Source code of Thirty Flights of Loving (2012)
Find a file
Knightmare66 85a20a70c2 Refactored surface rendering to use new mpolyvertex_t struct. This replaces the old vertex float array, and integrates vertex lighting.
Removed legacy GL_NV_texture_shader water warp effect.
Added r_subdivide_size cvar to control polygon subdivision of warp surfaces.
Added preliminary support for warp lightmaps.
2021-07-11 03:33:32 -04:00
3zb2 Exported FS_Seek() and FS_Tell() to game API's game_import_t struct. 2021-03-25 02:25:48 -04:00
awaken2 Exported FS_Seek() and FS_Tell() to game API's game_import_t struct. 2021-03-25 02:25:48 -04:00
client Renamed cl_screen.c->SCR_AdjustFrom640() to SCR_ScaleCoords(). 2021-07-09 19:54:05 -04:00
extractfuncs Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
game Refactored surface rendering to use new mpolyvertex_t struct. This replaces the old vertex float array, and integrates vertex lighting. 2021-07-11 03:33:32 -04:00
include Updated libogg to 1.3.4 and libvorbis/libvorbisfile to 1.3.7. 2021-03-13 17:48:17 -05:00
linux Changed parameter order for Q_strncpyz() and Q_strncatz() to match Com_strcpy() and Com_strcat() from missionpack DLL. 2021-01-25 02:47:07 -05:00
missionpack Implemented muzzleflashes for LMCTF plasma rifle in missionpack DLL. 2021-07-09 20:45:42 -04:00
null Updated GPL headers based on Q2 Tools GPL source release. 2020-06-04 17:01:28 -04:00
projects Renamed qcommon/files.c to qcommon/filesystem.c. 2021-04-11 21:07:08 -04:00
qcommon Refactored surface rendering to use new mpolyvertex_t struct. This replaces the old vertex float array, and integrates vertex lighting. 2021-07-11 03:33:32 -04:00
renderer Refactored surface rendering to use new mpolyvertex_t struct. This replaces the old vertex float array, and integrates vertex lighting. 2021-07-11 03:33:32 -04:00
server Exported FS_Seek() and FS_Tell() to game API's game_import_t struct. 2021-03-25 02:25:48 -04:00
tools_bin Cleaned up string handling in extractfuncs. 2021-01-29 17:00:19 -05:00
ui Updated description of client compatibility option in join server menu. 2021-03-19 01:07:38 -04:00
unix Refactored menu utility funcs for fonts, crosshairs, savegames, serverlist, start server maplist, and player models and moved them to ui_utils.c. 2021-02-17 04:11:49 -05:00
win32 Renamed cl_screen.c->SCR_AdjustFrom640() to SCR_ScaleCoords(). 2021-07-09 19:54:05 -04:00
zaero Renamed cl_screen.c->SCR_AdjustFrom640() to SCR_ScaleCoords(). 2021-07-09 19:54:05 -04:00
.gitignore Added 64-bit static libraries. 2020-08-01 23:00:38 -04:00
3.21_Changes.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
buglist.txt Added support for making model_spawn start off by setting delay to 1 along with toggle flag for both default Lazarus and missionpack DLLs. 2020-12-14 00:09:31 -05:00
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 Removed single-texuring surface rendering mode. Moved old functions to r_surface_singletex.c. 2021-07-09 21:44:55 -04:00
kmquake2_changelog.txt Refactored surface rendering to use new mpolyvertex_t struct. This replaces the old vertex float array, and integrates vertex lighting. 2021-07-11 03:33:32 -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 Renamed qcommon/files.c to qcommon/filesystem.c. 2021-04-11 21:07:08 -04:00
readme.txt inital commit of full repository 2019-03-13 15:20:07 -04:00
todo.txt Added ifeq, ifneq, ifgt, ifge, iflt, ifle, ifbit and ifnbit layout script commands. 2020-07-19 22:33:17 -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