* Fixed up some english in the README

* Added some commentary on the Q3 SDK license to the README
This commit is contained in:
Tim Angus 2008-04-10 16:21:49 +00:00
parent 78a82bcba2
commit 75cfef1afb
1 changed files with 46 additions and 31 deletions

77
README
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@ -192,43 +192,58 @@ Creating mods compatible with Q3 1.32b
Q3, it is necessary to pass the commandline option '-vq3' to your invocation Q3, it is necessary to pass the commandline option '-vq3' to your invocation
of q3asm. This is because by default q3asm outputs an updated qvm format that of q3asm. This is because by default q3asm outputs an updated qvm format that
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it compiler.
still exists when you read this) for more details.
Creating standalone games
Have you finished the daunting task of removing all dependencies on the Q3
game data? You probably now want to give your users the opportunity to play
the game without owning a copy of Q3, which consequently means removing cd-key
and authentication server checks. In addition to being a straightforward Q3
client, ioquake3 also purports to be a reliable and stable code base on which
to base your game project.
Creating stand-alone games
Have you finished the daunting task of removing all dependencies on the
quake3 game data? Well, you probably now want to give your users the
opportunity to play the game without owning a copy of quake3, which
consequently means removing cd-key and auth server checks. As ioquake3 is
meant to be a reliable and stable code base for your game project, too, we
have included means to do that.
However, before you start compiling your own version of ioquake3, you have to However, before you start compiling your own version of ioquake3, you have to
ask youself: Have we changed anything of importance in the engine at all? ask yourself: Have we changed or will we need to change anything of importance
in the engine?
If you must answer that question with "no", it probably makes no sense to If your answer to this question is "no", it probably makes no sense to build
build your own binaries. You can still use the pre-built binaries on the your own binaries. Instead, you can just use the pre-built binaries on the
website. Just make sure the game is called with website. Just make sure the game is called with:
+set com_standalone 1 +set fs_game <yourgamedir>
in links/scripts you install for your users to start the game. Note that the +set com_standalone 1 +set fs_game <yourgamedir>
com_standalone setting is rendered ineffective, if the binary detects pak
in any links/scripts you install for your users to start the game. Note that
the com_standalone setting is rendered ineffective, if the binary detects pk3
files in the directory "baseq3", so you cannot use that one as game dir. files in the directory "baseq3", so you cannot use that one as game dir.
If you really changed parts that would make vanilla ioquake3 incompatible If you really changed parts that would make vanilla ioquake3 incompatible with
with your mod, we have included another way to conveniently build a your mod, we have included another way to conveniently build a stand-alone
stand-alone binary. Just run make with the option BUILD_STANDALONE=1 binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
Don't forget to edit the PRODUCT_NAME and subsequent #defines in the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
qcommon/q_shared.h and fill in your project info! information appropriate for your project.
While a lot of work has been put into ioquake3 that you can benefit from While a lot of work has been put into ioquake3 that you can benefit from free
free of charge, it does not mean that you have no obligations to fulfill. of charge, it does not mean that you have no obligations to fulfil. Please be
Be aware that as soon as you start distributing your game with an engine aware that as soon as you start distributing your game with an engine based on
based on our sources we expect you to fully comply with the requirements our sources we expect you to fully comply with the requirements as stated in
as stated in the GPL. That includes making sources and modifications you made the GPL. That includes making sources and modifications you made to the
to the ioquake3 engine as well as the game-code used to compile the .qvm ioquake3 engine as well as the game-code used to compile the .qvm files for
files for the game logic freely available to everyone. the game logic freely available to everyone. Furthermore, note that the "QIIIA
This does NOT mean that you cannot market this game commercially. All assets Game Source License" prohibits distribution of mods that are intended to
(e.g. textures, sounds, maps) created by yourself are your property and can operate on a version of Q3 not sanctioned by id software:
be sold like every other game you find in stores.
"with this Agreement, ID grants to you the non-exclusive and limited right
to distribute copies of the Software ... for operation only with the full
version of the software game QUAKE III ARENA"
This means that if you're creating a standalone game, you cannot use said
license on any portion of the product. As the only other license this code has
been released under is the GPL, this is the only option.
This does NOT mean that you cannot market this game commercially. The GPL does
not prohibit commercial exploitation and all assets (e.g. textures, sounds,
maps) created by yourself are your property and can be sold like every other
game you find in stores.
cl_guid Support cl_guid Support
cl_guid is a cvar which is part of the client's USERINFO string. Its value cl_guid is a cvar which is part of the client's USERINFO string. Its value