ソースを参照

Removed old README

Thomas Buck 10年前
コミット
137a1e713d
3個のファイルの変更134行の追加399行の削除
  1. 133
    3
      README.md
  2. 0
    395
      README.old
  3. 1
    1
      test/GLString.cpp

+ 133
- 3
README.md ファイルの表示

@@ -56,8 +56,6 @@ Just run `make debug` and run `bin/debug/OpenRaider` for a debug build.
56 56
 
57 57
 ## Usage
58 58
 
59
-See the original `README.old` file. In the Main Menu, <Esc> will allow you to select a level to play.
60
-
61 59
 ### Configuration file
62 60
 
63 61
 OpenRaider will try to load `~/.OpenRaider/OpenRaider.init` or, if it doesn't exist, `OpenRaider.init` from the current directory.
@@ -69,7 +67,139 @@ The configuration file format is very simple:
69 67
 * Lines surrounded with `[]`, eg. `[Engine.OpenGL.Driver]` set the mode for following commands.
70 68
 * Everything else is interpreted as command for the current mode.
71 69
 
72
-See `README.old` for a (probably incomplete) list of available commands.
70
+### Level PAKs
71
+
72
+You can use paks from any Tomb Raider version supported and most user made paks for Tomb Raider.
73
+Only PHD, TR1, TR2, TR3, and TR4 paks are supported as of this writing.
74
+
75
+Edit 'Map' lines in your OpenRaider.init as needed.
76
+I suggest removing all your Map=... lines to begin with, since no maps are bundled with this release.
77
+
78
+### Sound FXs
79
+
80
+Setting up external sound SFX, for TR2 and TR3 paks only.
81
+
82
+TR2 and TR3 paks (both have file extension `.tr2`) don't have sound data contained in the pak itself, but instead
83
+they share a common SFX file (often MAIN.SFX) for each pak from a given Tomb Raider version.
84
+
85
+Previously, OpenRaider tried to load an SFX file with the same name as the level file, with `.sfx` added to the end.
86
+You had to create a symlink for each level to the SFX file if you were using original Tomb Raider levels, like this:
87
+
88
+    cd ~/.OpenRaider/paks/tr3/
89
+    cp /mnt/cdrom/data/MAIN.SFX .
90
+    for i in *.tr2; do ln -s MAIN.SFX $i.sfx; done
91
+
92
+Now, OpenRaider just tries to load a `MAIN.SFX` in the same folder as the level file.
93
+If you want to change this behaviour, this happens around line 1075 of `src/OpenRaider.cpp`.
94
+
95
+### Key Bindings
96
+
97
+| Key                      | Action                                       |
98
+| ------------------------:|:-------------------------------------------- |
99
+| <Alt><Enter> | Toggle fullscreen                            |
100
+| <Esc>              | Interactive Level load menu                  |
101
+| `                        | Console toggle on/off                        |
102
+| Mouse                    | Turn                                         |
103
+| MouseBtn Left            | Shoot                                        |
104
+| w                        | Move forward                                 |
105
+| s                        | Move back                                    |
106
+| e                        | Move down                                    |
107
+| q                        | Move up                                      |
108
+| r                        | Play sound quick test                        |
109
+| /                        | Drop a waypoint test (formally undocumented) |
110
+| [ ]                      | Adjust idle animation for testing            |
111
+
112
+### Console Commands
113
+
114
+Console commands (BOOL is now '0' or '1' for less typing).
115
+Pressing <UP> will go back to last command entered (saves typing).
116
+
117
+#### Network
118
+
119
+| Command          | Action                                |
120
+| ----------------:|:------------------------------------- |
121
+| server           | Start network listen server           |
122
+| killserver       | Stop network listen server            |
123
+| port INT         | Set network port number               |
124
+| connect HOSTNAME | Connect to network server at HOSTNAME |
125
+| disconnect       | Disconnect from network server        |
126
+
127
+#### Game
128
+
129
+| Command             | Action                                                 |
130
+| -------------------:|:------------------------------------------------------ |
131
