mirror of
https://github.com/ioquake/ioq3.git
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3b984d2b51
This mainly targets OpenGL ES 2.0 but it also supports compiling GLSL as ESSL 3.00. It's missing support for framebuffer objects which should be possible on ES 2. (Though using renderbuffers instead of textures.) opengl1 cvars that are not supported will display a message and disable the cvar. This has not been reviewed for new opengl2 cvars. Enabling cvars may cause rendering issues. Some of the broken cvars may be possible to support using OpenGL ES 3 features. The game displays okay with the default cvars.
571 lines
27 KiB
Markdown
571 lines
27 KiB
Markdown
![Build](https://github.com/ioquake/ioq3/workflows/Build/badge.svg)
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,---------------------------------------.
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| _ _ ____ |
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| (_)___ __ _ _ _ __ _| |_____|__ / |
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| | / _ \/ _` | || / _` | / / -_)|_ \ |
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| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
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`--------- https://ioquake3.org --------'
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The intent of this project is to provide a baseline Quake 3 which may be used
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for further development and baseq3 fun.
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Some of the major features currently implemented are:
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* SDL 2 backend
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* OpenAL sound API support (multiple speaker support and better sound
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quality)
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* Full x86_64 support on Linux
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* VoIP support, both in-game and external support through Mumble.
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* MinGW compilation support on Windows and cross compilation support on Linux
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* AVI video capture of demos
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* Much improved console autocompletion
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* Persistent console history
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* Colorized terminal output
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* Optional Ogg Vorbis support
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* Much improved QVM tools
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* Support for various esoteric operating systems
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* cl_guid support
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* HTTP/FTP download redirection (using cURL)
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* Multiuser support on Windows systems (user specific game data
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is stored in "%APPDATA%\Quake3")
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* PNG support
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* Many, many bug fixes
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The map editor and associated compiling tools are not included. We suggest you
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use a modern copy from http://icculus.org/gtkradiant/.
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The original id software readme that accompanied the Q3 source release has been
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renamed to id-readme.txt so as to prevent confusion. Please refer to the
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website for updated status.
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More documentation including a Player's Guide and Sysadmin Guide are on:
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https://ioquake3.org/help/
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If you've got issues that you aren't sure are worth filing as bugs, or just
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want to chat, please visit our forums:
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https://discourse.ioquake.org
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# Thank You:
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<p>
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<a href="https://www.digitalocean.com/">Digital Ocean<br/>
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<img src="https://opensource.nyc3.cdn.digitaloceanspaces.com/attribution/assets/PoweredByDO/DO_Powered_by_Badge_blue.svg" width="201px">
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</a>
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</p>
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---
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<p>
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<a href="https://www.discourse.org/">Discourse<br/>
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<img src=
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"https://user-images.githubusercontent.com/1681963/52239617-e2683480-289c-11e9-922b-5da55472e5b4.png"
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width="300px"></a>
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</p>
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---
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<p>
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<a href="https://icculus.org/">icculus dot org<br/>
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<img src="http://icculus.org/icculus-org-now.png" width="300px"></a>
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</p>
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---
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<p>
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<a href="https://nuclearmonster.com/">Nuclear Monster<br/>
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<img src="https://user-images.githubusercontent.com/903791/152968830-dd08737b-55c6-4ac6-9610-31121ea0e8c6.png" width="300px"></a>
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</p>
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# Compilation and installation
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For *nix
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1. Change to the directory containing this readme.
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2. Run 'make'.
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For Windows,
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1. Please refer to the excellent instructions here:
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https://ioquake3.org/help/building-ioquake3/
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For macOS, building a Universal Binary (macOS 10.5 to 10.8, x86_64, x86, ppc)
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1. Install MacOSX SDK packages from XCode. For maximum compatibility,
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install MacOSX10.5.sdk and MacOSX10.6.sdk.
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2. Change to the directory containing this README file.
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3. Run './make-macosx-ub.sh'
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4. Copy the resulting ioquake3.app in /build/release-darwin-universal
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to your /Applications/ioquake3 folder.
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For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)
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1. Install MacOSX SDK packages from XCode. Building for arm64 requires
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MacOSX11.sdk or later.
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2. Change to the directory containing this README file.
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3. Run './make-macosx-ub2.sh'
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4. Copy the resulting ioquake3.app in /build/release-darwin-universal2
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to your /Applications/ioquake3 folder.
