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- OpenRaider FAQ/README (2003.07.05)
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- -----------------------------------------------------------------
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- NOTES
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- -----------------------------------------------------------------
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- Build 0.1.2pre series
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- INSTALL
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- -----------------------------------------------------------------
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- You may choose to use either apt if you have debian, or use the
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- source installation. The binary tarballs may be provided with an
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- install script later.
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- Installation with deb:
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- 1. If you're in debian:
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- dpkg -iE openraider_x.x.x.x-1_i386.deb
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- 2. If you run RedHat or an RPM distro use alien:
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- alien --to-rpm openraider_x.x.x.x-1_i386.deb
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- This makes an rpm for you to install:
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- rpm -Uhv openraider-x.x.x.x-2.i386.rpm
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- Installation with apt:
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- 1. Add these lines to /etc/apt/sources.list
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- # OpenRaider
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- deb http://openraider.sourceforge.net/debian/ ./
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- deb-src http://openraider.sourceforge.net/debian/ ./
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- 2. Install the openraider package:
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- apt-get update
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- apt-get install -u openraider
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- Installation from source archive:
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- 1. Extract source from tarball:
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- tar zxvf openraider-x.x.x.x.tar.gz
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- 2. Change to source directory:
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- cd openraider-x.x.x.x/
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- 3. Build game source:
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- make
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- 4. Install game, data files, and default config:
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- make install
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- SETUP
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- -----------------------------------------------------------------
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- 1. Setup for the user that will play the game:
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- cd /usr/share/OpenRaider
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- sh setup.sh
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- 2. You can use paks from any Tomb Raider version supported and
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- most user made paks for Tomb Raider. Only PHD, TR1, TR2, TR3,
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- and TR4 paks are supported as of this writing.
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- If you don't own a Tomb Raider game or demo, then you can
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- download a pak from:
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- http://home01.wxs.nl/~eland037/index.htm
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- I suggest 'Yvel Woods' from the 'TR2' section. It's small,
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- but very nice looking still. Takes only 6-8mins over a 28.8.
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- Also Villa Mortal 2 from the 'TR1' section is nice.
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- 3. Edit your ~/.OpenRaider/OpenRaider.init
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- Edit 'Driver' to your libGL for hardware acceleration:
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- Driver=/usr/lib/libGL.so.1
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-
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- Edit 'Map' lines as needed. I suggest removing all your
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- Map=... lines to begin with, since no maps are bundled with
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- this release. Then add maps as you get them like so:
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- If you got Yvel.zip, then unzip it into ~/.OpenRaider/paks/,
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- then add the line:
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- Map=Yvel.tr2
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- 4. Setting up external sound SFX, for TR2 and TR3 paks only.
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- TR2 and TR3 ( both have file extension '.tr2' ) paks don't
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- have sound data contained in the pak itself, but instead
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- they share a common SFX file ( often MAIN.SFX ) for each
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- pak from a given Tomb Raider version.
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- eg 'The Lost Artifact' has a SFX for all it's pak files.
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- Simply link to your SFX file in the same directory as
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- your map files using it's name as the base like so:
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- cd ~/.OpenRaider/paks/tr3/
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- cp /mnt/cdrom/data/MAIN.SFX .
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- for i in *.tr2; do ln -s MAIN.SFX $i.sfx; done
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- This copies your SFX file off the cdrom to your tr3 pak
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- directory, then symlinks to all your sfx aliases to MAIN.SFX.
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- OpenRaider currently looks for mapfilename.sfx to find the
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- external sound paks for TR2 and TR3 - the other tombraider
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- versions have sounds files contained in their own paks. There
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- are plans for a metafile wrapper for maps/paks to have better
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- control over in game thumbnails, SFX options, and more.
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- 5. Font setup
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- New for OpenRaider 1.2, OpenRaider now uses TTF fonts to
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- generate font textures on the fly. Just copy a TTF to
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- ~/.OpenRaider/data/test.ttf to use it in game.
