mirror of
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3b4f4cdfa9
Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
739 lines
37 KiB
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739 lines
37 KiB
Text
,---------------------------------------.
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| _ _ ____ |
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| (_)___ __ _ _ _ __ _| |_____|__ / |
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| | / _ \/ _` | || / _` | / / -_)|_ \ |
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| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
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`---------- http://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 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://www.qeradiant.com/.
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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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web-site for updated status.
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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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http://wiki.ioquake3.org/Building_ioquake3
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For Mac OS X, building a Universal Binary
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1. Install MacOSX SDK packages from XCode. For maximum compatibility,
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install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.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-ub to your
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/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. A
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script is available to build a cross compilation environment from
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http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
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version numbers that the script downloads may need to be altered.
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Alternatively, your distribution may have mingw32 packages available. On
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debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross
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compiling is simply a case of using './cross-make-mingw.sh' in place of 'make',
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though you may find you need to change the value of the variables in this
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script to match your environment.
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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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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_CLIENT_SMP - build the 'ioquake3-smp' 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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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_MUMBLE - enable Mumble support
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USE_VOIP - enable built-in VoIP support
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USE_INTERNAL_SPEEX - build internal speex library instead of dynamically
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linking against system libspeex
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USE_FREETYPE - enable FreeType support for rendering fonts
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USE_OLD_VM64 - use Ludwig Nussel's old JIT compiler implementation
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for x86_64
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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_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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The defaults for these variables differ depending on the target platform.
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------------------------------------------------------------------ Console -----
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New cvars
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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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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 (SDL only)
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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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New commands
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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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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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--------------------------------------------------------- README for Users -----
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Using shared libraries instead of qvm
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To force Q3 to use shared libraries instead of qvms run it with the following
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parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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Using Demo Data Files
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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
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qvm files in this pak0.pk3 will not work, so you have to use the native
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shared libraries or qvms from this project. To use the new qvms, they must be
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
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in the correct place. Use the instructions above to use them.
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
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Ioquake3 now uses the select() system call to wait for the rendering of the
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next frame when com_maxfps was hit. This will improve your CPU load
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considerably in these cases. However, not all systems may support a
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granularity for its timing functions that is required to perform this waiting
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correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
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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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ioquake3 clients have different keyboard behaviour compared to the original
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Quake3 clients.
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* "Caps Lock" and "Num Lock" can not be used as normal binds since they
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do not send a KEYUP event until the key is pressed again.
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* SDL > 1.2.9 does not support disabling dead key recognition. In order to
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send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
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sometimes the same character again) after the character to send it on
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many international keyboard layouts.
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* The SDL client supports many more keys than the original Quake3 client.
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For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
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For non-US keyboards, all of the so called "World" keys are now supported
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as well as F13, F14, F15, and the country-specific mode/meta keys.
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|
|
On many international layouts the default console toggle keys are also dead
|
|
keys, meaning that dropping the console potentially results in
|
|
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
|
|
dead key support is broken by design and Q3 doesn't support non-ASCII text
|
|
entry, so the chances are you won't get the correct character anyway.
|
|
|
|
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
|
|
is a space delimited list of key names that will toggle the console. The key
|
|
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
|
|
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
|
|
number. Some example values for cl_consoleKeys:
|
|
|
|
"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
|
|
"WINDOWS" Toggle on the Windows key
|
|
"c" Toggle on the c key
|
|
"0x43" Toggle on the C character (Shift-c)
|
|
"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
|
|
|
|
Note that when you elect a set of console keys or characters, they cannot
|
|
then be used for binding, nor will they generate characters when entering
|
|
text. Also, in addition to the nominated console keys, Shift-ESC is hard
|
|
coded to always toggle the console.
|
|
|
|
QuakeLive mouse acceleration (patch and this text written by TTimo from id)
|
|
I've been using an experimental mouse acceleration code for a while, and
|
|
decided to make it available to everyone. Don't be too worried if you don't
|
|
understand the explanations below, this is mostly intended for advanced
|
|
players:
|
|
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
|
|
|
New style is controlled with 3 cvars:
|
|
|
|
sensitivity
|
|
cl_mouseAccel
|
|
cl_mouseAccelOffset
|
|
|
|
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
|
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
|
your base sensitivity at low speeds will change as well. The other problem
|
|
with style 0 is that you are stuck on a square (power of two) acceleration
|
|
curve.
|
|
|
|
The new code tries to solve both problems:
|
|
|
|
Once you setup your sensitivity to feel comfortable and accurate enough for
|
|
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
|
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
|
amplification you want for high deltas with little effect on low mouse deltas.