+| quit                | Quit the game                                          |
132
+| sshot               | Take screenshot                                        |
133
+| play INT            | Play sound fx with number                              |
134
+| loadlevel STRING    | Load level with mapname STRING                         |
135
+| sensitivity.x FLOAT | Set mouse sensitivity for X movement                   |
136
+| sensitivity.y FLOAT | Set mouse sensitivity for Y movement                   |
137
+| fullscreen          | Toggles fullscreen mode                                |
138
+| walk                | Toggle world clipping on                               |
139
+| ghost               | Toggle world clipping off                              |
140
+| fly                 | Toggle world clipping off without gravity              |
141
+| noclip              | Toggle world clipping in cycle                         |
142
+| hop                 | Toggle room hopping hack                               |
143
+| showfps BOOL        | Show FPS                                               |
144
+| mem ARG             | Prints memory report, where ARG is `usage` or `report` |
145
+| resize STRING       | Change resolution to `xga`, `svga` or `vga`            |
146
+
147
+#### Render
148
+
149
+| Command          | Action                                       |
150
+| ----------------:|:-------------------------------------------- |
151
+| wireframe        | Render in wireframe (for debugging)          |
152
+| solid            | Render solid color polygons                  |
153
+| texture          | Render with textures                         |
154
+| vertexlight      | Render with vertexlights                     |
155
+| titlescreen      | Render titlescreen                           |
156
+| r_animate BOOL   | Animate all models at once                   |
157
+| r_upf BOOL       | Update room render list once per frame       |
158
+| r_ponytail BOOL  | Render ponytail on Lara                      |
159
+| r_pigtails BOOL  | Render ponytails as pigtails on Lara         |
160
+| r_ponyangle INT  | Set rotation of ponytail on Lara             |
161
+| r_ponyx INT      | Set X offset of ponytail on Lara             |
162
+| r_ponyy INT      | Set Y offset of ponytail on Lara             |
163
+| r_ponyz INT      | Set Z offset of ponytail on Lara             |
164
+| r_viewmodel INT  | Load skeletal model with index INT           |
165
+| r_fog BOOL       | Render fog toggle                            |
166
+| r_portal BOOL    | Render portals in rooms                      |
167
+| r_particle BOOL  | Render particles                             |
168
+| r_vmodel BOOL    | Render view model                            |
169
+| r_sprite BOOL    | Render sprites (room fx and items)           |
170
+| r_roommodel BOOL | Render room models                           |
171
+| r_entmodel BOOL  | Render entity models                         |
172
+| r_light BOOL     | Render with GL lights                        |
173
+| r_ralpha BOOL    | Render alpha pass for rooms                  |
174
+| r_vis BOOL       | Render using visibility checking             |
175
+| r_oneroom        | Render only the current room                 |
176
+| r_allrooms       | Render all rooms in the level (debug/stress) |
177
+
178
+#### Set Commands
179
+
180
+| Command        | Action                    |
181
+| --------------:|:------------------------- |
182
+| mousegrab BOOL | Set mouse grabbing on/off |
183
+
184
+#### Stat Commands
185
+
186
+| Command | Action                 |
187
+| -------:|:---------------------- |
188
+| fps     | Toggle showing FPS     |
189
+| pos     | Show current location  |
190
+| room    |                        |
191
+| flags   | Show room flags in hex |
192
+
193
+### Wireframe mode colors
194
+
195
+* Red (thick) lines are portal outlines
196
+* Red (thin) lines are triangle room polygons
197
+* Black lines are quadralateral room polygons
198
+* White meshes are entities
199
+* Blue meshes are sprites
200
+* Yellow meshes are room models
201
+* Green lines with red endpoints are room bboxes
202
+* Pink dots are visibility checks
73 203
 
