mirror of
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598 lines
28 KiB
Markdown
598 lines
28 KiB
Markdown
# Quake 3 Port to Oculus Quest
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## Building
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### Prerequisites
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1. Install your copy of Quake III Arena from Steam.
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2. Android Studio with NDK version 21.1.6352462.
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3. Copy the Oculus VR SDK from https://developer.oculus.com/downloads/package/oculus-mobile-sdk/ and extract the VrApi folder to ./android/app/src/main/cpp/code/VrApi/
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### Building and running the build
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The scripts assume that you installed everything in the default locations. In case you want to deviate from that, the paths are in ./android/run.(sh|bat) and in Makefile.local.
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#### Linux
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1. Update ANDROID_NDK path in Makefile.local
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2. Run ./android/run.sh
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#### MacOS
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1. If you are not using the default Android Studio installation paths (~/Library/Android/sdk/ndk), update ANDROID_NDK path in Makefile.local
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2. Run ./android/run.sh
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#### Windows
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1. Replace \<username\> with your windows username folder as it appears in C:\Users.
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2. Open git bash and run ./android/run.bat.
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# Original ioq3 README:
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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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`--------- https://ioquake3.org --------'
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The intent of this project is to provide a baseline Quake 3 which may be used
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for further development and baseq3 fun.
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Some of the major features currently implemented are:
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* SDL 2 backend
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* OpenAL sound API support (multiple speaker support and better sound
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quality)
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* Full x86_64 support on Linux
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* VoIP support, both in-game and external support through Mumble.
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* MinGW compilation support on Windows and cross compilation support on Linux
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* AVI video capture of demos
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* Much improved console autocompletion
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* Persistent console history
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* Colorized terminal output
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* Optional Ogg Vorbis support
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* Much improved QVM tools
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* Support for various esoteric operating systems
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* cl_guid support
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* HTTP/FTP download redirection (using cURL)
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* Multiuser support on Windows systems (user specific game data
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is stored in "%APPDATA%\Quake3")
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* PNG support
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* Many, many bug fixes
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The map editor and associated compiling tools are not included. We suggest you
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use a modern copy from http://icculus.org/gtkradiant/.
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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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website for updated status.
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More documentation including a Player's Guide and Sysadmin Guide is on:
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http://wiki.ioquake3.org/
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If you've got issues that you aren't sure are worth filing as bugs, or just
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want to chat, please visit our forums:
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http://discourse.ioquake.org
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# Thank You:
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<p>
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<a href="https://www.digitalocean.com/">Digital Ocean<br/>
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<img src="https://opensource.nyc3.cdn.digitaloceanspaces.com/attribution/assets/PoweredByDO/DO_Powered_by_Badge_blue.svg" width="201px">
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</a>
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</p>
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---
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<p>
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<a href="https://www.discourse.org/">Discourse<br/>
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<img src=
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"https://user-images.githubusercontent.com/1681963/52239617-e2683480-289c-11e9-922b-5da55472e5b4.png"
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width="300px"></a>
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</p>
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---
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<p>
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<a href="https://icculus.org/">icculus dot org<br/>
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<img src="http://icculus.org/icculus-org-now.png" width="300px"></a>
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</p>
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# Compilation and installation
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For *nix
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1. Change to the directory containing this readme.
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2. Run 'make'.
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For Windows,
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1. Please refer to the excellent instructions here:
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http://wiki.ioquake3.org/Building_ioquake3
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For Mac OS X, building a Universal Binary
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1. Install MacOSX SDK packages from XCode. For maximum compatibility,
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install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
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2. Change to the directory containing this README file.
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3. Run './make-macosx-ub.sh'
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4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
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/Applications/ioquake3 folder.
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Installation, for *nix
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1. Set the COPYDIR variable in the shell to be where you installed Quake 3
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to. By default it will be /usr/local/games/quake3 if you haven't set it.
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This is the path as used by the original Linux Q3 installer and subsequent
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point releases.
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2. Run 'make copyfiles'.
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It is also possible to cross compile for Windows under *nix using MinGW. Your
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distribution may have mingw32 packages available. On debian/Ubuntu, you need to
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install 'mingw-w64'. Thereafter cross compiling is simply a case running
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'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to
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x86_64.
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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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```
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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_BASEGAME - build the 'baseq3' binaries
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BUILD_MISSIONPACK - build the 'missionpack' binaries
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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BUILD_STANDALONE - build binaries suited for stand-alone games
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SERVERBIN - rename 'ioq3ded' server binary
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CLIENTBIN - rename 'ioquake3' client binary
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USE_RENDERER_DLOPEN - build and use the renderer in a library
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USE_YACC - use yacc to update code/tools/lcc/lburg/gram.c
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BASEGAME - rename 'baseq3'
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BASEGAME_CFLAGS - custom CFLAGS for basegame
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MISSIONPACK - rename 'missionpack'
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MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK')
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USE_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_CURL - use libcurl for http/ftp download support
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USE_CURL_DLOPEN - link with libcurl at runtime
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USE_CODEC_VORBIS - enable Ogg Vorbis support
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USE_CODEC_OPUS - enable Ogg Opus support
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USE_MUMBLE - enable Mumble support
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USE_VOIP - enable built-in VoIP support
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USE_FREETYPE - enable FreeType support for rendering fonts
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USE_INTERNAL_LIBS - build internal libraries instead of dynamically
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linking against system libraries; this just sets
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the default for USE_INTERNAL_ZLIB etc.
