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Moving large chunks of README to wiki step 1
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README.md
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README.md
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@ -356,86 +356,6 @@ really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
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In this case you can always revert back to the old behaviour by setting the
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cvar com_busyWait to 1.
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## Using HTTP/FTP Download Support (Server)
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You can enable redirected downloads on your server even if it's not
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an ioquake3 server. You simply need to use the 'sets' command to put
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the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
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is set to 1
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sv_dlURL is the base of the URL that contains your custom .pk3 files
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the client will append both fs_game and the filename to the end of
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this value. For example, if you have sv_dlURL set to
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`"http://ioquake3.org"`, fs_game is `"baseq3"`, and the client is
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missing `"test.pk3"`, it will attempt to download from the URL
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`"http://ioquake3.org/baseq3/test.pk3"`
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sv_allowDownload's value is now a bitmask made up of the following
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flags:
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* 1 - ENABLE
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* 4 - do not use UDP downloads
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* 8 - do not ask the client to disconnect when using HTTP/FTP
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Server operators who are concerned about potential "leeching" from their
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HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
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that ioquake3 sets which is `"ioQ3://{SERVER_IP}:{SERVER_PORT}"`. For,
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example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
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On a sidenote, downloading via UDP has been improved and yields higher data
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rates now. You can configure the maximum bandwidth for UDP downloads via the
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cvar sv_dlRate. Due to system-specific limits the download rate is capped
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at about 1 Mbyte/s per client, so curl downloading may still be faster.
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## Using HTTP/FTP Download Support (Client)
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Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
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assuming ioquake3 was compiled with USE_CURL=1 (the default).
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like sv_allowDownload, cl_allowDownload also uses a bitmask value
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supporting the following flags:
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* 1 - ENABLE
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* 2 - do not use HTTP/FTP downloads
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* 4 - do not use UDP downloads
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When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
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it will use the value of the cvar cl_cURLLib as the filename of the cURL
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library to dynamically load.
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## Multiuser Support on Windows systems
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On Windows, all user specific files such as autogenerated configuration,
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demos, videos, screenshots, and autodownloaded pk3s are now saved in a
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directory specific to the user who is running ioquake3.
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On NT-based such as Windows XP, this is usually a directory named:
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C:\Documents and Settings\%USERNAME%\Application Data\Quake3\
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Windows 95, Windows 98, and Windows ME will use a directory like:
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C:\Windows\Application Data\Quake3
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in single-user mode, or:
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C:\Windows\Profiles\%USERNAME%\Application Data\Quake3
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if multiple logins have been enabled.
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In order to access this directory more easily, the installer may create a
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Shortcut which has its target set to:
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%APPDATA%\Quake3\
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This Shortcut would work for all users on the system regardless of the
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locale settings. Unfortunately, this environment variable is only
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present on Windows NT based systems.
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You can revert to the old single-user behaviour by setting the fs_homepath
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cvar to the directory where ioquake3 is installed. For example:
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ioquake3.exe +set fs_homepath "c:\ioquake3"
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Note that this cvar MUST be set as a command line parameter.
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## SDL Keyboard Differences
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@ -635,55 +555,6 @@ not prohibit commercial exploitation and all assets (e.g. textures, sounds,
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maps) created by yourself are your property and can be sold like every other
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game you find in stores.
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## Network protocols
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There are now two cvars that give you some degree of freedom over the reported
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protocol versions between clients and servers: "com_protocol" and
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"com_legacyprotocol".
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The reason for this is that some standalone games increased the protocol
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number even though nothing really changed in their protocol and the ioquake3
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engine is still fully compatible.
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In order to harden the network protocol against UDP spoofing attacks a new
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network protocol was introduced that defends against such attacks.
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Unfortunately, this protocol will be incompatible to the original quake3 1.32c
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which is the latest official release from id.
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Luckily, ioquake3 has backwards compatibility, on the client as well as on the
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server. This means ioquake3 players can play on old servers just as ioquake3
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servers are able to service old clients.
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The cvar "com_protocol" denotes the protocol version for the new hardened
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protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
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for the legacy protocol.
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If the value for "com_protocol" and "com_legacyprotocol" is identical, then
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the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
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support for the legacy protocol is disabled.
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Mods that use a standalone engine obviously do not require dual protocol
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support, and it is turned off if the engine is compiled with STANDALONE per
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default. If you desire backwards compatibility to older versions of your
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game you can still enable it in q_shared.h by defining
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LEGACY_PROTOCOL.
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## cl_guid Support
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cl_guid is a cvar which is part of the client's USERINFO string. Its value
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is a 32 character string made up of [a-f] and [0-9] characters. This
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value is pseudo-unique for every player. Id's Quake 3 Arena client also
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sets cl_guid, but only if Punkbuster is enabled on the client.
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If cl_guidServerUniq is non-zero (the default), then this value is also
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pseudo-unique for each server a client connects to (based on IP:PORT of
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the server).
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The purpose of cl_guid is to add an identifier for each player on
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a server. This value can be reset by the client at any time so it's not
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useful for blocking access. However, it can have at least two uses in
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your mod's game code:
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1. improve logging to allow statistical tools to index players by more
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than just name
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2. granting some weak admin rights to players without requiring passwords
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## PNG support
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