Install MacOSX SDK packages from XCode.Please refer to the HOWTO-Build.txt file contained within this repository.įor Mac OS X, building a Universal Binary.Change to the directory containing this readme. If your system uses a 64-bit processor, run the single player or multiplayer file that ends with 圆4. Go to your iortcw installation folder and start either the “iowolfsp*” file for single player or “iowolfmp*” for multiplayer.For German, Spanish, French or Italian language support in-game, also extract the contents of one of the respective "patch-data-SP-language" zip files into your iortcw's "Main" folder. Extract the contents of patch-data-141.zip (or a newer version in the meantime) into your iortcw folder and merge patch-data-141's content into your iortcw folder.For multiplayer, copy the following files to your iortcw's “Main” folder: mp_bin.pk3, mp_pak0.pk3, mp_pak1.pk3, mp_pak2.pk3, mp_pak3.pk3, mp_pak4.pk3, mp_pak5.pk3, mp_pakmaps0.pk3, mp_pakmaps1.pk3, mp_pakmaps2.pk3, mp_pakmaps3.pk3, mp_pakmaps4.pk3, mp_pakmaps5.pk3, and mp_pakmaps6.pk3. Go to the location of your original existing installation, open the “Main” folder, and copy the following files over to your iortcw's “Main” folder for the single player campaign: pak0.pk3, sp_pak1.pk3, sp_pak2.pk3, and sp_pak3.pk3.Extract the latest release zip into a location where you would like to have your installation going forward (For example: c:\Games\iortcw\ in Windows or /home/joe/Games/iortcw/ in Linux).As of this writing, the latest version of the iortcw release file is v1.51c. Download the latest release file for your operating system, as well as patch-data-141.zip.Browse to the iortcw project release folder.If you have not already done so, install Return to Castle Wolfenstein and remember the target installation directory.The original id software readme that accompanied the RTCW source release is named README.txt and is contained within the source tree of both MP and SP games. The map editor and associated compiling tools are not included. Multiuser support on Windows systems (user specific game data.HTTP/FTP download redirection (using cURL).Support for various esoteric operating systems.MinGW compilation support on Windows and cross compilation support on Linux.VoIP support, both in-game and external support through Mumble.OpenAL sound API support (multiple speaker support and better sound.Some of the major features currently implemented are: Note that the intro videos may not display properly with custom resolutions, so you will just have to hit a button to bypass them.The intent of this project is to provide a baseline RTCW which may be used Do not change the resolution in-game, or you will have to manually edit the file again. Find the string 'seta cg_fov' and change the value to '115'. This is what allows the Q3 engine to 'natively' support widescreen resolutions. You are going to need to change the FOV now, or you will not be able to use the extra pixels you just enabled. On a Dell 2005FPW, this is '1050'įind the string 'seta r_mode' and set it to to '-1'. For instance, on a Dell 2005FPW this will be '1680'įind the string 'seta r_customheight' and set it to the native height of your monitor. For Jedi Knight 2, it is jk2config.cfg.įind the string 'seta r_customwidth' and set it to the native width of your monitor. This file's name will vary depending on the game installed. Open the config.cfg file in the base directory with any text editor. (for this game, it will be under your My Documents directory) Navigate to directory where the config files installed. Install Q3 based game and run once, to generate the. The following method should work for the many games that are based on the Q3 engine.
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