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* Updated the ChangeLog
* Reorganised the README
This commit is contained in:
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20
ChangeLog
20
ChangeLog
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@ -1,3 +1,23 @@
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2006-01-24 Various contributors
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+ Persistent console history
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+ Added code to sleep a bit when q3 has no focus and sleep a lot when it's
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minimised (SDL only)
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+ Cull excess speaker entities when using OpenAL
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+ Fix the operation of the delete key in *nix
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+ Only check the checksum on baseq3 pak0.pk3
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+ Overhaul of console autocompletion
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- No longer does weird stuff like move the cursor inappropriately
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- Autocomplete works with compound commands
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- Special autocomplete on some commands e.g. \map, \demo
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- Removed various hacks used to counter the original autocomplete code
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+ Fixed the ability to disable Ogg Vorbis
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+ s/i686/i586/ - see bug #2578
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+ Some sloppily coded mods call the Q3 sound API with NaNs -- sanitise this
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+ Removed advertising clause from BSD license as per mailing list discussion
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+ "make distclean" now does what you'd expect
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+ "make clean toolsclean" now does what "make distclean" did before
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+ GPL MD4 implementation
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2006-01-16 Various contributors
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+ Move code/unix/Makefile to ./Makefile
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+ x86 OS X support
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276
README
276
README
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@ -1,143 +1,197 @@
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Name of this project: icculus.org/quake3
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URL: http://www.icculus.org/quake3
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Hello and welcome to the Quake 3 source repository on icculus.org
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I'll be your maintainer, zakk@icculus.org, please send all your patches to
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the bugzilla: https://bugzilla.icculus.org, or join the mailing list
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(quake3-subscribe@icculus.org) and submit your patch there.
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Best case scenario is you subscribe to the ml, submit your patch to
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bugzilla, and then post the url to the mailing list.
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,------------------------------------------------------------------------------.
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| _ _ __ _ ____ |
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| (_)__ __ _ _| |_ _ ___ ___ _ _ __ _ / /_ _ _ _ __ _| |_____|__ / |
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| | / _/ _| || | | || (_-<_/ _ \ '_/ _` |/ / _` | || / _` | / / -_)|_ \ |
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| |_\__\__|\_,_|_|\_,_/__(_)___/_| \__, /_/\__, |\_,_\__,_|_\_\___|___/ |
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| |___/ |_| |
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`------------------------------------------ http://icculus.org/quake3 ---------'
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If you're too lazy for either method, then I would rather
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you e-mailed your patches to me directly than not at all.
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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. Some of the major features currently implemented are:
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The intent of this is to give people a baseline Quake 3.
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Bug fixes, SDL port, OpenAL, security, etc.
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Extra graphics and sound will be accepted as long as they are entirely
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optional and off by default.
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* SDL backend for unix-like operating systems
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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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* 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 (see
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http://icculus.org/quake3/?page=status)
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* Many, many bug fixes
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The map editor isn't included, get a modern copy from here:
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http://www.qeradiant.com/
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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 id software readme has been renamed to id-readme.txt
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so as to prevent confusion.
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Refer to the web-site for updated status, enjoy!
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Compiling (Under Windows)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Run Visual Studio, open the quake3.sln file in the win32/msvc
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directory. Build. Copy the resultant Quake3.exe to your quake 3
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directory, make a backup if you want to keep your original.
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Copy the resultant dlls to your baseq3 directory, backup etc.
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Run, enjoy!
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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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Compiling (Under Linux)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1. If not already there, change to the directory containing this readme
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2. Run 'make'
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--------------------------------------------- Compilation and installation -----
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For distribution maintainers, you can set some make variables:
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OPTIMIZE - use this for custom CFLAGS
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DEFAULT_BASEDIR - extra path to search for baseq3 and such
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BUILD_SERVER - build the 'q3ded' server binary (1 = build it, default = 1)
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BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1)
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USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3
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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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Installing under Linux
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Set the COPYDIR variable in the shell to be where you installed
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Quake 3 to. By default it will be /usr/local/games/quake3 if you
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haven't set it. Which is where the id patch installs by default.
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For Windows, using MinGW
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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and untar in into your MinGW directory (usually C:\MinGW).
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3. Open an MSys terminal, and follow the instructions for compiling on *nix.
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Then run "make copyfiles", beware that this will overwrite any binaries
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installed previously, even official id ones.