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- KEY BINDINGS
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- -----------------------------------------------------------------
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- <Alt><Enter> - Toggle fullscreen
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- <Esc> - Interactive Level load menu
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- ` - Console toggle on/off
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- Mouse - Turn
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- MouseBtn Left - Shoot
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- w - Move forward
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- s - Move back
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- e - Move down
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- q - Move up
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- r - Play sound quick test
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- / - Drop a waypoint test ( formally undocumented )
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- [ ] - Adjust idle animation for testing
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- CONSOLE COMMANDS
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- ---------------------------------------------------------------------
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- Console commands ( w/o "", BOOL is now '0' or '1' for less typing )
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- Pressing <UP> will go back to last command entered ( saves typing )
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- Network
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- ------------------------------------------------------------------
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- "server" - Start network listen server
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- "killserver" - Stop network listen server
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- "port INT" - Set network port number
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- "connect HOSTNAME" - Connect to network server at HOSTNAME
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- "disconnect" - Disconnect from network server
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- Game
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- ------------------------------------------------------------------
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- "quit" - Quit the game
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- "sshot" - Take screenshot
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- "play INT" - Play sound fx 'NUM'
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- "loadlevel STRING" - Load level with mapname STRING
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- "sensitivity.x FLOAT" - Set mouse sens for X movement
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- "sensitivity.y FLOAT" - Set mouse sens for Y movement
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- "fullscreen" - Toggle's fullscreen mode
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- "walk" - Toggle world clipping on
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- "ghost" - Toggle world clipping off
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- "fly" - Toggle world clipping off w/o gravity
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- "noclip" - Toggle world clipping in cycle
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- "hop" - Toggle room hopping hack
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- "showfps BOOL" - Show FPS
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- "mem ARG" - Where ARG is usage or report
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- "resize STRING" - Change resolution to "xga", "svga", "vga"
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- Render
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- ------------------------------------------------------------------
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- "wireframe" - Render in wireframe ( For debugging )
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- "solid" - Render solid color polygons
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- "texture" - Render with textures
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- "vertexlight" - Render with vertexlights
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- "titlescreen" - Render titlescreen
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- "r_animate BOOL" - Animate all models at once
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- "r_upf BOOL" - Update room render list once per frame
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- "r_ponytail BOOL" - Render ponytail on lara
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- "r_pigtails BOOL" - Render ponytails as pigtails on lara
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- "r_ponyangle INT" - Set rotation of ponytail on lara
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- "r_ponyx INT" - Set Y offset of ponytail on lara
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- "r_ponyy INT" - Set Y offset of ponytail on lara
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- "r_ponyz INT" - Set Z offset of ponytail on lara
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- "r_viewmodel INT" - Load skeletal model with index 'NUM'
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- "r_fog BOOL" - Render fog toggle
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- "r_portal BOOL" - Render 'portals' in rooms
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- "r_particle BOOL" - Render particles
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- "r_vmodel BOOL" - Render view model
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- "r_sprite BOOL" - Render sprites ( room fx and items )
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- "r_roommodel BOOL" - Render room models
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- "r_entmodel BOOL" - Render entity models
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- "r_light BOOL" - Render with GL lights
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- "r_ralpha BOOL" - Render alpha pass for rooms
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- "r_vis BOOL" - Render using visiblity checking
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- "r_oneroom" - Render only the current room
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- "r_allrooms" - Render all rooms in the level ( debug/stress )
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- Set commands
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- ------------------------------------------------------------------
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- mousegrab <bool> - Set mouse grabbing on/off
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- Stat commands
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- ------------------------------------------------------------------
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- fps - Toggle showing FPS
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- pos - Show current location
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- room
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- flags - Show room flags in hex
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- REPORT BUGS
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- -----------------------------------------------------------------
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- When submitting bugs please try to include:
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- 1. Operating system and type of computer
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- eg Linux, x86
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- 2. Make and model of your graphics card
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- eg Nvidia GeForce 3
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- 3. Version of OpenRaider, and any odd libraries
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- eg OpenRaider-0.1.0pre6-20020997 built with OpenGL 1.3
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- 4. Screenshot for visual bugs
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- eg Use 'sshot' in game, zip screenshot and email it
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- 5. Text of an errors output by OpenRaider
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- eg ERROR: Gates of hell unleashed on world, Hell.cpp:123
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- ABOUT
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- -----------------------------------------------------------------
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- OpenRaider is based on code, specs, and alogrithms from:
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- * GooseEgg/Freyja 3d Modelers by Mongoose
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- * TR Rosetta Stone spec sheet by Anonymous
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- * TRView 1.0.0 by Yuri Zhivago, with patches by Mongoose
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- All code should be GPLed, unless otherwise noted.
