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Updated. Mon Sep 20 13:44:23 MEST 2004
(Vincent S. Cojot <coyote@step.polymtl.ca>)
Quick start:
-----------------------------------------------------
- /usr/local/bin/q2_x11.sh (Will start Quake2 for Solaris with X11 rendering).
- /usr/local/bin/q2_xil.sh (Will start Quake2 for Solaris with XIL rendering).
- /usr/local/bin/q2_glx.sh (Will start Quake2 for Solaris with GLX rendering).
Tested with:
-----------------------------------------------------
Machine 1:
- Solaris 8 10/00 for Sparc on an Ultra2 (1300) with a Creator3D card.
- SDL-1.2.3 (http://www.libsdl.org)
- X11R6.4 (comes with Solaris 8).
- XIL-1.4 (comes with Solaris 8).
- OpenGL-1.2.2 (see http://www.sun.com/software/solaris/opengl if using Solaris 8
older than 10/01).
Machine 2:
- Solaris 8 02/02 for Sparc on a SunBlade 2000 (900Mhz CU) and XVR-1000 card.
- SDL-1.2.4 (http://www.libsdl.org)
- X11R6.4 (comes with Solaris 8).
- XIL-1.4 (comes with Solaris 8).
- OpenGL-1.3 (see http://www.sun.com/software/solaris/opengl)
(BIG PROBLEM with Multi-Texturing: SEE BELOW)
Installation instructions:
-----------------------------------------------------
Use the README file at the top level for installation instructions..
See the Solaris-Specific make options at the top of
the Solaris Makefile (Makefile.Solaris). Most interesting options
are:
BUILD_X11=YES (for X11 rendering)
BUILD_GLX=YES (for GLX rendering)
BUILD_SDL=YES (for SDL rendering)
BUILD_SDLGL=YES (for GLX rendering with SDL)
BUILD_XIL=YES (for XIL rendering)
BUILD_CORONA=YES (for the SunRay Terminal, -unverified- by me since I don't have the SDK)
BUILD_DEDICATED=YES (Will build a dedicated quake2 server binary).
BUILD_SOLARIS_PKG=YES # Build a Solaris package of all of the binaries for use with pkgadd.
BUILD_DATA_PKG=YES # Build a Solaris package of the game (shareware or final) \
# data files for use with pkgadd.
Notes on packages:
-----------------------------------------------------
The "release" and "debug" packages of the binaries get built by default.
This should result in something like this:
# ls -la releasesparc/pkg/*pkg debugsparc/pkg/*pkg
-rw-r--r-- 1 root other 16548352 Aug 2 11:33 debugsparc/pkg/iDquake2-debug-r0.13.1-sparc.pkg
-rw-r--r-- 1 root other 5249536 Aug 2 11:27 releasesparc/pkg/iDquake2-release-r0.13.1-sparc.pkg
To build the the data "iDquake2d" package, edit the line in the Makefile
that says "PKG_DATA_BUILD_DIR=/usr/local/src/quake2-data/quake2" and point
it to the correct location for your data files.
Set BUILD_DATA_PKG=YES in Makefile.Solaris.
(WARNING: -everything- under ../baseq2 gets taken.
Next, run "gmake -f Makefile.Solaris".
This should result in something like this:
-rw-r--r-- 1 root other 52185600 Aug 2 11:27 releasesparc/pkg/iDquake2d-release-r0.13.1-sparc.pkg
After installation, you get:
# pkginfo |grep -i quake2
application iDquake2 ID Software Quake2 3.21 for Solaris 8 (X11,XIL,GLX,SDL)
application iDquake2d ID Software Quake2 shareware data files for Solaris 8 (X11,XIL,GLX,SDL)
What's working:
-----------------------------------------------------
- The Quake2 binary
- The SDL Quake2 binary (uses SDL for sound and CD).
- X11 rendering (ref_softx.so)
- XIL rendering (ref_xil.so) (Faster for some routines)
- SDL rendering (ref_softsdl.so) (Nice full screen effect on Solaris displays)
- GLX rendering (ref_glx.so) (Works semi-OK on my Ultra2/Creator3d but
it's s-l-o-w).
What's still broken:
-----------------------------------------------------
- SDLGL renderer (loads, colors are all wrong. Colormap
problem? Update: it may be an endianness problem in
SDL since it displays fine to a remote x86 Linux machine
with NVidia drivers. Being worked on, priority #2).
- quake2 and sdlquake2 Seg fault when quitting the game
(not a show stoppper but being worked on, priority #1).
Update: FIXED (replace exit(0) with commented out
_exit(0) in Sys_Quit() in src/solaris/sys_solaris.c.
- WARNING: On my new XVR-1000 card and with OpenGL-1.2.3
the textures are messed up and jumping in GLX mode!
All of the quake2-r versions hexibit this problem.
I'm investigating the issue....
Note: the Utah-GLX project has a quake2 solaris source
port that does -not- exhibit this problem (seems to be in
ref_gl).
Update: Sept 4th 2002: Sun has acknowledged the problem.
Patches 112565-05 (5.9) and 112564-05 (5.8) don't help.
It looks like a problem with multi-texturing but there
is a WORKAROUND: add the following to your quake2 cmd
line (without quotes): "+set gl_ext_multitexture 0"
- If you're using OpenGL (GLX) on an hardware accelerated
SUN video card, you -MUST- use OpenGL-1.2.3 and patches
112628-11 and 112629-11 or later. Otherwise you'll get
a flipping ceiling and the background will appear in front
of some walls in the "space" level. For OpenGL-1.3, you must
use recent OpenGL-1.3 patches (113886-20, 113887-20 or later).
Thank you!
-----------------------------------------------------
Thanks for this Solaris release go to:
- Martin englund and Elias Mårtensson from SUN (sweden).
They ported Quake2 to Solaris with XIL and OpenGL
and Martin made this release possible by contributing the source code
once Quake2 was open-source'd by Id Software in dec' 2001.
- Id software.
(for such a great multi-platform game, Zoid for porting it to Linux).
- The guys at icculus for hosting this quake2 project
(Steven Fuller, Brendan Burns and others..).
This file written by Vincent S. Cojot <coyote@step.polymtl.ca>
(Maintainer wannabe).