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This is a port of the quake 3 engine to Oculus Quest.
code | ||
misc | ||
ui | ||
.svnignore | ||
BUGS | ||
ChangeLog | ||
COPYING.txt | ||
cross-make-mingw.sh | ||
id-readme.txt | ||
make-macosx-ub.sh | ||
Makefile | ||
md4-readme.txt | ||
NOTTODO | ||
README | ||
TODO | ||
voip-readme.txt |
,---------------------------------------. | _ _ ____ | | (_)___ __ _ _ _ __ _| |_____|__ / | | | / _ \/ _` | || / _` | / / -_)|_ \ | | |_\___/\__, |\_,_\__,_|_\_\___|___/ | | |_| | | | `---------- http://ioquake3.org --------' The intent of this project is to provide a baseline Quake 3 which may be used for further development. Some of the major features currently implemented are: * SDL backend * OpenAL sound API support (multiple speaker support and better sound quality) * Full x86_64 support on Linux * MinGW compilation support on Windows and cross compilation support on Linux * AVI video capture of demos * Much improved console autocompletion * Persistent console history * Colorized terminal output * Optional Ogg Vorbis support * Much improved QVM tools * Support for various esoteric operating systems * cl_guid support * HTTP/FTP download redirection (using cURL) * Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3") * PNG support * Many, many bug fixes The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://www.qeradiant.com/. The original id software readme that accompanied the Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the web-site for updated status. --------------------------------------------- Compilation and installation ----- For *nix 1. Change to the directory containing this readme. 2. Run 'make'. For Windows, using MinGW 1. Download and install MinGW and MSys from http://www.mingw.org/. 2. Open an MSys terminal, and follow the instructions for compiling on *nix. For Mac OS X, building a Universal Binary 1. Install MacOSX SDK packages from XCode. For maximum compatibility, install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk. 2. Change to the directory containing this README file. 3. Run './make-macosx-ub.sh' 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your /Applications/ioquake3 folder. Installation, for *nix 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 to. By default it will be /usr/local/games/quake3 if you haven't set it. This is the path as used by the original Linux Q3 installer and subsequent point releases. 2. Run 'make copyfiles'. It is also possible to cross compile for Windows under *nix using MinGW. A script is available to build a cross compilation environment from http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils version numbers that the script downloads may need to be altered. Alternatively, your distribution may have mingw32 packages available. On debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross compiling is simply a case of using './cross-make-mingw.sh' in place of 'make', though you may find you need to change the value of the variables in this script to match your environment. The following variables may be set, either on the command line or in Makefile.local: CFLAGS - use this for custom CFLAGS V - set to show cc command line when building DEFAULT_BASEDIR - extra path to search for baseq3 and such BUILD_SERVER - build the 'ioq3ded' server binary BUILD_CLIENT - build the 'ioquake3' client binary BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary BUILD_GAME_SO - build the game shared libraries BUILD_GAME_QVM - build the game qvms BUILD_STANDALONE - build binaries suited for stand-alone games USE_OPENAL - use OpenAL where available USE_OPENAL_DLOPEN - link with OpenAL at runtime USE_CURL - use libcurl for http/ftp download support USE_CURL_DLOPEN - link with libcurl at runtime USE_CODEC_VORBIS - enable Ogg Vorbis support USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones COPYDIR - the target installation directory The defaults for these variables differ depending on the target platform. ------------------------------------------------------------------ Console ----- New cvars cl_autoRecordDemo - record a new demo on each map change cl_aviFrameRate - the framerate to use when capturing video cl_aviMotionJpeg - use the mjpeg codec when capturing video cl_guidServerUniq - makes cl_guid unique for each server cl_cURLLib - filename of cURL library to load cl_consoleKeys - space delimited list of key names or characters that toggle the console s_useOpenAL - use the OpenAL sound backend if available s_alPrecache - cache OpenAL sounds before use s_alGain - the value of AL_GAIN for each source s_alSources - the total number of sources (memory) to allocate s_alDopplerFactor - the value passed to alDopplerFactor s_alDopplerSpeed - the value passed to alDopplerVelocity s_alMinDistance - the value of AL_REFERENCE_DISTANCE for each source s_alMaxDistance - the maximum distance before sounds start to become inaudible. s_alRolloff - the value of AL_ROLLOFF_FACTOR for each source s_alGraceDistance - after having passed MaxDistance, length until sounds are completely inaudible s_alDriver - which OpenAL library to use s_alDevice - which OpenAL device to use s_alAvailableDevices - list of available OpenAL devices s_sdlBits - SDL bit resolution s_sdlSpeed - SDL sample rate s_sdlChannels - SDL number of channels s_sdlDevSamps - SDL DMA buffer size override s_sdlMixSamps - SDL mix buffer size override com_ansiColor - enable use of ANSI escape codes in the tty com_altivec - enable use of altivec on PowerPC systems com_standalone - Run in standalone mode com_maxfpsUnfocused - Maximum frames per second when unfocused com_maxfpsMinimized - Maximum frames per second when minimized s_backend - read only, indicates the current sound backend s_muteWhenMinimized - mute sound when minimized in_joystickNo - select which joystick to use in_keyboardDebug - print keyboard debug info r_ext_texture_filter_anisotropic - anisotropic texture filtering sv_dlURL - the base of the HTTP or FTP site that holds custom pk3 files for your server net_ip6 - IPv6 address to bind to net_port6 - port to bind to using the ipv6 address net_enabled - enable networking, bitmask. Add up number for option to enable it: enable ipv4 networking: 1 enable ipv6 networking: 2 prioritise ipv6 over ipv4: 4 disable multicast support: 8 net_mcast6addr - multicast address to use for scanning for ipv6 servers on the local network net_mcastiface - outgoing interface to use for scan r_zProj - distance of observer camera to projection plane in quake3 standard units r_greyscale - render black and white images r_stereoEnabled - enable stereo rendering for techniques like shutter glasses (untested) r_anaglyphMode - Enable rendering of anaglyph images red-cyan glasses: 1 red-blue: 2 red-green: 3 To swap the colors for left and right eye just add 3 to the value for the wanted color combination. For red-blue and red-green you probably want to