74 204
 ## License
75 205
 

+ 0
- 395
README.old ファイルの表示

@@ -1,395 +0,0 @@
1
-
2
- OpenRaider FAQ/README  (2003.07.05)
3
- -----------------------------------------------------------------
4
-
5
- NOTES
6
- -----------------------------------------------------------------
7
- Build 0.1.2pre series
8
-
9
-
10
- INSTALL
11
- -----------------------------------------------------------------
12
-
13
- You may choose to use either apt if you have debian, or use the 
14
- source installation.  The binary tarballs may be provided with an
15
- install script later.
16
-
17
- Installation with deb:
18
-
19
-	1. If you're in debian:
20
-
21
-		dpkg -iE openraider_x.x.x.x-1_i386.deb
22
-
23
-	2. If you run RedHat or an RPM distro use alien:
24
-
25
-		alien --to-rpm openraider_x.x.x.x-1_i386.deb
26
-
27
-	   This makes an rpm for you to install:
28
-
29
-		rpm -Uhv openraider-x.x.x.x-2.i386.rpm
30
-
31
-
32
- Installation with apt:
33
-
34
-	1. Add these lines to /etc/apt/sources.list
35
-
36
-		# OpenRaider
37
-		deb http://openraider.sourceforge.net/debian/ ./
38
-		deb-src http://openraider.sourceforge.net/debian/ ./ 
39
-
40
-	2. Install the openraider package:
41
-
42
-		apt-get update
43
-		apt-get install -u openraider
44
-
45
-
46
- Installation from source archive:
47
-
48
-	1. Extract source from tarball:
49
-
50
-		tar zxvf openraider-x.x.x.x.tar.gz
51
-
52
-	2. Change to source directory:
53
-
54
-		cd openraider-x.x.x.x/
55
-
56
-	3. Build game source:
57
-
58
-		make
59
-
60
-	4. Install game, data files, and default config:
61
-
62
-		make install
63
-
64
-
65
-
66
- SETUP
67
- -----------------------------------------------------------------
68
-
69
- 1. Setup for the user that will play the game:
70
-
71
-	cd /usr/share/OpenRaider
72
-	sh setup.sh
73
-
74
-
75
- 2. You can use paks from any Tomb Raider version supported and
76
-    most user made paks for Tomb Raider.  Only PHD, TR1, TR2, TR3, 
77
-    and TR4 paks are supported as of this writing.
78
-
79
-    If you don't own a Tomb Raider game or demo, then you can
80
-    download a pak from:
81
-
82
-	 http://home01.wxs.nl/~eland037/index.htm
83
-
84
-    I suggest 'Yvel Woods' from the 'TR2' section.  It's small,
85
-    but very nice looking still.  Takes only 6-8mins over a 28.8.
86
-    Also Villa Mortal 2 from the 'TR1' section is nice.
87
-
88
-
89
- 3. Edit your ~/.OpenRaider/OpenRaider.init
90
-
91
-    Edit 'Driver' to your libGL for hardware acceleration:
92
-
93
-       Driver=/usr/lib/libGL.so.1
94
-
95
-    Edit 'Map' lines as needed.  I suggest removing all your
96
-    Map=... lines to begin with, since no maps are bundled with
97
-    this release.  Then add maps as you get them like so:
98
-
99
-    If you got Yvel.zip, then unzip it into ~/.OpenRaider/paks/,
100
-    then add the line:
101
-
102
-       Map=Yvel.tr2
103
-
104
- 4. Setting up external sound SFX, for TR2 and TR3 paks only.
105
-
106
-    TR2 and TR3 ( both have file extension '.tr2' ) paks don't
107
-    have sound data contained in the pak itself, but instead
108
-    they share a common SFX file ( often MAIN.SFX ) for each
109
-    pak from a given Tomb Raider version.
110
-
111
-    eg 'The Lost Artifact' has a SFX for all it's pak files.
112
-
113
-    Simply link to your SFX file in the same directory as
114
-    your map files using it's name as the base like so:
115
-
116
-	cd ~/.OpenRaider/paks/tr3/
117
-	cp /mnt/cdrom/data/MAIN.SFX .
118
-	for i in *.tr2; do ln -s MAIN.SFX $i.sfx; done
119
-
120
-    This copies your SFX file off the cdrom to your tr3 pak
121
-    directory, then symlinks to all your sfx aliases to MAIN.SFX.
122
-
123
-    OpenRaider currently looks for mapfilename.sfx to find the
124
-    external sound paks for TR2 and TR3 - the other tombraider
