Source code of Thirty Flights of Loving (2012)
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Knightmare66 2708250c0a Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset.
Add thirdperson offset option to controls menu.
Added cg_thirdperson_overhead cvar for experimental overhead mode.
Increased MAX_GLTEXTURES to 16K.
2020-05-05 01:37:53 -04:00
3zb2 Added Q1 teleport entity event. 2020-03-09 15:11:50 -04:00
client Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -04:00
extractfuncs inital commit of full repository 2019-03-13 15:20:07 -04:00
game Change Hunk_* and zone alloc functions to use size_t instead of int. 2020-04-20 03:17:27 -04:00
include Updated to libcurl 7.69.1 with HTTPS support. 2020-04-30 02:10:27 -04:00
linux Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
missionpack Added Zaero autocannon to missionpack DLL. 2020-04-23 03:18:05 -04:00
null Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
projects Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
qcommon Fix bug with .sv2 file getting overwritten inside .savz file when writing savegames to fs_savegamedir. 2020-05-02 16:46:25 -04:00
renderer Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -04:00
server Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
tools_bin inital commit of full repository 2019-03-13 15:20:07 -04:00
ui Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -04:00
unix Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
win32 Finished implementation of fs_savegamedir and fs_downloaddir. 2020-05-02 16:08:01 -04:00
zaero Added Q1 teleport entity event. 2020-03-09 15:11:50 -04:00
.gitignore Fix crash in fog code when loading save from different/incompatible game DLL. Add support for game DLLs compiled for current development version. 2019-03-13 19:54:41 -04:00
3.21_Changes.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
buglist.txt Fixed interploation glich on ACE bot bodies when respawning. 2019-07-08 23:22:10 -04:00
gnu.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
kmq2_md3_scripting.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
kmquake2.txt Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
kmquake2_changelog.txt Added horizontal offset to third-person mode, controlled by cvar cg_thirdperson_offset. 2020-05-05 01:37:53 -04:00
kmquake2_lazarus.txt Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
Makefile Fixed enleess looped HTTP download attempts of missing player model files. 2020-05-04 21:24:51 -04:00
readme.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
todo.txt Update very old todo.txt 2019-04-24 16:15:45 -04:00

This is the complete source code for Quake 2, version 3.21, buildable with
visual C++ 6.0.  The linux version should be buildable, but we haven't
tested it for the release.

The code is all licensed under the terms of the GPL (gnu public license).  
You should read the entire license, but the gist of it is that you can do 
anything you want with the code, including sell your new version.  The catch 
is that if you distribute new binary versions, you are required to make the 
entire source code available for free to everyone.

The primary intent of this release is for entertainment and educational 
purposes, but the GPL does allow commercial exploitation if you obey the 
full license.  If you want to do something commercial and you just can't bear 
to have your source changes released, we could still negotiate a separate 
license agreement (for $$$), but I would encourage you to just live with the 
GPL.

All of the Q2 data files remain copyrighted and licensed under the 
original terms, so you cannot redistribute data from the original game, but if 
you do a true total conversion, you can create a standalone game based on 
this code.

Thanks to Robert Duffy for doing the grunt work of building this release.

John Carmack
Id Software