Source code of Thirty Flights of Loving (2012)
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2020-08-11 02:21:35 -04:00
3zb2 Use Com_strcpy() instead of Q_strncpyz() for 3ZB2 and missionpack DLLs. 2020-08-11 02:21:35 -04:00
client Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
extractfuncs Yet more 64-bit porting fixes. 2020-08-02 02:00:01 -04:00
game Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
include Updated to libcurl 7.69.1 with HTTPS support. 2020-04-30 02:10:27 -04:00
linux Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
missionpack Use Com_strcpy() instead of Q_strncpyz() for 3ZB2 and missionpack DLLs. 2020-08-11 02:21:35 -04:00
null Updated GPL headers based on Q2 Tools GPL source release. 2020-06-04 17:01:28 -04:00
projects Added "Large Address Aware" flag to project file. 2020-08-03 12:47:38 -04:00
qcommon Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
renderer Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
server Yet more 64-bit porting fixes. 2020-08-02 02:00:01 -04:00
tools_bin inital commit of full repository 2019-03-13 15:20:07 -04:00
ui Renamed cvars hud_scale, hud_alpha, and hud_squeezedigits to scr_hudsize, scr_hudalpha, and scr_hudsqueezedigits. 2020-08-09 17:03:47 -04:00
unix Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
win32 Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -04:00
zaero Const-ified string parms for filesystem funcs, function exports, and related func in game DLLs. 2020-08-11 02:08:18 -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 Fixed crucified insanes being screwed up by the clearing of spawnflags bit 8, which conflicts with SF_MONSTER_GOODGUY. 2020-05-14 03:38:00 -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 Update readme with copyrignt info on libraries used. 2020-06-08 20:03:41 -04:00
kmquake2_changelog.txt Renamed cvars hud_scale, hud_alpha, and hud_squeezedigits to scr_hudsize, scr_hudalpha, and scr_hudsqueezedigits. 2020-08-09 17:03:47 -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 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