Source code of Thirty Flights of Loving (2012)
Find a file
2021-11-17 19:04:52 -05:00
3zb2 Added custom animations array and enabled target_animation entity in missionpack DLL. 2021-11-11 21:32:00 -05:00
awaken2 Added custom animations array and enabled target_animation entity in missionpack DLL. 2021-11-11 21:32:00 -05:00
client Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
extractfuncs Added "This file is generated by Extractfuncs, do not modify" comment to header ouput for extractfuncs. 2021-11-02 19:19:17 -04:00
game Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
include Updated libogg to 1.3.4 and libvorbis/libvorbisfile to 1.3.7. 2021-03-13 17:48:17 -05:00
linux Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
missionpack Added custom animations array and enabled target_animation entity in missionpack DLL. 2021-11-11 21:32:00 -05:00
null Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
projects Refactoring and rearrangment of menu code. 2021-08-12 15:30:51 -04:00
qcommon Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
renderer Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
server Added automatic re-initialization of UI data and execution of config files (via CL_ChangeGameRefresh() and FS_ExecConfigs()) when changing "game" cvar and gamedir. 2021-09-27 21:47:12 -04:00
tools_bin Added "This file is generated by Extractfuncs, do not modify" comment to header ouput for extractfuncs. 2021-11-02 19:19:17 -04:00
ui Added color1 userinfo cvar for player railgun effect color to client. 2021-10-21 02:03:19 -04:00
unix Fixed reformatting typo in qgl_unix.c. 2021-11-17 19:04:52 -05:00
win32 Added detection for Windows 11 and Windows Server 2019. 2021-11-15 00:52:53 -05:00
zaero Added custom animations array and enabled target_animation entity in missionpack DLL. 2021-11-11 21:32:00 -05:00
.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 Added Ethan Lee's Linux porting changes. 2021-10-11 15:38:20 -04:00
kmquake2_changelog.txt Update changelog for last commit. 2021-08-25 04:57:05 -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 Merged Ethan Lee's finishing Linux and MacOS X porting changes. 2021-11-17 18:58:12 -05:00
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