![Build](https://github.com/ioquake/ioq3/workflows/Build/badge.svg) ,---------------------------------------. | _ _ ____ | | (_)___ __ _ _ _ __ _| |_____|__ / | | | / _ \/ _` | || / _` | / / -_)|_ \ | | |_\___/\__, |\_,_\__,_|_\_\___|___/ | | |_| | | | `--------- https://ioquake3.org --------' The intent of this project is to provide a baseline Quake 3 which may be used for further development and baseq3 fun. Some of the major features currently implemented are: * SDL 2 backend * OpenAL sound API support (multiple speaker support and better sound quality) * Full x86_64 support on Linux * VoIP support, both in-game and external support through Mumble. * MinGW compilation support on Windows and cross compilation support on Linux * AVI video capture of demos * Much improved console autocompletion * Persistent console history * Colorized terminal output * Optional Ogg Vorbis support * Much improved QVM tools * Support for various esoteric operating systems * cl_guid support * HTTP/FTP download redirection (using cURL) * Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3") * PNG support * Many, many bug fixes The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://icculus.org/gtkradiant/. The original id software readme that accompanied the Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the website for updated status. More documentation including a Player's Guide and Sysadmin Guide are on: https://ioquake3.org/help/ If you've got issues that you aren't sure are worth filing as bugs, or just want to chat, please visit our forums: https://discourse.ioquake.org # Thank You:
--- --- --- # Compilation and installation For *nix 1. Change to the directory containing this readme. 2. Run 'make'. For Windows, 1. Please refer to the excellent instructions here: https://ioquake3.org/help/building-ioquake3/ For macOS, building a Universal Binary (x86_64, x86, ppc) 1. Install MacOSX SDK packages from XCode. For maximum compatibility, install MacOSX10.5.sdk and MacOSX10.6.sdk. 2. Change to the directory containing this README file. 3. Run './make-macosx-ub.sh' 4. Copy the resulting ioquake3.app in /build/release-darwin-universal to your /Applications/ioquake3 folder. For Mac OS X, building a Universal Binary 2 (arm64, x86_64) 1. Install MacOSX SDK packages from XCode. Building for arm64 requires MacOSX11.sdk or later. 2. Change to the directory containing this README file. 3. Run './make-macosx-ub2.sh' 4. Copy the resulting ioquake3.app in /build/release-darwin-universal2 to your /Applications/ioquake3 folder. Installation, for *nix 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 to. By default it will be /usr/local/games/quake3 if you haven't set it. This is the path as used by the original Linux Q3 installer and subsequent point releases. 2. Run 'make copyfiles'. It is also possible to cross compile for Windows under *nix using MinGW. Your distribution may have mingw32 packages available. On debian/Ubuntu, you need to install 'mingw-w64'. Thereafter cross compiling is simply a case running 'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to x86_64. The following variables may be set, either on the command line or in Makefile.local: ``` CFLAGS - use this for custom CFLAGS V - set to show cc command line when building DEFAULT_BASEDIR - extra path to search for baseq3 and such BUILD_SERVER - build the 'ioq3ded' server binary BUILD_CLIENT - build the 'ioquake3' client binary BUILD_BASEGAME - build the 'baseq3' binaries BUILD_MISSIONPACK - build the 'missionpack' binaries BUILD_GAME_SO - build the game shared libraries BUILD_GAME_QVM - build the game qvms BUILD_STANDALONE - build binaries suited for stand-alone games SERVERBIN - rename 'ioq3ded' server binary CLIENTBIN - rename 'ioquake3' client binary USE_RENDERER_DLOPEN - build and use the renderer in a library USE_YACC - use yacc to update code/tools/lcc/lburg/gram.c BASEGAME - rename 'baseq3' BASEGAME_CFLAGS - custom CFLAGS for basegame MISSIONPACK - rename 'missionpack' MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK') USE_OPENAL - use OpenAL where available USE_OPENAL_DLOPEN - link with OpenAL at runtime USE_CURL - use libcurl for http/ftp download support USE_CURL_DLOPEN - link with libcurl at runtime USE_CODEC_VORBIS - enable Ogg Vorbis support USE_CODEC_OPUS - enable Ogg Opus support USE_MUMBLE - enable Mumble support USE_VOIP - enable built-in VoIP support USE_FREETYPE - enable FreeType support for rendering fonts USE_INTERNAL_LIBS - build internal libraries instead of dynamically linking against system libraries; this just sets the default for USE_INTERNAL_ZLIB etc. and USE_LOCAL_HEADERS USE_INTERNAL_ZLIB - build and link against internal zlib USE_INTERNAL_JPEG - build and link against internal JPEG library USE_INTERNAL_OGG - build and link against internal ogg library USE_INTERNAL_OPUS - build and link against internal opus/opusfile libraries USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones DEBUG_CFLAGS - C compiler flags to use for building debug version COPYDIR - the target installation directory TEMPDIR - specify user defined directory for temp files ``` The defaults for these variables differ depending on the target platform. # Console ## New cvars ``` cl_autoRecordDemo - record a new demo on each map change cl_aviFrameRate - the framerate to use when capturing video cl_aviMotionJpeg - use the mjpeg codec when capturing video cl_guidServerUniq - makes cl_guid unique for each server cl_cURLLib - filename of cURL library to load cl_consoleKeys - space delimited list of key names or characters that toggle the console cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration behaviour, 0 for standard q3 cl_mouseAccelOffset - Tuning the acceleration curve, see below con_autochat - Set to 0 to disable sending console input text as chat when there is not a slash at the beginning con_autoclear - Set to 0 to disable clearing console input text when console is closed in_joystickUseAnalog - Do not translate joystick axis events to keyboard commands j_forward - Joystick analogue to m_forward, for forward movement speed/direction. j_side - Joystick analogue to m_side, for side movement speed/direction. j_up - Joystick up movement speed/direction. j_pitch - Joystick analogue to m_pitch, for pitch rotation speed/direction. j_yaw - Joystick analogue to m_yaw, for yaw rotation speed/direction. j_forward_axis - Selects which joystick axis controls forward/back. j_side_axis - Selects which joystick axis controls left/right. j_up_axis - Selects which joystick axis controls up/down. j_pitch_axis - Selects which joystick axis controls pitch. j_yaw_axis - Selects which joystick axis controls yaw. s_useOpenAL - use the OpenAL sound backend if available s_alPrecache - cache OpenAL sounds before use s_alGain - the value of AL_GAIN for each source s_alSources - the total number of sources (memory) to allocate s_alDopplerFactor - the value passed to alDopplerFactor s_alDopplerSpeed - the value passed to alDopplerVelocity s_alMinDistance - the value of AL_REFERENCE_DISTANCE for each source s_alMaxDistance - the maximum distance before sounds start to become inaudible. s_alRolloff - the value of AL_ROLLOFF_FACTOR for each source s_alGraceDistance - after having passed MaxDistance, length until sounds are completely inaudible s_alDriver - which OpenAL library to use s_alDevice - which OpenAL device to use s_alAvailableDevices - list of available OpenAL devices s_alInputDevice - which OpenAL input device to use s_alAvailableInputDevices - list of available OpenAL input devices s_sdlBits - SDL bit resolution s_sdlSpeed - SDL sample rate s_sdlChannels - SDL number of channels s_sdlDevSamps - SDL DMA buffer size override s_sdlMixSamps - SDL mix buffer size override s_backend - read only, indicates the current sound backend s_muteWhenMinimized - mute sound when minimized s_muteWhenUnfocused - mute sound when window is unfocused sv_dlRate - bandwidth allotted to PK3 file downloads via UDP, in kbyte/s com_ansiColor - enable use of ANSI escape codes in the tty com_altivec - enable use of altivec on PowerPC systems com_standalone (read only) - If set to 1, quake3 is running in standalone mode com_basegame - Use a different base than baseq3. If no original Quake3 or TeamArena pak files are found, this will enable running in standalone mode com_homepath - Specify name that is to be appended to the home path com_legacyprotocol - Specify protocol version number for legacy Quake3 1.32c protocol, see "Network protocols" section below (startup only) com_maxfpsUnfocused - Maximum frames per second when unfocused com_maxfpsMinimized - Maximum frames per second when minimized com_busyWait - Will use a busy loop to wait for rendering next frame when set to non-zero value com_pipefile - Specify filename to create a named pipe through which other processes can control the server while it is running. Nonfunctional on Windows. com_gamename - Gamename sent to master server in getservers[Ext] query and infoResponse "gamename" infostring value. Also used for filtering local network games. com_protocol - Specify protocol version number for current ioquake3 protocol, see "Network protocols" section below (startup only) in_joystickNo - select which joystick to use in_availableJoysticks - list of available Joysticks in_keyboardDebug - print keyboard debug info sv_dlURL - the base of the HTTP or FTP site that holds custom pk3 files for your server sv_banFile - Name of the file that is used for storing the server bans net_ip6 - IPv6 address to bind to net_port6 - port to bind to using the ipv6 address net_enabled - enable networking, bitmask. Add up number for option to enable it: enable ipv4 networking: 1 enable ipv6 networking: 2 prioritise ipv6 over ipv4: 4 disable multicast support: 8 net_mcast6addr - multicast address to use for scanning for ipv6 servers on the local network net_mcastiface - outgoing interface to use for scan r_allowResize - make window resizable r_ext_texture_filter_anisotropic - anisotropic texture filtering r_zProj - distance of observer camera to projection plane in quake3 standard units r_greyscale - desaturate textures, useful for anaglyph, supports values in the range of 0 to 1 r_stereoEnabled - enable stereo rendering for techniques like shutter glasses (untested) r_anaglyphMode - Enable rendering of anaglyph images red-cyan glasses: 1 red-blue: 2 red-green: 3 green-magenta: 4 To swap the colors for left and right eye just add 4 to the value for the wanted color combination. For red-blue and red-green you probably want to enable r_greyscale r_stereoSeparation - Control eye separation. Resulting separation is r_zProj divided by this value in quake3 standard units. See also http://wiki.ioquake3.org/Stereo_Rendering for more information r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD developers should increase the mark triangle limits in cg_marks.c if they intend to use this. r_sdlDriver - read only, indicates the SDL driver backend being used r_noborder - Remove window decoration from window managers, like borders and titlebar. r_screenshotJpegQuality - Controls quality of jpeg screenshots captured using screenshotJPEG r_aviMotionJpegQuality - Controls quality of video capture when cl_aviMotionJpeg is enabled r_mode -2 - This new video mode automatically uses the desktop resolution. ``` ## New commands ``` video [filename] - start video capture (use with demo command) stopvideo - stop video capture stopmusic - stop background music minimize - Minimize the game and show desktop togglemenu - causes escape key event for opening/closing menu, or going to a previous menu. works in binds, even in UI print - print out the contents of a cvar unset - unset a user created cvar banaddr