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For Windows, using MSVC
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1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc
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directory.
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2. Build.
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3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if
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you want to keep your original. If you wish to use native libraries, copy
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the resultant dlls to your baseq3 directory.
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Compiling under Windows using MinGW
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
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toolset. It's a little more involved than compiling for Linux; steps are as
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follows:
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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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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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and untar in into your MinGW directory (usually C:\MinGW).
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3. Perform the usual precompilation sacrificial ritual.
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4. Open an MSys terminal, and follow the instructions for compiling on Linux.
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5. Steal underpants
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6. ?????
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7. Profit!
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It is also possible to cross compile for Windows using MinGW. A script is
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available to build a cross compilation environment from
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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. After you
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have successfully run this script cross compiling is simply a case of using
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'./cross-make-mingw.sh' in place of 'make'.
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If the make based build system is being used (i.e. *nix or MinGW), the
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following variables may be set, either on the command line or in
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Makefile.local:
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OPTIMIZE - use this for custom CFLAGS
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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_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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USE_SDL - use the SDL backend where available
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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_CODEC_VORBIS - enable Ogg Vorbis support
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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USE_CCACHE - use ccache compiler caching tool
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COPYDIR - the target installation directory
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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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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 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 each source
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each source
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s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are culled
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s_alDriver - which OpenAL library to use
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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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ttycon_ansicolor - enable use of ANSI escape codes in the tty
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r_GLlibCoolDownMsec - wait for some milliseconds to close GL library
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com_altivec - enable use of altivec on PowerPC systems
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s_backend - read only, indicates the current sound backend
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cl_consoleHistory - read only, stores the console history
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cl_platformSensitivity - read only, indicates the mouse input scaling
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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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------------------------------------------------------------ Miscellaneous -----
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Using shared libraries instead of qvm
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To make quake3 prefer shared libraries instead of qvm run it with
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the following parameters:
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+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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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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~~~~~~~~~~~~~~~~~~~~~
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You only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
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pak0.pk3 will not work, you have to use the native shared libraries from this
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project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
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demoq3 and run quake3 with the parameters described above.
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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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64bit mods
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~~~~~~~~~~
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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 every
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instance of int to long in the declaration of the syscall function pointer and
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the dllEntry function. Also find the vmMain function for each module (usually
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in cg_main.c g_main.c etc.) and similarly replace every instance of int in the
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prototype with long.
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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 long 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 every
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instance of int in the prototype with long.
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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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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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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it still
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exists when you read this) for more details.
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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. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
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still exists when you read this) for more details.
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New Cvars
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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cl_autoRecordDemo
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when enabled automatically records a new demo
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on each map change
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seta s_alDriver "libopenal.so.0"
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Describes which OpenAL library to use.
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------------------------------------------------------------- Contributing -----
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seta s_alRolloff "0.8"
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Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
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mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
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best case scenario is that you submit your patch to bugzilla, and then post the
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URL to the mailing list. If you're too lazy for either method, then it would be
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better if you emailed your patches to zakk@icculus.org directly than not at
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all.
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seta s_alMinDistance "120"
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The focus for ioq3 to develop a stable base suitable for further development.
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As such ioq3 does not have any significant graphical enhancements and none are
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planned at this time. However, improved graphics and sound patches will be
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accepted as long as they are entirely optional, do not require new media and
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off by default.
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seta s_alDopplerSpeed "2200"
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seta s_alDopplerFactor "1.0"
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------------------------------------------------------------------ Credits -----
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seta s_alSources "64"
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Maintainers
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Aaron Gyes <floam@sh.nu>
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Ludwig Nussel <ludwig.nussel@suse.de>
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Ryan C. Gordon <icculus@icculus.org>
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Tim Angus <tim@ngus.net>
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Zachary J. Slater <zakk@timedoctor.org>
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seta s_alGain "0.4"
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seta s_alPrecache "0"
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seta s_useOpenAL "1"
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When set to true, enables OpenAL audio instead of SDL audio.
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seta sdlmixsamps "0"
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seta sdldevsamps "0"
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Significant contributions from
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Andreas Kohn <andreas@syndrom23.de>
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Joerg Dietrich <Dietrich_Joerg@t-online.de>
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Stuart Dalton <badcdev@gmail.com>
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Vincent S. Cojot <vincent@cojot.name>
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optical <alex@rigbo.se>
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