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Installation, for *nix
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1. Set the COPYDIR variable in the shell to be where you installed Quake 3
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to. By default it will be /usr/local/games/quake3 if you haven't set it.
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This is the path as used by the original Linux Q3 installer and subsequent
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point releases.
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2. Run 'make copyfiles'.
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It is also possible to cross compile for Windows under *nix using MinGW. Your
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distribution may have mingw32 packages available. On debian/Ubuntu, you need to
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install 'mingw-w64'. Thereafter cross compiling is simply a case running
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'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to
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x86_64.
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The following variables may be set, either on the command line or in
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Makefile.local:
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```
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CFLAGS - use this for custom CFLAGS
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V - set to show cc command line when building
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DEFAULT_BASEDIR - extra path to search for baseq3 and such
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BUILD_SERVER - build the 'ioq3ded' server binary
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BUILD_CLIENT - build the 'ioquake3' client binary
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BUILD_BASEGAME - build the 'baseq3' binaries
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BUILD_MISSIONPACK - build the 'missionpack' binaries
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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BUILD_STANDALONE - build binaries suited for stand-alone games
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SERVERBIN - rename 'ioq3ded' server binary
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CLIENTBIN - rename 'ioquake3' client binary
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USE_RENDERER_DLOPEN - build and use the renderer in a library
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USE_YACC - use yacc to update code/tools/lcc/lburg/gram.c
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BASEGAME - rename 'baseq3'
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BASEGAME_CFLAGS - custom CFLAGS for basegame
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MISSIONPACK - rename 'missionpack'
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MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK')
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USE_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_CURL - use libcurl for http/ftp download support
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USE_CURL_DLOPEN - link with libcurl at runtime
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USE_CODEC_VORBIS - enable Ogg Vorbis support
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USE_CODEC_OPUS - enable Ogg Opus support
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USE_MUMBLE - enable Mumble support
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USE_VOIP - enable built-in VoIP support
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USE_FREETYPE - enable FreeType support for rendering fonts
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USE_INTERNAL_LIBS - build internal libraries instead of dynamically
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linking against system libraries; this just sets
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the default for USE_INTERNAL_ZLIB etc.
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and USE_LOCAL_HEADERS
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USE_INTERNAL_ZLIB - build and link against internal zlib
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USE_INTERNAL_JPEG - build and link against internal JPEG library
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USE_INTERNAL_OGG - build and link against internal ogg library
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USE_INTERNAL_OPUS - build and link against internal opus/opusfile libraries
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USE_INTERNAL_VORBIS - build and link against internal Vorbis library
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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DEBUG_CFLAGS - C compiler flags to use for building debug version
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COPYDIR - the target installation directory
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TEMPDIR - specify user defined directory for temp files
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```
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The defaults for these variables differ depending on the target platform.
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# OpenGL ES support
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The opengl2 renderer (the default) supports OpenGL ES 2+. Though there
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are many missing features and the performance may not be sufficient for
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embedded System-on-a-Chip and mobile platforms.
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The opengl1 renderer does not have OpenGL ES support.
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The `r_useOpenGLES` cvar controls whether to use OpenGL or OpenGL ES API.
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Set to -1 for auto (default), 0 for OpenGL, and 1 for OpenGL ES. It should be
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set using command line arguments:
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ioquake3 +set cl_renderer opengl2 +set r_useOpenGLES 1
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# Console
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## New cvars
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```
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cl_autoRecordDemo - record a new demo on each map change
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cl_aviFrameRate - the framerate to use when capturing video
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cl_aviMotionJpeg - use the mjpeg codec when capturing video
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cl_guidServerUniq - makes cl_guid unique for each server
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cl_cURLLib - filename of cURL library to load
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cl_consoleKeys - space delimited list of key names or
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characters that toggle the console
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cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
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behaviour, 0 for standard q3
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cl_mouseAccelOffset - Tuning the acceleration curve, see below
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con_autochat - Set to 0 to disable sending console input
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text as chat when there is not a slash
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at the beginning
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con_autoclear - Set to 0 to disable clearing console
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input text when console is closed
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in_joystickUseAnalog - Do not translate joystick axis events
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to keyboard commands
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j_forward - Joystick analogue to m_forward,
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for forward movement speed/direction.
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j_side - Joystick analogue to m_side,
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for side movement speed/direction.