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- If you're interested in helping, donating resources, or just
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- offer moral support drop me an email or visit irc.linux.com
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- channel #freyja.
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-
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- -- Terry 'Mongoose' Hendrix II <stu7440@westga.edu>
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- -----------------------------------------------------------------
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- OpenRaider FAQ
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- -----------------------------------------------------------------
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- 0. How do I build OpenRaider?
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- 1. Will OpenRaider get support for my platform?
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- 2. What cards and drivers have been tested?
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- 3. I don't hear sound, can you help me?
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- 4. I'm getting sefaults loading sounds or debugging OpenRaider.
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- 5. What are all those colors for in Wireframe mode?
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- 6. Why does OpenRaider use TTF fonts?
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- -----------------------------------------------------------------
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-
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- 0. How do I build OpenRaider?
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- 0.1. OpenRaider requires the following as of 2002.01.02; other
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- packages may work just as well but haven't been tested:
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- + Linux 2.4.16 SMP kernel (Debian distrobution)
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- + GCC 2.95.2 compiler and supporting development packages
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- + X11 4.1.0 with X11 development package
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- + OpenGL 1.2 core and utils development packages
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- + SDL 1.2.1 development package
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- + OpenAL 0.0.6 development package
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- + libz 1.1.3 development package
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- 0.2. If you're missing some of these packages you can install
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- them from your distrobution or source. There are so many
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- distrobutions it wouldn't be practical to have step by step
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- information here. I'll instead list places to get source
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- for less commonly installed packages.
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- 0.3. X11 GLX ( Hardware accelerated drivers )
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- (X11 4.1.x) Comes bundled with 3d drivers
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- (X11 4.0.x) http://dri.sourceforge.net
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- (X11 3.3.6) http://utah-glx.sourceforge.net
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- If your 3d card isn't supported in 4.1.x try 3.3.6.
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- 0.4. OpenAL CVS
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- cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
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- cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout openal
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- 0.5. SDL CVS
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- cvs -d :pserver:guest@cvs.lokigames.com:/cvs login
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- cvs -d :pserver:guest@cvs.lokigames.com:/cvs checkout SDL
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-
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- -----------------------------------------------------------------
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-
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- 1. Will OpenRaider get support for my platform?
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- 1.1. It's possible. I'm only supporting Linux until I get closer
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- to a Beta release. Other platforms that are planned are
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- Mac OS X, FreeBSD, Windows NT/9x, and Linux PPC in no order.
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- Some of these may already work, but aren't tested.
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- -----------------------------------------------------------------
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- 2. What cards and drivers have been tested?
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- 2.1. DRI ( GLX )
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- * Matrox G400 ( Reference card and driver )
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- * BUG: None known
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- * ATI Radeon ( Last tested 0.0.3-20010604 )
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- * BUG: 'lineloop' or polygon outline in solid color
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- * Voodoo 3 ( Last tested 0.0.3-20020104 )
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- * BUG: None known
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- -----------------------------------------------------------------
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- 3. I don't hear sound, can you help me?
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- 3.1. Make sure you built in OpenAL support.
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- Make sure you have OpenAL enabled in your OpenRaider.init:
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- [Audio.OpenAL]
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- Enable=true
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- Make sure your TR pak type is supported to play sounds.
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- Make sure you have sound files, you can't get sound files
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- redistributed with any other homemade paks besides TR4 paks.
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363
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|
-
|
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 )
|