with it, you can install your binaries:
    $ sudo make install
  • Please take a time to read the FAQ, thank you :)
  • Enjoy!. Happy fragging!, there are great Quake II servers here ;) ...

CMake build options

#####HT_CLIENT ######default : false ######default : true (Windows, OSX) Build client executable

#####HT_SERVER ######default : true
Build dedicated server executable

#####HT_GAME ######default : false ######default : true (Windows, OSX) Build game DLL

#####HT_WITH_MALLOC ######default: stdc
It switches between various implementations of malloc/realloc/calloc/free Use it at your own risk as it is highly experimental, current optional memory allocators are the following:

#####HT_HUNKDRIVER_GENERIC (Experimental) ######default : false
Enable Generic Hunk Driver, a general purpose Hunk_* backend based solely on plain malloc/free. Use this at your own risk as it is an experimental feature. You're encouraged to use this allocator for having an easier way to porting htq2 to other platforms, otherwise you should remain using the platform-specific drivers, they're much faster and therefore reliable.

#####HT_WITH_OGG ######default : false
######default : true (Windows, OSX)
Enable OGG/Vorbis support for music playback. Adds dependencies to libvorbisfile

#####HT_WITH_RETEXTURE ######default : false ######default : true (Windows, OSX)
Enable high resolution retexturing support. Adds a dependency to libjpeg

#####HT_WITH_ZIP ######default : false ######default : true (Windows, OSX)
Enable ZIP file support (also known as .pk3 packs). Adds a dependency to zlib

#####HT_WITH_OPENAL ######default : false ######default : true (Windows)
Enables the optional OpenAL sound system. To use it your system needs libopenal.so.1 or openal32.dll (we recommend openal-soft) installed

#####HT_WITH_X11GAMMA (Unsupported on Windows and OSX) ######default : false Set the gamma via X11 and not via SDL. This works around problems in some SDL versions. Adds dependencies libX11 and libXxf86vm.

#####HT_WITH_SYSTEMWIDE ######default : true Enable systemwide installation of game assets

#####HT_WITH_SYSTEMDIR ######default : /usr/share/games/quake2 ######default : c:/quake2 (Windows)
This will set the default system directory . On Windows normals slashes (/) instead of backslashed (\) must be used!

##IRC Come and join us in our IRC channel to have realtime information and latest updates about Hecatomb Quake II. Feel free to chat with us, tell us about your ideas and proposals, make your questions, bug reports, etc. Connect to irc.freenode.net and join #htq2.

##Supported platforms

  • Windows XP+
  • GNU/Linux
  • FreeBSD
  • OpenBSD
  • Apple OSX 10.7+

##Supported architectures

  • IA32 (a.k.a. x86)
  • AMD64 (a.k.a. x86_64)
  • IA64 (Intel Itanium)

##FAQ

####How do I open the console?
Press ^ or ~, depending on your keyboard layout. Actually, pressing Shift + Esc will open up the console on any keyboard layout.

####How do I get the frame counter? Set cl_drawfps to 1

####How do I make a benchmark? Set timedemo to 1 and play a demo.

####How do I play demos? demomap name.dm2. Note that the extension .dm2 is important!

####How do I record a demo? record name and stop to stop.

####When playing in window mode my cursor is locked onto the window. Can I change that, so that Quake II behaves like a normal window? Open the console by pressing ~ or ^ or drop into the menu. If you want Quake II to never grab the mouse set in_grab to 0, if Quake II should never release the mouse set 1, for releasing the mouse when the console or the menu is opened set to 2. The default is 2.

####Hey, my screensaver crashes Quake II or I experience strange crashes after a fixed amount of time! This is a known bug in some linux distributions. SDL fails to disable the screensaver even if we tell him to do so. See this Ubuntu bugreport.

####The movement is screwed up! I can jump much higher and longer as it used to be! What's wrong? You're experiencing the Quake II version of the famous Q3A 125hz bug. When Quake II draws more than about 100 FPS the movement calculations go wrong and you can jump much higher. To solve this set cl_maxfps to about 95 FPS. And no, we won't fix it since it would be very invasive and most likely break a lot of other things.

####I'm creating a package or port for my system. Is a system wide install possible without patching the source? Yes. Just set HT_WITH_SYSTEMWIDE to true on your CMake build. If you want to change the default directory from /usr/share/games/quake2, just set HT_WITH_SYSTEMDIR to the desired path.

####Can I connect to an IPv6 server? Yes, the same way as connecting to an IPv4 server. Since the Quake II console has problems with the characters :, [ and ] we suggest to submit the connection command as command line argument: htq2 +connect "[2001:db8::1]" If you want to connect to a server with a non-standard port use the following syntax: htq2 +connect "[2001:db8::1]:12345" For your server to show up in the server list you need to supply a multicast interface to both the client and the server: htq2d +set multicast eth0 htq2 +set multicast eth0 Normaly the server will listen to all IPv4 and IPv6 addresses. You can bind it to an address with: htq2d +set ip "[2001:db8::1]"

####Where can I find the configuration file? It's located at ~/.htq2/game/config.cfg (FreeBSD, Linux, OpenBSD and OS X) or %UserProfile%\Documents\Hecatomb Quake II\<game>\config.cfg (Windows). Replace game by the mod name, e.g. baseq2 for the main game.

####My mod crashes at startup. This is known problem of some mods. A workaround is to create the working directory by hand: mkdir -p ~/.htq2/$moddir (FreeBSD, Linux, OpenBSD and OS X) %UserProfile%\Documents\Hecatomb Quake II\$moddir (Windows)

####Only parts of the maps are rendered! By default the maximum view distance is 2300 units. You can widen it up to 4096 units by setting gl_farsee to "1".

####Why isn't there an "underwater sound effect" when playing under OS X? That's a limitation of OS X. Apple's OpenAL implementation doesn't support sound effects.

####Why is the FOV different than in id Software's client? id Softwares client was designed to work an 4:3 screens only. Setting the FOV kept the aspect ratio, expanded the view angle in height and width. Setting a higher FOV on wider screens was common, but the image distorted lightly. Yamagi Quake II calculates a correct FOV without distortions. You can get the old behavior if you select an aspect ratio other than "auto" in the video menu or by setting the horplus cvar to "0".

####Why doesn't gl_showtris work? gl_showtris requires gl_ext_multitexturing set to 0.

#You wish to contribute? That will be great from you!, htq2 it's on its way to be a highly portable Quake II client. These are the established milestones. Your contribution through proper pull requests will be greatly appreciated.

##Current milestone is 0.2

  • No QGL pointers [DONE]
  • C99 fixed integer types [DONE]
  • Memory allocation wrapper functions : Mem_malloc, Mem_realloc, Mem_calloc and Mem_free [DONE]
  • Optional use of dlmalloc as memory allocator [DONE]
  • SDL 2.0 support (Linux) [DONE]

Milestone 0.3

  • OGG backend plays any files it finds on music/ directory
  • SDL 2.0 support (OSX)

Milestone 0.4

  • OpenGL extensions handling through GLEW -proposed-
  • SDL Gamepad support -proposed-
  • SDL 2.0 support (Windows)

Milestone 0.5

  • Optional use of libhoard as memory allocator -proposed-
  • SDL 2.0 support (FreeBSD)

Milestone 0.9

  • OpenGL ES 2.0+ support

##CVars and commands CVars from YQ2 and legacy Q2 are all included, although some were removed. These are the current implemented cvars on htq2 only: ###CVars #####hunk_trace #####hunk_driver #####git_ref (read-only) #####git_hash (read-only)

###Commands #####al_strings #####mallinfo Information about memory