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j_up - Joystick up movement speed/direction.
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j_pitch - Joystick analogue to m_pitch,
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for pitch rotation speed/direction.
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j_yaw - Joystick analogue to m_yaw,
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for yaw rotation speed/direction.
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j_forward_axis - Selects which joystick axis
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controls forward/back.
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j_side_axis - Selects which joystick axis
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controls left/right.
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j_up_axis - Selects which joystick axis
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controls up/down.
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j_pitch_axis - Selects which joystick axis
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controls pitch.
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j_yaw_axis - Selects which joystick axis
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controls yaw.
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s_useOpenAL - use the OpenAL sound backend if available
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s_alPrecache - cache OpenAL sounds before use
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s_alGain - the value of AL_GAIN for each source
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s_alSources - the total number of sources (memory) to
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allocate
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s_alDopplerFactor - the value passed to alDopplerFactor
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s_alDopplerSpeed - the value passed to alDopplerVelocity
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s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
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each source
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s_alMaxDistance - the maximum distance before sounds start
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to become inaudible.
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
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source
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s_alGraceDistance - after having passed MaxDistance, length
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until sounds are completely inaudible
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s_alDriver - which OpenAL library to use
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s_alDevice - which OpenAL device to use
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s_alAvailableDevices - list of available OpenAL devices
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s_alInputDevice - which OpenAL input device to use
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s_alAvailableInputDevices - list of available OpenAL input devices
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s_sdlBits - SDL bit resolution
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s_sdlSpeed - SDL sample rate
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s_sdlChannels - SDL number of channels
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s_sdlDevSamps - SDL DMA buffer size override
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s_sdlMixSamps - SDL mix buffer size override
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s_backend - read only, indicates the current sound
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backend
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s_muteWhenMinimized - mute sound when minimized
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s_muteWhenUnfocused - mute sound when window is unfocused
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sv_dlRate - bandwidth allotted to PK3 file downloads
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via UDP, in kbyte/s
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com_ansiColor - enable use of ANSI escape codes in the tty
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com_altivec - enable use of altivec on PowerPC systems
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com_standalone (read only) - If set to 1, quake3 is running in
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standalone mode
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com_basegame - Use a different base than baseq3. If no
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original Quake3 or TeamArena pak files
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are found, this will enable running in
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standalone mode
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com_homepath - Specify name that is to be appended to the
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home path
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com_legacyprotocol - Specify protocol version number for
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legacy Quake3 1.32c protocol, see
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"Network protocols" section below
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(startup only)
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com_maxfpsUnfocused - Maximum frames per second when unfocused
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com_maxfpsMinimized - Maximum frames per second when minimized
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com_busyWait - Will use a busy loop to wait for rendering
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next frame when set to non-zero value
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com_pipefile - Specify filename to create a named pipe
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through which other processes can control
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the server while it is running.
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Nonfunctional on Windows.
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com_gamename - Gamename sent to master server in
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getservers[Ext] query and infoResponse
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"gamename" infostring value. Also used
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for filtering local network games.
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com_protocol - Specify protocol version number for
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current ioquake3 protocol, see
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"Network protocols" section below
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(startup only)
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in_joystickNo - select which joystick to use
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in_availableJoysticks - list of available Joysticks
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in_keyboardDebug - print keyboard debug info
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sv_dlURL - the base of the HTTP or FTP site that
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holds custom pk3 files for your server
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sv_banFile - Name of the file that is used for storing
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the server bans
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net_ip6 - IPv6 address to bind to
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net_port6 - port to bind to using the ipv6 address
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net_enabled - enable networking, bitmask. Add up
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number for option to enable it:
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enable ipv4 networking: 1
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enable ipv6 networking: 2
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prioritise ipv6 over ipv4: 4
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disable multicast support: 8
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net_mcast6addr - multicast address to use for scanning for
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ipv6 servers on the local network
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net_mcastiface - outgoing interface to use for scan
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r_allowResize - make window resizable
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
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r_zProj - distance of observer camera to projection
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plane in quake3 standard units
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r_greyscale - desaturate textures, useful for anaglyph,
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supports values in the range of 0 to 1
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r_stereoEnabled - enable stereo rendering for techniques
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like shutter glasses (untested)
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r_anaglyphMode - Enable rendering of anaglyph images
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red-cyan glasses: 1
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red-blue: 2
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red-green: 3
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green-magenta: 4
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To swap the colors for left and right eye
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just add 4 to the value for the wanted
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color combination. For red-blue and
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red-green you probably want to enable
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r_greyscale
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r_stereoSeparation - Control eye separation. Resulting
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separation is r_zProj divided by this
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value in quake3 standard units.
