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Bill Currie 78a0075be1 [gamecode] Plug a nasty buffer overflow
This one is ancient: the code was essentially unmodified since release
(just some formatting). Malformed vectors could sneak through due to map
bugs (eg, "angles -90" instead of "angle -90" as in ad_tears) and the
vector parsing code would continue past the end of the string and
writing into unowned memory, potentially messing up the libc allocation
records. Replacing with the obvious sscanf works nicely.

Sometimes, Quake code is brilliant. Other times, it's a real face-palm.
2022-05-21 14:28:47 +09:00
config.d [build] Ensure va_copy def comes after HAVE_VA_COPY 2022-03-30 23:29:17 +09:00
debian [build] Move to non-recursive make 2020-06-25 11:35:37 +09:00
desktop [build] Move to non-recursive make 2020-06-25 11:35:37 +09:00
doc [dox] Fix up some doxygen issues 2022-04-13 14:17:58 +09:00
hw [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
include [simd] Remove some intrinsics uses 2022-05-20 11:09:15 +09:00
libs [gamecode] Plug a nasty buffer overflow 2022-05-21 14:28:47 +09:00
m4 [build] Use AS_HELP_STRING on all the help strings 2021-12-24 06:45:13 +09:00
nq [mode] Go back to using dclipnode_t everywhere 2022-05-19 15:16:53 +09:00
pkg-config [build] Move to non-recursive make 2020-06-25 11:35:37 +09:00
qtv [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
qw [mode] Go back to using dclipnode_t everywhere 2022-05-19 15:16:53 +09:00
RPM [build] Move to non-recursive make 2020-06-25 11:35:37 +09:00
ruamoko [gamecode] Add PR_Shutdown for tearing down a VM 2022-05-12 19:58:18 +09:00
tools [gl_stub] Add a bunch of new stubs 2022-05-20 16:27:01 +09:00
.gitignore [gamecode] Generate the new opcode table 2022-01-05 19:09:07 +09:00
bootstrap [build] Relax autoconf version requirement 2021-11-22 07:41:16 +09:00
configure.ac [build] Use AS_HELP_STRING on all the help strings 2021-12-24 06:45:13 +09:00
COPYING initial checkin of most recent newtree and nuq(?) source 2001-02-19 21:15:25 +00:00
INSTALL [build] Update for autoconf 2.71 2021-11-20 12:54:05 +09:00
Makefile.am [gamecode] Generate the new opcode table 2022-01-05 19:09:07 +09:00
NEWS Update for 0.7.2. 2013-01-23 12:01:36 +09:00
README.md Fix a typo 2022-04-01 10:40:26 +09:00
TODO Detect the silent death of the jack client thread. 2011-09-07 15:16:27 +09:00

QuakeForge

QuakeForge is descended from the original Quake engine as released by Id Software in December 1999, and can be used to play original Quake and QuakeWorld games and mods (including many modern mods). While this will always be the case, development continues.

However, QuakeForge is not just a Quake engine, but includes a collection of tools for creating Quake mods, and is progressing towards being a more general game engine.

Quake and QuakeWorld

Support for Quake and QuakeWorld is split into two program sets: nq for Quake and qw-client for QuakeWorld, with the target system as an additional suffix: -x11 For the X Window system (Linux, BSD, etc), -win for MS Windows (plus others that are not currently maintained).

Both nq and qw-client support multiple renderers: 8-bit software, 32-bit software, OpenGL 2, EGL (mostly, one non-EGL function is used), and Vulkan (very WIP), all within the one executable.

Dedicated servers for both Quake (nq-server) and QuakeWorld (qw-server) are included, as well as a master server for QuakeWorld (qw-master).

Tools

QuakeForge includes several tools for working with Quake data:

  • bsp2image produces wireframe images from Quake maps (bsp files)
  • io_mesh_qfmdl for importing and exporting Quake mdl files to/from Blender
  • io_qfmap for Quake map source files (WIP Blender addon)
  • pak create, list and extract Quake pak files. There's also zpak which can be used to compress the contents of pak files using gzip (QuakeForge has transparent support for gzip compressed files)
  • qfbsp for compiling map files to bsp files, includes support for vis clusters, and can be used to extract data and information from bsp files.
  • qfcc is QuakeForge's version of qcc, but is significantly more advanced, with support for standard C syntax, including most C types, as well as Objective-C object oriented programming (Ruamoko). Mmost of the advanced features require the QuakeForge engine, but qfcc can produce progs files compatible with the original Quake engine with limited support for some of the advanced featuers (C syntax, reduced global usage, some additional operators (eg, better bit operators, remainder (%)). Includes qfprogs for inspecting progs files.
  • qflight creates lightmaps for Quake maps
  • qfvis for compiling PVS data for Quake maps. One of the faster implementations available.
  • Plus a few others in various stages of usefulness: qflmp, qfmodelgen, qfspritegen, wad, qfwavinfo

Building

For now, please refer to INSTALL for information on building on Linux. Building for windows is done by cross-compiling using MXE. There are scripts in tools/mingw and tools/mingw64 that automate the process of configuring and building both the tools run on the build-host and the windows targets.