[game-data-packager] 22/293: updated the man pages (incorporated Brunos work and more)

Simon McVittie smcv at debian.org
Fri Oct 14 00:11:52 UTC 2016


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commit 5f25ed9cc686a49aa43018589a71ae389a3598d5
Author: Marc Leeman <marc.leeman at gmail.com>
Date:   Thu Apr 6 11:09:51 2006 +0000

    updated the man pages (incorporated Brunos work and more)
---
 debian/ioq3ded.sgml  |  50 +++-
 debian/ioquake3.sgml | 659 ++++++++++++++++++++++++++++++++++++++++++++++++++-
 2 files changed, 705 insertions(+), 4 deletions(-)

diff --git a/debian/ioq3ded.sgml b/debian/ioq3ded.sgml
index 0dd65a3..accca12 100644
--- a/debian/ioq3ded.sgml
+++ b/debian/ioq3ded.sgml
@@ -62,6 +62,53 @@
     <para><command>ioquake3</command> or <command>&dhpackage;</command> can be used to start a server, but <command>&dhpackage;</command> does not require X11 or GL. <command>&dhpackage;</command> will start in dedicated mode.</para>
 
   </refsect1>
+  
+  <refsect1>
+    <title>WRAPPER SCRIPT OPTIONS</title>
+    <para>These options are processed by calling the wrapper script <command>ioquake3</command> or <command>ioq3ded</command>.</para>
+
+    <variablelist>
+      <varlistentry>
+        <term>
+	<option>-h</option>
+	<option>--help</option>
+        </term>
+        <listitem>
+	<para>
+	 Display a short help summary.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term>
+	<option>-q</option>
+	<option>--quiet</option>
+        </term>
+        <listitem>
+	<para>
+	 Disable all console output.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term>
+	<option>-s</option>
+	<option>--smp</option>
+        </term>
+        <listitem>
+	<para>
+	Use  the  SMP  capable	Icculus.Org Quake III Arena binary. Most
+	people won't need this, it's only for multiprocessor system with
+	CPU's below about 500MHz. On modern CPU's this option results
+	in a performance loss!
+	</para>
+        </listitem>
+      </varlistentry>
+    </variablelist>
+  </refsect1>
+
   <refsect1>
     <title>OPTIONS</title>
     <para>Command line options must be set on the command line and will not work if executed in a config file.</para>
@@ -246,6 +293,7 @@
         </term>
         <listitem>
 	<para>
+	No explanation.
 	sets the amount of time in seconds that players may practice before the actual tournament match starts.  The default is 20 seconds.
 	</para>
         </listitem>
@@ -329,7 +377,7 @@
     <title>EXAMPLES</title>
 
     <para>To start a server that does not report to the master server, use the command line below. This is also the default for the dedicated server binary.</para>
-    <para><command>ioquake3 +set dedicated 1</command></param>
+    <para><command>ioquake3 +set dedicated 1</command></para>
 
     <para>To start a server (either binary) that notifies the master server of its presence, please use the following command line:</para>
     <para><command>ioquake3 +set dedicated 2</command></para>
diff --git a/debian/ioquake3.sgml b/debian/ioquake3.sgml
index fc36eca..300db12 100644
--- a/debian/ioquake3.sgml
+++ b/debian/ioquake3.sgml
@@ -56,18 +56,671 @@
     <para>This manual page was written for the &debian; distribution
       because the original program does not have a manual page.</para>
 
-    <para><command>ioquake3</command> launches the client for the Quake III Arena game.</para>
+    <para><command>ioquake3</command> launches the client for the Quake III Arena game.
+    <command>ioquake3</command> is the Icculus.Org Quake III Arena
+    client. Though it is a multiplayer network game, it is also possible
+    to play in single player mode against enemies controlled by
+    the computer.</para>
+    
+    <para>
+    Most of these options can also be entered in the
+    <command>ioquake3</command> console with <command>set </command>.
+    </para>
 
