Moving large chunks of README to wiki step 1

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Zachary J. Slater 2015-08-28 14:26:32 -07:00
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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.
In this case you can always revert back to the old behaviour by setting the
cvar com_busyWait to 1.
## Using HTTP/FTP Download Support (Server)
You can enable redirected downloads on your server even if it's not
an ioquake3 server. You simply need to use the 'sets' command to put
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
is set to 1
sv_dlURL is the base of the URL that contains your custom .pk3 files
the client will append both fs_game and the filename to the end of
this value. For example, if you have sv_dlURL set to
`"http://ioquake3.org"`, fs_game is `"baseq3"`, and the client is
missing `"test.pk3"`, it will attempt to download from the URL
`"http://ioquake3.org/baseq3/test.pk3"`
sv_allowDownload's value is now a bitmask made up of the following
flags:
* 1 - ENABLE
* 4 - do not use UDP downloads
* 8 - do not ask the client to disconnect when using HTTP/FTP
Server operators who are concerned about potential "leeching" from their
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
that ioquake3 sets which is `"ioQ3://{SERVER_IP}:{SERVER_PORT}"`. For,
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
On a sidenote, downloading via UDP has been improved and yields higher data
rates now. You can configure the maximum bandwidth for UDP downloads via the
cvar sv_dlRate. Due to system-specific limits the download rate is capped
at about 1 Mbyte/s per client, so curl downloading may still be faster.
## Using HTTP/FTP Download Support (Client)
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
assuming ioquake3 was compiled with USE_CURL=1 (the default).
like sv_allowDownload, cl_allowDownload also uses a bitmask value
supporting the following flags:
* 1 - ENABLE
* 2 - do not use HTTP/FTP downloads
* 4 - do not use UDP downloads
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
it will use the value of the cvar cl_cURLLib as the filename of the cURL
library to dynamically load.
## Multiuser Support on Windows systems
On Windows, all user specific files such as autogenerated configuration,
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
directory specific to the user who is running ioquake3.
On NT-based such as Windows XP, this is usually a directory named:
C:\Documents and Settings\%USERNAME%\Application Data\Quake3\
Windows 95, Windows 98, and Windows ME will use a directory like:
C:\Windows\Application Data\Quake3
in single-user mode, or:
C:\Windows\Profiles\%USERNAME%\Application Data\Quake3
if multiple logins have been enabled.
In order to access this directory more easily, the installer may create a
Shortcut which has its target set to:
%APPDATA%\Quake3\
This Shortcut would work for all users on the system regardless of the
locale settings. Unfortunately, this environment variable is only
present on Windows NT based systems.
You can revert to the old single-user behaviour by setting the fs_homepath
cvar to the directory where ioquake3 is installed. For example:
ioquake3.exe +set fs_homepath "c:\ioquake3"
Note that this cvar MUST be set as a command line parameter.
## SDL Keyboard Differences
@ -635,55 +555,6 @@ 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.
## Network protocols
There are now two cvars that give you some degree of freedom over the reported
protocol versions between clients and servers: "com_protocol" and
"com_legacyprotocol".
The reason for this is that some standalone games increased the protocol
number even though nothing really changed in their protocol and the ioquake3
engine is still fully compatible.
In order to harden the network protocol against UDP spoofing attacks a new
network protocol was introduced that defends against such attacks.
Unfortunately, this protocol will be incompatible to the original quake3 1.32c
which is the latest official release from id.
Luckily, ioquake3 has backwards compatibility, on the client as well as on the
server. This means ioquake3 players can play on old servers just as ioquake3
servers are able to service old clients.
The cvar "com_protocol" denotes the protocol version for the new hardened
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
for the legacy protocol.
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
support for the legacy protocol is disabled.
Mods that use a standalone engine obviously do not require dual protocol
support, and it is turned off if the engine is compiled with STANDALONE per
default. If you desire backwards compatibility to older versions of your
game you can still enable it in q_shared.h by defining
LEGACY_PROTOCOL.
## cl_guid Support
cl_guid is a cvar which is part of the client's USERINFO string. Its value
is a 32 character string made up of [a-f] and [0-9] characters. This
value is pseudo-unique for every player. Id's Quake 3 Arena client also
sets cl_guid, but only if Punkbuster is enabled on the client.
If cl_guidServerUniq is non-zero (the default), then this value is also
pseudo-unique for each server a client connects to (based on IP:PORT of
the server).
The purpose of cl_guid is to add an identifier for each player on
a server. This value can be reset by the client at any time so it's not
useful for blocking access. However, it can have at least two uses in
your mod's game code:
1. improve logging to allow statistical tools to index players by more
than just name
2. granting some weak admin rights to players without requiring passwords
## PNG support