mirror of
https://github.com/DrBeef/ioq3quest.git
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f8d8a1c2f7
- add new functions for banning clients from server, in engine part. This will also make it possible to ban ipv6 addresses in old mods.
466 lines
22 KiB
Text
466 lines
22 KiB
Text
,---------------------------------------.
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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. 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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* 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, using MinGW
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Open an MSys terminal, and follow the instructions for compiling on *nix.
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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_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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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_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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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
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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_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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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 - Run in standalone mode.
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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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in_joystickNo - select which joystick to use
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cl_consoleHistory - read only, stores the console history
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cl_platformSensitivity - read only, indicates the mouse input
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scaling
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
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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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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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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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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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print - print out the contents of a 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 <num> - delete ban <num>
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exceptdel <num> - delete exception <num>
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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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------------------------------------------------------------ Miscellaneous -----
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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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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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#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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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_standalone 1 +set fs_game <yourgamedir>
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in any links/scripts you install for your users to start the game. Note that
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the com_standalone setting is rendered ineffective, if the binary detects pk3
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files in the directory "baseq3", so you cannot use that one as game dir.
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If you really changed parts that would make vanilla ioquake3 incompatible with
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your mod, we have included another way to conveniently build a stand-alone
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binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
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the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
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information appropriate for your project.
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While a lot of work has been put into ioquake3 that you can benefit from free
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of charge, it does not mean that you have no obligations to fulfil. Please be
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aware that as soon as you start distributing your game with an engine based on
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our sources we expect you to fully comply with the requirements as stated in
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the GPL. That includes making sources and modifications you made to the
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ioquake3 engine as well as the game-code used to compile the .qvm files for
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the game logic freely available to everyone. Furthermore, note that the "QIIIA
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Game Source License" prohibits distribution of mods that are intended to
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operate on a version of Q3 not sanctioned by id software:
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"with this Agreement, ID grants to you the non-exclusive and limited right
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to distribute copies of the Software ... for operation only with the full
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version of the software game QUAKE III ARENA"
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This means that if you're creating a standalone game, you cannot use said
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license on any portion of the product. As the only other license this code has
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been released under is the GPL, this is the only option.
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This does NOT mean that you cannot market this game commercially. The GPL does
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not prohibit commercial exploitation and all assets (e.g. textures, sounds,
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maps) created by yourself are your property and can be sold like every other
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game you find in stores.
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cl_guid Support
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cl_guid is a cvar which is part of the client's USERINFO string. Its value
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is a 32 character string made up of [a-f] and [0-9] characters. This
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value is pseudo-unique for every player. Id's Quake 3 Arena client also
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sets cl_guid, but only if Punkbuster is enabled on the client.
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If cl_guidServerUniq is non-zero (the default), then this value is also
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pseudo-unique for each server a client connects to (based on IP:PORT of
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the server).
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The purpose of cl_guid is to add an identifier for each player on
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a server. This value can be reset by the client at any time so it's not
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useful for blocking access. However, it can have at least two uses in
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your mod's game code:
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1) improve logging to allow statistical tools to index players by more
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than just name
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2) granting some weak admin rights to players without requiring passwords
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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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2 - do not use HTTP/FTP downloads
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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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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.
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In order to send "Dead Key" characters (e.g. ~, ', `, and ^), you
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must key a Space (or sometimes the same character again) after the
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character to send it on 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
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supported as well as F13, F14, F15, and the country-specific
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mode/meta keys.
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SDL's "Dead Key" behaviour makes the hard-coded toggleConsole binds ~ and `
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annoying to use on many non-US keyboards. In response, an additional
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toggleConsole bind has been added on the key combination Shift-Esc.
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PNG support
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ioquake3 supports the use of PNG (Portable Network Graphic) images as
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textures. It should be noted that the use of such images in a map will
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result in missing placeholder textures where the map is used with the id
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Quake 3 client or earlier versions of ioquake3.
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Recent versions of GtkRadiant and q3map2 support PNG images without
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modification. However GtkRadiant is not aware that PNG textures are supported
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by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
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directory of the GtkRadiant base directory with an editor and change the
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line:
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texturetypes="tga jpg"
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to
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texturetypes="tga jpg png"
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Restart GtkRadiant and PNG textures are now available.
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------------------------------------------------------------- Contributing -----
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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 zachary@ioquake.org directly than not at
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all.
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The focus for ioquake3 to develop a stable base suitable for further
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development, and provide players with the same Quake 3 experience they've had
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for years. As such ioq3 does not have any significant graphical enhancements
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and none are planned at this time. However, improved graphics and sound
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patches will be accepted as long as they are entirely optional, do not
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require new media and are off by default.
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--------------------------------------------- Building Official Installers -----
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We need help getting automated installers on all the platforms that ioquake3
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supports. We don't neccesarily care about all the installers being identical,
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but we have some general guidelines:
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* Please include the id patch pk3s in your installer, which are available
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from http://ioquake3.org/patch-data/ subject to agreement to the id
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EULA. Your installer shall also ask the user to agree to this EULA (which
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is in the /web/include directory for your convenience) and subsequently
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refuse to continue the installation of the patch pk3s and pak0.pk3 if they
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do not.
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* Please don't require pak0.pk3, since not everyone using the engine
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plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
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user in copying the file or tell them how.
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* It is fine to just install the binaries without requiring id EULA agreement,
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providing pak0.pk3 and the patch pk3s are not refered to or included in the
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installer.
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* Please include at least an SDL so/dylib on every platform.
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* Please include an OpenAL so/dylib/dll, since every platform should be using
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it by now.
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* We'll bump the version to 1.34 as soon as we get enough people who can
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demonstrate a competent build for Windows and Mac.
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* Please contact the mailing list and/or zakk@timedoctor.org after you've
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made your installer.
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* Please be prepared to alter your installer on the whim of the maintainers.
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* Your installer will be mirrored to an "official" directory, thus making it
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a done deal.
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------------------------------------------------------------------ Credits -----
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Maintainers
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Ludwig Nussel <ludwig.nussel@suse.de>
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Thilo Schulz <arny@ats.s.bawue.de>
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Tim Angus <tim@ngus.net>
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Tony J. White <tjw@tjw.org>
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Zachary J. Slater <zachary@ioquake.org>
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Significant contributions from
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Ryan C. Gordon <icculus@icculus.org>
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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 at cojot dot name>
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optical <alex@rigbo.se>
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Aaron Gyes <floam at sh dot nu>
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