125
-    versions have sounds files contained in their own paks. There
126
-    are plans for a metafile wrapper for maps/paks to have better
127
-    control over in game thumbnails, SFX options, and more.
128
-
129
- 5. Font setup
130
-    
131
-    New for OpenRaider 1.2, OpenRaider now uses TTF fonts to
132
-    generate font textures on the fly.  Just copy a TTF to
133
-    ~/.OpenRaider/data/test.ttf to use it in game. 
134
-
135
-
136
- KEY BINDINGS
137
- -----------------------------------------------------------------
138
-
139
-   <Alt><Enter>  - Toggle fullscreen
140
-   <Esc>         - Interactive Level load menu
141
-   `             - Console toggle on/off
142
-   Mouse         - Turn
143
-   MouseBtn Left - Shoot
144
-   w             - Move forward
145
-   s             - Move back
146
-   e             - Move down
147
-   q             - Move up
148
-   r             - Play sound quick test
149
-   /             - Drop a waypoint test ( formally undocumented )
150
-   [ ]           - Adjust idle animation for testing
151
-
152
-
153
- CONSOLE COMMANDS
154
- ---------------------------------------------------------------------
155
-     
156
- Console commands ( w/o "", BOOL is now '0' or '1' for less typing )
157
- Pressing <UP> will go back to last command entered ( saves typing )
158
-
159
-
160
-    Network
161
-    ------------------------------------------------------------------
162
-    "server"              - Start network listen server
163
-    "killserver"          - Stop network listen server
164
-    "port INT"            - Set network port number
165
-    "connect HOSTNAME"    - Connect to network server at HOSTNAME
166
-    "disconnect"          - Disconnect from network server
167
-
168
-    Game
169
-    ------------------------------------------------------------------
170
-    "quit"                - Quit the game
171
-    "sshot"               - Take screenshot
172
-    "play INT"            - Play sound fx 'NUM'
173
-    "loadlevel STRING"    - Load level with mapname STRING
174
-    "sensitivity.x FLOAT" - Set mouse sens for X movement
175
-    "sensitivity.y FLOAT" - Set mouse sens for Y movement
176
-    "fullscreen"          - Toggle's fullscreen mode
177
-    "walk"                - Toggle world clipping on
178
-    "ghost"               - Toggle world clipping off
179
-    "fly"                 - Toggle world clipping off w/o gravity
180
-    "noclip"              - Toggle world clipping in cycle
181
-    "hop"                 - Toggle room hopping hack
182
-    "showfps BOOL"        - Show FPS
183
-    "mem ARG"             - Where ARG is usage or report
184
-    "resize STRING"       - Change resolution to "xga", "svga", "vga"
185
-
186
-
187
-    Render
188
-    ------------------------------------------------------------------
189
-    "wireframe"           - Render in wireframe ( For debugging )
190
-    "solid"               - Render solid color polygons
191
-    "texture"             - Render with textures
192
-    "vertexlight"         - Render with vertexlights
193
-    "titlescreen"         - Render titlescreen
194
-    "r_animate BOOL"      - Animate all models at once
195
-    "r_upf BOOL"          - Update room render list once per frame
196
-    "r_ponytail BOOL"     - Render ponytail on lara
197
-    "r_pigtails BOOL"     - Render ponytails as pigtails on lara
198
-    "r_ponyangle INT"     - Set rotation of ponytail on lara
199
-    "r_ponyx INT"         - Set Y offset of ponytail on lara
200
-    "r_ponyy INT"         - Set Y offset of ponytail on lara
201
-    "r_ponyz INT"         - Set Z offset of ponytail on lara
202
-    "r_viewmodel INT"     - Load skeletal model with index 'NUM'
203
-    "r_fog BOOL"          - Render fog toggle
204