enable r_greyscale r_stereoSeparation - Control eye separation. Resulting separation is r_zProj divided by this value in quake3 standard units. See also http://wiki.ioquake3.org/Stereo_Rendering for more information r_sdlDriver - read only, indicates the SDL driver backend being used New commands video [filename] - start video capture (use with demo command) stopvideo - stop video capture print - print out the contents of a cvar banaddr <range> - ban an ip address range from joining a game on this server, valid <range> is either playernum or CIDR notation address range. exceptaddr <range> - exempt an ip address range from a ban. bandel <num> - delete ban <num> exceptdel <num> - delete exception <num> listbans - list all currently active bans and exceptions rehashbans - reload the banlist from serverbans.dat flushbans - delete all bans ------------------------------------------------------------ Miscellaneous ----- Using shared libraries instead of qvm To force Q3 to use shared libraries instead of qvms run it with the following parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 Using Demo Data Files Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The qvm files in this pak0.pk3 will not work, so you have to use the native shared libraries or qvms from this project. To use the new qvms, they must be put into a pk3 file. A pk3 file is just a zip file, so any compression tool that can create such files will work. The shared libraries should already be in the correct place. Use the instructions above to use them. Please bear in mind that you will not be able to play online using the demo data, nor is it something that we like to spend much time maintaining or supporting. 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_standalone 1 +set fs_game <yourgamedir> in any links/scripts you install for your users to start the game. Note that the com_standalone setting is rendered ineffective, if the binary detects pk3 files in the directory "baseq3", so you cannot use that one as game dir. 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 fulfil. 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. 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 Using HTTP/FTP Download Support (Server) You can enable redirected downloads on your server even if it's not an ioquake3 server. You simply need to use the 'sets' command to put the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads is set to 1 sv_dlURL is the base of the URL that contains your custom .pk3 files the client will append both fs_game and the filename to the end of this value. For example, if you have sv_dlURL set to "http://ioquake3.org", fs_game is "baseq3", and the client is missing "test.pk3", it will attempt to download from the URL "http://ioquake3.org/baseq3/test.pk3" sv_allowDownload's value is now a bitmask made up of the following flags: 1 - ENABLE 2 - do not use HTTP/FTP downloads 4 - do not use UDP downloads 8 - do not ask the client to disconnect when using HTTP/FTP Server operators who are concerned about potential "leeching" from their HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For, example, Apache's mod_rewrite can restrict access based on HTTP_REFERER. Using HTTP/FTP Download Support (Client) Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads assuming ioquake3 was compiled with USE_CURL=1 (the default). like sv_allowDownload, cl_allowDownload also uses a bitmask value supporting the following flags: 1 - ENABLE 2 - do not use HTTP/FTP downloads 4 - do not use UDP downloads When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms), it will use the value of the cvar cl_cURLLib as the filename of the cURL library to dynamically load. Multiuser Support on Windows systems On Windows, all user specific files such as autogenerated configuration, demos, videos, screenshots, and autodownloaded pk3s are now saved in a directory specific to the user who is running ioquake3. On NT-based such as Windows XP, this is usually a directory named: "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\" Windows 95, Windows 98, and Windows ME will use a directory like: "C:\Windows\Application Data\Quake3" in single-user mode, or: "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" if multiple logins have been enabled. In order to access this directory more easily, the installer may create a Shortcut which has its target set to: "%APPDATA%\Quake3\" This Shortcut would work for all users on the system regardless of the locale settings. Unfortunately, this environment variable is only present on Windows NT based systems. You can revert to the old single-user behaviour by setting the fs_homepath cvar to the directory where ioquake3 is installed. For example: ioquake3.exe +set fs_homepath "c:\ioquake3" Note that this cvar MUST be set as a command line parameter. SDL Keyboard Differences ioquake3 clients have different keyboard behaviour compared to the original Quake3 clients. * "Caps Lock" and "Num Lock" can not be used as normal binds since they do not send a KEYUP event until the key is pressed again. * SDL > 1.2.9 does not support disabling dead key recognition. In order to send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or sometimes the same character again) after the character to send it on many international keyboard layouts. * The SDL client supports many more keys than the original Quake3 client. For example the keys: "Windows", "SysReq", "ScrollLock", and "Break". For non-US keyboards, all of the so called "World" keys are now supported as well as F13, F14, F15, and the country-specific mode/meta keys. 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. Futhermore 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. Mouse Input On Windows ioq3 uses SDL to abstract away as much as possible from platform specific implementation details. Unfortunately, SDL 1.2 suffers from a number of bugs and limitations with respect to mouse input on the Windows platform. We provide a patch against the SDL subversion 1.2 branch which fixes the following problems: * DirectX (and thus DirectInput) driver not functional when using an OpenGL SDL_Surface. * DirectX (and thus DirectInput) driver not functional in windowed mode. * Mouse buttons 4-7 unusable with the DirectX driver due to DirectInput 5 not exposing the required functionality. Use DirectInput 7 instead. * Low quality mouse input data when using the windib driver due to use of WM_MOUSEMOVE events. Use GetCursorPos API call instead. The patch can be found in misc/sdl-win32-fixes.diff. 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 (quake3-subscribe@icculus.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 neccesarily 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 refered 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 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> 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 at sh dot nu>