   </refsect1>
   <refsect1>
     <title>OPTIONS</title>
-    <para>See man ioq3ded (6) for a full description of the the options.</para>
+    <para>See man ioq3ded (6) for a full description of the the options
+    that are shared with <command>ioquake3</command>.</para>
+    <para>
+    Options passed to the Icculus.Org Quake III Arena binary by the +set
+    parameter: (Note that this is not a full list!)
+    </para>
+
+    <variablelist>
+
+      <varlistentry>
+        <term><option>cg_brassTime <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls how long the 'brass' or 'cartridges' are left on the
+	ground when using weapons such as Machinegun and Shotgun. Helps
+	with FPS when disabled. Range is 0 to 3000 with 0 being disabled
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_draw3dIcons <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	The HUD defaults to display ammunition, 'head', last attacker
+	etc. using 3D models. You can gain FPS by forcing those to a
+	2D icon or sprite and not lose any HUD information. 0 disables
+	drawing of 3D icons on the HUD and forces 2D icons, 1 enables
+	3D icons on the HUD.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_drawFPS <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Draw the Frames Per Second (FPS) on the screen. Set to 1 to enable (default 0).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_drawTeamOverlay <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Displays a team status overlay (default 1).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_forceModel <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Setting this to 1 will force all models to be the same character
+	as yourself. Really only of use when playing on internet servers
+	as the variety of models used is far greater and results in more
+	memory and graphics card load than the single player game. Best
+	suited for tweaking if you have less than 128 Megabytes of memory
+	and play online a lot.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_fov <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_lagometer <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Set this to 1 to monitor your connection.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_marks <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls the showing of marks or decals when a weapon's projectile hits ground, walls etc...
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_shadows <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	If you wish to have high quality shadows and your driver supports
+	it set this to 2 and make sure that r_stencilbits is set to 8
+	and r_depthbits is set to 24. Unless you have a hardware stencil
+	buffer a setting of 2 will be very CPU intensive. A setting of 3
+	will create lifelike shadows, however again with a CPU performance
+	hit. Disabling shadows using 0 will give a large boost to FPS.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_simpleItems <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Setting this to 1 can greatly increase your framerates if you
+	have a slow CPU and are not using a graphics card with a GPU
+	T&L unit such as a Radeon, Savage2000 or Geforce. Weapons,
+	powerups and ammunition will be shown as icons rather than fully
+	rendered models.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_thirdPerson <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_thirdPersonAngle <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_thirdPersonRange <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_trueLightning <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls the lightning gun shaft, similar to OSP and CMPA
+	truelightning. Try values of 0, 0.5 and 1.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cg_zoomfov <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Change Field of View (FOV) when zooming (default 22.5).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>cl_mouseAccel <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Level of mouse acceleration. Values entered can be float (default 0).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>com_blood <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Toggle wether blood and damageskins will be displayed when a
+	gamer is shot. Setting this to 0 will also prevent you from
+	seeing heads come off (default 1).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>com_hunkMegs <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Sets the amount of memory that quake3 reserves for game play
+	(default 64).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>com_maxfps <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	The maximum allowed fps (default 85).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>com_soundMegs <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation 
+	(default 8).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>com_zoneMegs <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation 
+	(default 24).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>fs_basepath <replaceable>path</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>fs_game <replaceable>type</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_allowExtensions <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Use all of the OpenGL extensions the graphics card is capable of (default 1).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_allowSoftwareGL <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_colorbits <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Voodoo 3 and Banshee users can benefit from the 32bit setting
+	with no slowdown. While the 3dfx cards mentioned cannot display
+	32bit you do get improved visuals by setting this to 32 with some
+	OpenGL or driver sets such as Wicked3D. This is mainly due to the
+	3dfx post filter on the Voodoo range of cards dithering to 22bit.
+	</para>
+	<para>
+	If you have a card capable of 32 bit rendering that has
+	limited fillrate such as a TNT, TNT2 or a Geforce SDR card that
+	you are running at 800x600 or above then you should try setting
+	this to 16 for a FPS gain.a
+	</para>
+        </listitem>
+      </varlistentry>
+      
+      <varlistentry>
+        <term><option>r_customheight <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Sets custom resolution height (default 1024).
+	(Requires +set r_mode -1)
+	</para>
+        </listitem>
+      </varlistentry>
+      
+      <varlistentry>
+        <term><option>r_customwidth <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Sets custom resolution width (default 1600).
+	(Requires +set r_mode -1)
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_depthbits <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	This controls the z buffer depth used, defaults to 24 bits
+	when using 32 bit colour but some driver sets support 16 bit
+	z buffer depth when rendering in 32 bit colour. If you have a
+	card that supports 32 bit rendering but have limited memory or
+	memory bandwidth due to running at high resolutions or a card
+	with SDRAM then try setting this to 16. If you notice visual
+	problems set this back to it's default of 0 which then uses
+	desktop colour depth.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_detailtextures <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	If a shader has a detail stage this setting determines if it is
+	rendered or not. Defaults to 1 but 0 may give minimal FPS gain.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_drawSun <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls the way lighting of models and objects is handled
+	by simulating effects of sunlight. Defaults to 0 which is the
+	suggested setting, 1 is enabled, 0 is disabled.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_dynamiclight <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Toggles dynamic lighting effects (default 1).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_ext_compress_textures <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	See notes in r_roundImagesDown and r_texturebits sections. These