-    "r_portal BOOL"       - Render 'portals' in rooms
205
-    "r_particle BOOL"     - Render particles
206
-    "r_vmodel BOOL"       - Render view model
207
-    "r_sprite BOOL"       - Render sprites ( room fx and items )
208
-    "r_roommodel BOOL"    - Render room models
209
-    "r_entmodel BOOL"     - Render entity models
210
-    "r_light BOOL"        - Render with GL lights
211
-    "r_ralpha BOOL"       - Render alpha pass for rooms
212
-    "r_vis BOOL"          - Render using visiblity checking
213
-    "r_oneroom"           - Render only the current room
214
-    "r_allrooms"          - Render all rooms in the level ( debug/stress )
215
-
216
-
217
-	Set commands
218
-	------------------------------------------------------------------
219
-	mousegrab <bool>		- Set mouse grabbing on/off
220
-
221
-
222
-
223
-	Stat commands
224
-	------------------------------------------------------------------
225
-	fps				- Toggle showing FPS
226
-	pos				- Show current location
227
-	room
228
-		flags			- Show room flags in hex
229
-
230
- 
231
-
232
- REPORT BUGS
233
- -----------------------------------------------------------------
234
- When submitting bugs please try to include:
235
-    
236
-    1. Operating system and type of computer 
237
-          eg Linux, x86
238
-
239
-    2. Make and model of your graphics card
240
-          eg Nvidia GeForce 3
241
-
242
-    3. Version of OpenRaider, and any odd libraries
243
-          eg OpenRaider-0.1.0pre6-20020997 built with OpenGL 1.3
244
-
245
-    4. Screenshot for visual bugs
246
-          eg Use 'sshot' in game, zip screenshot and email it
247
-
248
-    5. Text of an errors output by OpenRaider
249
-          eg ERROR: Gates of hell unleashed on world, Hell.cpp:123
250
-
251
-
252
- ABOUT
253
- -----------------------------------------------------------------
254
-
255
- OpenRaider is based on code, specs, and alogrithms from:
256
- * GooseEgg/Freyja 3d Modelers by Mongoose
257
- * TR Rosetta Stone spec sheet by Anonymous
258
- * TRView 1.0.0 by Yuri Zhivago, with patches by Mongoose
259
-
260
- All code should be GPLed, unless otherwise noted.
261
-
262
- If you're interested in helping, donating resources, or just
263
- offer moral support drop me an email or visit irc.linux.com 
264
- channel #freyja. 
265
-
266
- -- Terry 'Mongoose' Hendrix II <stu7440@westga.edu>
267
-
268
-
269
-
270
-
271
- -----------------------------------------------------------------
272
- OpenRaider FAQ
273
- -----------------------------------------------------------------
274
-
275
- 0. How do I build OpenRaider?
276
-
277
- 1. Will OpenRaider get support for my platform?
278
-
279
- 2. What cards and drivers have been tested?
280
-
281
- 3. I don't hear sound, can you help me?
282
-
283
- 4. I'm getting sefaults loading sounds or debugging OpenRaider.
284
-
285
- 5. What are all those colors for in Wireframe mode?
286
-
287
- 6. Why does OpenRaider use TTF fonts?
288
-
289
- -----------------------------------------------------------------
290
-
291
- 0. How do I build OpenRaider?
292
-
293
- 0.1. OpenRaider requires the following as of 2002.01.02; other
294
-      packages may work just as well but haven't been tested:
295
-      + Linux 2.4.16 SMP kernel (Debian distrobution)
296
-      + GCC 2.95.2 compiler and supporting development packages
297
-      + X11 4.1.0 with X11 development package
298
-      + OpenGL 1.2 core and utils development packages
299
-      + SDL 1.2.1 development package
300
-      + OpenAL 0.0.6 development package
301
-      + libz 1.1.3 development package
302
-
303
- 0.2. If you're missing some of these packages you can install 
304
-      them from your distrobution or source.  There are so many
305
-      distrobutions it wouldn't be practical to have step by step