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See also
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http://wiki.ioquake3.org/Stereo_Rendering
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for more information
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r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD
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developers should increase the mark
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triangle limits in cg_marks.c if they
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intend to use this.
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r_sdlDriver - read only, indicates the SDL driver
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backend being used
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r_noborder - Remove window decoration from window
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managers, like borders and titlebar.
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r_screenshotJpegQuality - Controls quality of jpeg screenshots
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captured using screenshotJPEG
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r_aviMotionJpegQuality - Controls quality of video capture when
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cl_aviMotionJpeg is enabled
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r_mode -2 - This new video mode automatically uses the
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desktop resolution.
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```
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## New commands
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```
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video [filename] - start video capture (use with demo command)
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stopvideo - stop video capture
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stopmusic - stop background music
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minimize - Minimize the game and show desktop
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togglemenu - causes escape key event for opening/closing menu, or
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going to a previous menu. works in binds, even in UI
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print - print out the contents of a cvar
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unset - unset a user created cvar
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banaddr <range> - ban an ip address range from joining a game on this
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server, valid <range> is either playernum or CIDR
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notation address range.
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exceptaddr <range> - exempt an ip address range from a ban.
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bandel <range> - delete ban (either range or ban number)
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exceptdel <range> - delete exception (either range or exception number)
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listbans - list all currently active bans and exceptions
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rehashbans - reload the banlist from serverbans.dat
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flushbans - delete all bans
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net_restart - restart network subsystem to change latched settings
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game_restart <fs_game> - Switch to another mod
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which <filename/path> - print out the path on disk to a loaded item
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execq <filename> - quiet exec command, doesn't print "execing file.cfg"
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kicknum <client number> - kick a client by number, same as clientkick command
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kickall - kick all clients, similar to "kick all" (but kicks
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everyone even if someone is named "all")
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kickbots - kick all bots, similar to "kick allbots" (but kicks
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all bots even if someone is named "allbots")
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tell <client num> <msg> - send message to a single client (new to server)
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cvar_modified [filter] - list modified cvars, can filter results (such as "r*"
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for renderer cvars) like cvarlist which lists all cvars
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addbot random - the bot name "random" now selects a random bot
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```
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# README for Developers
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## pk3dir
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ioquake3 has a useful new feature for mappers. Paths in a game directory with
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the extension ".pk3dir" are treated like pk3 files. This means you can keep
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all files specific to your map in one directory tree and easily zip this
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folder for distribution.
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## 64bit mods
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If you wish to compile external mods as shared libraries on a 64bit platform,
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and the mod source is derived from the id Q3 SDK, you will need to modify the
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interface code a little. Open the files ending in _syscalls.c and change
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every instance of int to intptr_t in the declaration of the syscall function
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pointer and the dllEntry function. Also find the vmMain function for each
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module (usually in cg_main.c g_main.c etc.) and similarly replace the return
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value in the prototype with intptr_t (arg0, arg1, ...stay int).
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Add the following code snippet to q_shared.h:
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```c
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#ifdef Q3_VM
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typedef int intptr_t;
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#else
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#include <stdint.h>
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#endif
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```
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Note if you simply wish to run mods on a 64bit platform you do not need to
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recompile anything since by default Q3 uses a virtual machine system.
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## Creating mods compatible with Q3 1.32b
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If you're using this package to create mods for the last official release of
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Q3, it is necessary to pass the commandline option '-vq3' to your invocation
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of q3asm. This is because by default q3asm outputs an updated qvm format that
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is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
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compiler.
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## Creating standalone games
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Have you finished the daunting task of removing all dependencies on the Q3
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game data? You probably now want to give your users the opportunity to play
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the game without owning a copy of Q3, which consequently means removing cd-key
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and authentication server checks. In addition to being a straightforward Q3
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client, ioquake3 also purports to be a reliable and stable code base on which
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to base your game project.
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However, before you start compiling your own version of ioquake3, you have to
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ask yourself: Have we changed or will we need to change anything of importance
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in the engine?