|
|
|
|
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
|
as style 0. The higher the value, the faster the amplification grows with the
|
|
mouse delta.
|
|
|
|
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
|
acceleration. The closer to zero you bring it, the more acceleration will
|
|
happen at low speeds. This is also very useful if you are changing to a new
|
|
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
|
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
|
gain in precision when you do that, but that is not related to mouse
|
|
acceleration).
|
|
|
|
Mouse acceleration is tricky to configure, and when you do you'll have to
|
|
re-learn your aiming. But you will find that it's very much forth it in the
|
|
long run.
|
|
|
|
If you try the new acceleration code and start using it, I'd be very
|
|
interested by your feedback.
|
|
|
|
|
|
---------------------------------------------------- README for Developers -----
|
|
|
|
64bit mods
|
|
If you wish to compile external mods as shared libraries on a 64bit platform,
|
|
and the mod source is derived from the id Q3 SDK, you will need to modify the
|
|
interface code a little. Open the files ending in _syscalls.c and change
|
|
every instance of int to intptr_t in the declaration of the syscall function
|
|
pointer and the dllEntry function. Also find the vmMain function for each
|
|
module (usually in cg_main.c g_main.c etc.) and similarly replace the return
|
|
value in the prototype with intptr_t (arg0, arg1, ...stay int).
|
|
|
|
Add the following code snippet to q_shared.h:
|
|
|
|
#ifdef Q3_VM
|
|
typedef int intptr_t;
|
|
#else
|
|
#include <stdint.h>
|
|
#endif
|
|
|
|
Note if you simply wish to run mods on a 64bit platform you do not need to
|
|
recompile anything since by default Q3 uses a virtual machine system.
|
|
|
|
Creating mods compatible with Q3 1.32b
|
|
If you're using this package to create mods for the last official release of
|
|
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
|
|
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
|
|
compiler.
|
|
|
|
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.
|
|
|
|
However, before you start compiling your own version of ioquake3, you have to
|
|
ask yourself: Have we changed or will we need to change anything of importance
|
|
in the engine?
|
|
|
|
If your answer to this question is "no", it probably makes no sense to build
|
|
your own binaries. Instead, you can just use the pre-built binaries on the
|
|
website. Just make sure the game is called with:
|
|
|
|
+set com_basegame <yournewbase>
|
|
|
|
in any links/scripts you install for your users to start the game. The
|
|
binary must not detect any original quake3 game pak files. If this
|
|
condition is met, the game will set com_standalone to 1 and is then running
|
|
in stand alone mode.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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
|
|
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 join the
|
|
mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
|
|
submit your patch there. The best case scenario is that you submit your patch
|
|
to bugzilla, and then post the URL to the mailing list.
|
|
|
|
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. As
|
|
such ioq3 does not have any significant graphical enhancements and none are
|
|
planned at this time. However, improved graphics and sound patches will be
|
|
accepted as long as they are entirely optional, do not require new media and
|
|
are off by default.
|
|
|
|
|
|
--------------------------------------------- Building Official Installers -----
|
|
|
|
We need help getting automated installers on all the platforms that ioquake3
|
|
supports. We don't necessarily care about all the installers being identical,
|
|
but we have some general guidelines:
|
|
|
|
* Please include the id patch pk3s in your installer, which are available
|
|
from http://ioquake3.org/patch-data/ subject to agreement to the id
|
|
EULA. Your installer shall also ask the user to agree to this EULA (which
|
|
is in the /web/include directory for your convenience) and subsequently
|
|
refuse to continue the installation of the patch pk3s and pak0.pk3 if they
|
|
do not.
|
|
|
|
* Please don't require pak0.pk3, since not everyone using the engine
|
|
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
|
|
user in copying the file or tell them how.
|
|
|
|
* It is fine to just install the binaries without requiring id EULA agreement,
|
|
providing pak0.pk3 and the patch pk3s are not referred to or included in the
|
|
installer.
|
|
|
|
* Please include at least an SDL so/dylib/dll on every platform.
|
|
|
|
* Please include an OpenAL so/dylib/dll, since every platform should be using
|
|
it by now.
|
|
|
|
* Please contact the mailing list when you've made your installer.
|
|
|
|
* Please be prepared to alter your installer on the whim of the maintainers.
|
|
|
|
* Your installer will be mirrored to an "official" directory, thus making it
|
|
a done deal.
|
|
|
|
------------------------------------------------------------------ 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>
|
|
Zachary J. Slater <zachary@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>
|