+	settings control the video cards texture compression option if it
+	exists. This alleviates the problems with texture thrashing and
+	AGP memory bandwidth problems when levels are played that are
+	texture intensive. Helps FPS at the expense of visual quality,
+	note that r_ext_compressed_textures  is the cvar to used for
+	1.27g and above and r_ext_compress_textures is the cvar to be
+	used for 1.17 and below.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_ext_compressed_textures <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Enables texture compression (default 0).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_fastsky <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Try to keep this set to 0 so you can see through portals and
+	see opponents reflections in mirrors. When set to 0 you also not
+	have the problem of a blank sky causing legibility problems when
+	reading team/player messages on some systems that display sky
+	as white. FPS gain with good drivers is minimal 0.2 FPS or so,
+	however when you are near a portal or mirror the FPS hit will be
+	quite large. If you really need the FPS then set r_fastsky to 1
+	and use a toggle key such as bind f toggle r_fastsky so you can
+	see through portals and reflections in mirrors as and when needed.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_finish <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Set this to 1 if you experience the FPS induced keyboard/mouse
+	input lag with some graphic cards. Setting this to 0 will increase
+	framerate but you may experience the problem mentioned. With
+	the new beta HSR Voodoo3/4/5 drivers you should leave this at
+	0 to gain benefits if you have HSR enabled.
+	</para>
+        </listitem>
+      </varlistentry>
+      
+      <varlistentry>
+        <term><option>r_flares <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls drawing of flares on maps that have them. Helps with
+	FPS when disabled. 1 is enabled, 0 is disabled
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_fullscreen <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Enable full screen mode (default 1).
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_ignorefastpath <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	This cvar determines if the rendering engine uses the fast
+	shader rendering path of either diffuse lighting or multi-texture
+	lighting. Defaults to 1 and on some driver sets a setting of 0
+	will give minimal FPS gain.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_ignoreGLErrors <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	No explanation.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_lodBias <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls model or weapon etc mipmap/geometry detail, range -2
+	to +2 where +2 is lowest geometry and -2 is highest.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_lodCurveError <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls distance at which curves are dropped, range 0 to 10000
+	where 0 is always drop curves and 10000 is never drop curves.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_mode <replaceable>NN</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Set video display mode r_mode 4 - 800*600 (default 3)
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_roundImagesDown <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	When textures need to be resized they are rounded up or down
+	based on the value of the r_roundImagesDown cvar setting.
+	</para>
+	<para>
+	A setting of  1 or 2 results in less detailed textures as they
+	are being rounded down when they need to be resized, this means
+	less chance of speed problems and running out of local texture
+	memory on the card. A setting of 0 means more detailed textures
+	as they are rounded up when they need to be resized but can
+	result in texture thrashing and slowdowns. Bad drivers or AGP
+	texturing problems can cause the machine to lockup when local
+	texture memory is full.
+	</para>
+	<para>
+	Note that round_down is not the same as picmip. Picmip is texture
+	mipmap size of the original texture, round_down determines how
+	that texture is resized.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_subdivisions <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls world geometry, range 1 to 10000 where 10000 is lowest
+	geometry and 1 is highest. Over 90 causes visual problems such as
+	see through walls or smearing of textures on curved surfaces for
+	some maps. If you are only playing on the ThreeWave or standard
+	CTF maps then this can be set to 999 with no visual problems.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_swapInterval <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls vsync in Quake3 and defaults to 0 which is vsync off. Set
+	to 1 to reduce tearing problems, you may lose FPS as it will be
+	capped to monitor refresh rate.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_texturebits <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	If you have a card that supports 32 bit rendering but have limited
+	texture memory due to running at high resolutions try setting
+	this to 16 while keeping r_colorbits at 32. Example, on a Geforce
+	32MB DDR running at 1024x768+ you may wish to set this to 16 in
+	order to stop texture thrashing on maps such as Q3DM9 and MPTEAM7.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_textureMode <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls the method used for texturing 7 filtering  ( bilinear ,
+	trilinear etc.), on majority of cards available bilinear filtering
+	is much faster than trilinear.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>r_vertexLight <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Quake3 can use two forms of lighting on maps, Vertex and
+	lightmap. Vertex lighting requires no lightmap for textures and
+	can help when texture memory is limited, albeit making the game
+	ugly. Lightmap is default in all modes except fastest and is
+	the preferred method. 1 is Vertex lighting enabled, 0 is disabled
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>s_khz <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls sound quality, a setting of 11 is low quality sound
+	and a setting of 22 is high quality sound. Helps with FPS when
+	sound is set to low quality
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>s_mixahead <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Controls the delay used to mix and combine sounds, if set
+	too low can cause 'crackles' and 'distortion' or reduced sound
+	quality. Can help with FPS, default setting is 0.2 but a setting
+	of 0.14 seems a 'safe' compromise on majority of systems for that
+	little bit extra FPS. Avoid setting this cvar to less than 0.1
+	or you will experience sound problems. In 1.27h a new algorithm
+	automatically determines the amount of sound frames to be mixed
+	ahead so this cvar in 1.27h is redundant.
+	</para>
+        </listitem>
+      </varlistentry>
+
+      <varlistentry>
+        <term><option>s_musicvolume <replaceable>N</replaceable></option>
+        </term>
+        <listitem>
+	<para>
+	Self explanatory, control the volume of the in game music. A
+	setting of 0 disables music and helps with FPS or stuttering.
+	</para>
+        </listitem>
+      </varlistentry>
+
+    </variablelist>
   </refsect1>
   
   <refsect1>
     <title>AUTHOR</title>
 
-    <para>This manual page was written by &dhusername; &dhemail; for
+    <para>This manual page was written by &dhusername; <&dhemail;> for
       the &debian; system (but may be used by others).  Permission is
       granted to copy, distribute and/or modify this document under
       the terms of the &gnu; General Public License, Version 2 any 

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/game-data-packager.git



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