[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
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch quake
in repository game-data-packager.
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
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