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If your answer to this question is "no", it probably makes no sense to build
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your own binaries. Instead, you can just use the pre-built binaries on the
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website. Just make sure the game is called with:
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+set com_basegame <yournewbase>
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in any links/scripts you install for your users to start the game. The
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binary must not detect any original quake3 game pak files. If this
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condition is met, the game will set com_standalone to 1 and is then running
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in stand alone mode.
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|
|
If you want the engine to use a different directory in your homepath than
|
|
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
|
|
by adding
|
|
|
|
+set com_homepath <homedirname>
|
|
|
|
to the command line. You can also control which game name to use when talking
|
|
to the master server:
|
|
|
|
+set com_gamename <gamename>
|
|
|
|
So clients requesting a server list will only receive servers that have a
|
|
matching game name.
|
|
|
|
Example line:
|
|
|
|
+set com_basegame basefoo +set com_homepath .foo
|
|
+set com_gamename foo
|
|
|
|
If you really changed parts that would make vanilla ioquake3 incompatible with
|
|
your mod, we have included another way to conveniently build a stand-alone
|
|
binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
|
|
the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
|
|
information appropriate for your project.
|
|
|
|
## Standalone game licensing
|
|
|
|
While a lot of work has been put into ioquake3 that you can benefit from free
|
|
of charge, it does not mean that you have no obligations to fulfill. Please be
|
|
aware that as soon as you start distributing your game with an engine based on
|
|
our sources we expect you to fully comply with the requirements as stated in
|
|
the GPL. That includes making sources and modifications you made to the
|
|
ioquake3 engine as well as the game-code used to compile the .qvm files for
|
|
the game logic freely available to everyone. Furthermore, note that the "QIIIA
|
|
Game Source License" prohibits distribution of mods that are intended to
|
|
operate on a version of Q3 not sanctioned by id software:
|
|
|
|
"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.
|
|
|
|
|
|
## PNG support
|
|
|
|
ioquake3 supports the use of PNG (Portable Network Graphic) images as
|
|
textures. It should be noted that the use of such images in a map will
|
|
result in missing placeholder textures where the map is used with the id
|
|
Quake 3 client or earlier versions of ioquake3.
|
|
|
|
Recent versions of GtkRadiant and q3map2 support PNG images without
|
|
modification. However GtkRadiant is not aware that PNG textures are supported
|
|
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
|
directory of the GtkRadiant base directory with an editor and change the
|
|
line:
|
|
|
|
texturetypes="tga jpg"
|
|
|
|
to
|
|
|
|
texturetypes="tga jpg png"
|
|
|
|
Restart GtkRadiant and PNG textures are now available.
|
|
|
|
## Building with MinGW for pre Windows XP
|
|
|
|
IPv6 support requires a header named "wspiapi.h" to abstract away from
|
|
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
|
|
equivalent of this header and the Microsoft version is obviously not
|
|
redistributable, so in its absence we're forced to require Windows XP.
|
|
However if this header is acquired separately and placed in the qcommon/
|
|
directory, this restriction is lifted.
|
|
|
|
|
|
# Contributing
|
|
|
|
Please send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request and
|
|
submit your patch there.
|
|
|
|
The focus for ioq3 is to develop a stable base suitable for further development
|
|
and provide players with the same Quake 3 experience they've had for years.
|
|
|
|
We do have graphical improvements with the new renderer, but they are off by default.
|
|
See opengl2-readme.md for more information.
|
|
|
|
# Credits
|
|
|
|
Maintainers
|
|
|
|
* James Canete <use.less01@gmail.com>
|
|
* Ludwig Nussel <ludwig.nussel@suse.de>
|
|
* Thilo Schulz <arny@ats.s.bawue.de>
|
|
* Tim Angus <tim@ngus.net>
|
|
* Tony J. White <tjw@tjw.org>
|
|
* Jack Slater <jack@ioquake.org>
|
|
* Zack Middleton <zturtleman@gmail.com>
|
|
|
|
Significant contributions from
|
|
|
|
* Ryan C. Gordon <icculus@icculus.org>
|
|
* Andreas Kohn <andreas@syndrom23.de>
|
|
* Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
|
* Stuart Dalton <badcdev@gmail.com>
|
|
* Vincent S. Cojot <vincent at cojot dot name>
|
|
* optical <alex@rigbo.se>
|
|
* Aaron Gyes <floam@aaron.gy>
|
|
|
|
|