BGLQuake for BeOS x86 R4.5.2
Preliminary Release 0.7.1

System requirements

BeOS R4.5.2 compatible x86 based PC
As for RAM considerations - I don't know...
I have only tested on a system with 128MB
Installation of the Be *experimental* glide drivers.

Introduction
Is any needed? This is a straight port of GLQuake from id Software.

System Specifics.
This is a preliminary release which means some things don't work.
Networking is not supported at all.

History
0.7.1
Slightly better memory allocation - some people were receiving out of memory errors using the mission packs. Previous versions used a 16MB global heap which was hard coded. This version now takes half available memory or 16MB whichever is larger. I have yet to find the MINIMUM memory which works with all mission packs/configuration etc so this is a compromise and will likely take more memory than needed on 128MB and above systems.

0.7
Fixed R_TranslatePlayerSkin to correctly texture the player.
Removed all engine modifications - these are now included in the UnofficialOpenGLQuake project at www.quake3stuff.com

0.6
Now saves config.cfg on exit.
Also incorporates some Quake engine modifications...
OpenGL fogging
Torch flares
Animation & movement interpolation

0.5
Added support for SHIFT & CTRL keys. (Out of respect for BeOS conventions ALT is reserved for system use)

0.4
Fixed mouse drift problem.

0.3
Mouse & preliminary Voodoo2 support

0.2
Fixed the texturing problem - this is because 3dfx hardware cannot load textures greater than 256 pixels wide. The id code checks if 3dfx hardware is present by searching for the string "glide" in the OpenGL renderer - this is not returned by the Be OpenGL driver. The code now simply assumes you are running 3dfx hardware and scales the textures appropriately. This will need fixing when Be release support for other accelerators.

0.1
Initial release

Installation

Unzip in the folder of your choice.
Copy the Quake data files to the id1 directory.
All the Quake data and configuration files must be in lowercase.
BGLQuake can be launched either from the terminal or by double clicking the icon.
BGLQuake has been tested with both the shareware and retail versions.
If you want to hear the CDAudio from the Quake CD-ROM this should be in your first CD-ROM drive.
Most cfg and console commands should work (some however do not), the enclosed config.cfg binds the attack command to the spacebar to compensate for the lack of shift support.

Running the game

BGLQuake will run fullscreen in the resolution of the launching workspace. If this resolution exceeds the 3D support of your graphics card (usually 1024x768 for Voodoo3/Banshee/SLI Voodoo2 & 800x600 for plain Voodoo2) then you will get software rendered OpenGL. Please note, software OpenGL Quake is unplayable (as it is on other platforms), you will typically get 0.5-4 fps depending on your machine speed.

Current problems (bugs)

The current *experimental* 3dfx drivers from Be do not support multitexturing so the game will probably no be as fast as more fully supported OS's. If & when Be add multitexturing to their drivers I will enable this in the game.

I strongly recommend you disable your screensaver before running the game as you will probably lose control of the window if the screensaver starts and need to reboot to get it back.

The game has ONLY been tested with a Voodoo3 and Voodoo Banshee, although I have reports of good performance on some Voodoo2s - my Voodoo2 card is unsupported by BeOS and your mileage may vary. I'd like to compile a list of "good" & "bad" Voodoo2 cards, so please send me details.

Because of the way BeOS handles mouse events - if one mouse button is pressed (i.e. fire) pressing the second will produce no result - I advise using the keyboard for forward and back and the mouse solely for fire.

Workspace switching once the game is in play will produce ugly results. You will also lose control of the keyboard until you switch back to the launch workspace.

Future Plans
I will port the game to BeOS R5 once it is released and I get the hardware drivers. This should see a significant speedup in the game (not that it is slow now!)
The Quake developer community has created some modifications to the original source which improve the graphics engine. I have affiliated myself with the Quake2000 project (www.planetquake.com/quake2000/) and the UnofficialOpenGLQuake project (www.quake3stuff.com) and provided my port source to them.

Feedback

Please e-mail bug reports to richard@rshepherd.demon.co.uk

The Quake source code is distributed under the terms of the GPL and so is available on request. If you make any improvements to my source please feed them back to me.