306
-      information here.  I'll instead list places to get source
307
-      for less commonly installed packages.
308
-
309
- 0.3. X11 GLX ( Hardware accelerated drivers )
310
-      (X11 4.1.x) Comes bundled with 3d drivers
311
-      (X11 4.0.x) http://dri.sourceforge.net
312
-      (X11 3.3.6) http://utah-glx.sourceforge.net
313
-
314
-      If your 3d card isn't supported in 4.1.x try 3.3.6.
315
-
316
- 0.4. OpenAL CVS
317
-      cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
318
-      cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout openal
319
-
320
- 0.5. SDL CVS
321
-      cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
322
-      cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout SDL
323
-
324
- -----------------------------------------------------------------
325
-
326
- 1. Will OpenRaider get support for my platform?
327
-
328
- 1.1. It's possible.  I'm only supporting Linux until I get closer
329
-      to a Beta release.  Other platforms that are planned are
330
-      Mac OS X, FreeBSD, Windows NT/9x, and Linux PPC in no order.
331
- 
332
-      Some of these may already work, but aren't tested.
333
-
334
- -----------------------------------------------------------------
335
-
336
- 2. What cards and drivers have been tested?
337
-
338
- 2.1. DRI ( GLX )
339
-      * Matrox G400 ( Reference card and driver ) 
340
-        * BUG: None known
341
-
342
-      * ATI Radeon ( Last tested 0.0.3-20010604 )
343
-        * BUG: 'lineloop' or polygon outline in solid color
344
-
345
-      * Voodoo 3 ( Last tested 0.0.3-20020104 )
346
-        * BUG: None known
347
-
348
- -----------------------------------------------------------------
349
-
350
- 3. I don't hear sound, can you help me?
351
-
352
- 3.1. Make sure you built in OpenAL support.
353
-
354
-      Make sure you have OpenAL enabled in your OpenRaider.init:
355
-
356
-         [Audio.OpenAL]
357
-         Enable=true
358
-
359
-      Make sure your TR pak type is supported to play sounds.
360
-
361
-      Make sure you have sound files, you can't get sound files 
362
-      redistributed with any other homemade paks besides TR4 paks.
363
-
364
- -----------------------------------------------------------------
365
-
366
- 4. I'm getting sefaults loading sounds or debugging OpenRaider.
367
-
368
- 4.1. Disable OpenAL in your OpenRaider.init:
369
-
370
-         [Audio.OpenAL]
371
-         Enable=false
372
-
373
-      Ever so often this happens with various versions of OpenAL,
374
-      so I consider an OpenAL bug.
375
-
376
-
377
- 5. What are all those colors for in Wireframe mode?
378
-
379
- 5.1. Red (thick) lines are portal outlines.
380
-      Red (thin) lines are triangle room polygons.
381
-      Black lines are quadralateral room polygons.
382
-      White meshes are entities.
383
-      Blue meshes are sprites.
384
-      Yellow meshes are room models.
385
-      Green lines with red endpoints are room bboxes.
386
-      Pink dots are visibility checks.
387
-
388
- -----------------------------------------------------------------
389
-
390
- 6. Why does OpenRaider use TTF fonts?
391
-
392
- 6.1. There a few reasons OpenRaider now uses TTF fonts:
393
-      * Lots of quality free TTF fonts on the web these days
394
-      * Custom fonts without the hassle of textile gridding
395
-      * Unicode rendering support ( International text )

+ 1
- 1
test/GLString.cpp ファイルの表示

@@ -195,7 +195,7 @@ int main_gl(int argc, char *argv[])
195 195
   }
196 196
 #endif
197 197
 
198
-  flags = SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_RESIZABLE;
198
+  flags = SDL_OPENGL | SDL_GL_DOUBLEBUFFER;
199 199
 
200 200
   if (fullscreen)
201 201
   {

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