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and USE_LOCAL_HEADERS
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USE_INTERNAL_ZLIB - build and link against internal zlib
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USE_INTERNAL_JPEG - build and link against internal JPEG library
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USE_INTERNAL_OGG - build and link against internal ogg library
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USE_INTERNAL_OPUS - build and link against internal opus/opusfile libraries
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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DEBUG_CFLAGS - C compiler flags to use for building debug version
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COPYDIR - the target installation directory
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TEMPDIR - specify user defined directory for temp files
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```
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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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```
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cl_autoRecordDemo - record a new demo on each map change
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cl_aviFrameRate - the framerate to use when capturing video
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cl_aviMotionJpeg - use the mjpeg codec when capturing video
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cl_guidServerUniq - makes cl_guid unique for each server
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cl_cURLLib - filename of cURL library to load
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cl_consoleKeys - space delimited list of key names or
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characters that toggle the console
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cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
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behaviour, 0 for standard q3
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cl_mouseAccelOffset - Tuning the acceleration curve, see below
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con_autochat - Set to 0 to disable sending console input
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text as chat when there is not a slash
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at the beginning
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con_autoclear - Set to 0 to disable clearing console
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input text when console is closed
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in_joystickUseAnalog - Do not translate joystick axis events
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to keyboard commands
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j_forward - Joystick analogue to m_forward,
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for forward movement speed/direction.
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j_side - Joystick analogue to m_side,
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for side movement speed/direction.
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j_up - Joystick up movement speed/direction.
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j_pitch - Joystick analogue to m_pitch,
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for pitch rotation speed/direction.
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j_yaw - Joystick analogue to m_yaw,
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for yaw rotation speed/direction.
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j_forward_axis - Selects which joystick axis
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controls forward/back.
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j_side_axis - Selects which joystick axis
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controls left/right.
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j_up_axis - Selects which joystick axis
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controls up/down.
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j_pitch_axis - Selects which joystick axis
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controls pitch.
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j_yaw_axis - Selects which joystick axis
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controls yaw.
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s_useOpenAL - use the OpenAL sound backend if available
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s_alPrecache - cache OpenAL sounds before use
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s_alGain - the value of AL_GAIN for each source
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s_alSources - the total number of sources (memory) to
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allocate
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s_alDopplerFactor - the value passed to alDopplerFactor
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s_alDopplerSpeed - the value passed to alDopplerVelocity
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s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
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each source
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s_alMaxDistance - the maximum distance before sounds start
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to become inaudible.
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
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source
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s_alGraceDistance - after having passed MaxDistance, length
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until sounds are completely inaudible
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s_alDriver - which OpenAL library to use
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s_alDevice - which OpenAL device to use
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s_alAvailableDevices - list of available OpenAL devices
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s_alInputDevice - which OpenAL input device to use
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s_alAvailableInputDevices - list of available OpenAL input devices
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s_sdlBits - SDL bit resolution
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s_sdlSpeed - SDL sample rate
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s_sdlChannels - SDL number of channels
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s_sdlDevSamps - SDL DMA buffer size override
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s_sdlMixSamps - SDL mix buffer size override
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s_backend - read only, indicates the current sound
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backend
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s_muteWhenMinimized - mute sound when minimized
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s_muteWhenUnfocused - mute sound when window is unfocused
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sv_dlRate - bandwidth allotted to PK3 file downloads
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via UDP, in kbyte/s
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com_ansiColor - enable use of ANSI escape codes in the tty
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com_altivec - enable use of altivec on PowerPC systems
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com_standalone (read only) - If set to 1, quake3 is running in
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standalone mode
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com_basegame - Use a different base than baseq3. If no
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original Quake3 or TeamArena pak files
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are found, this will enable running in
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standalone mode
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com_homepath - Specify name that is to be appended to the
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home path
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com_legacyprotocol - Specify protocol version number for
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legacy Quake3 1.32c protocol, see
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"Network protocols" section below
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(startup only)
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com_maxfpsUnfocused - Maximum frames per second when unfocused
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com_maxfpsMinimized - Maximum frames per second when minimized
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com_busyWait - Will use a busy loop to wait for rendering
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next frame when set to non-zero value
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com_pipefile - Specify filename to create a named pipe
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through which other processes can control
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the server while it is running.
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Nonfunctional on Windows.
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com_gamename - Gamename sent to master server in
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getservers[Ext] query and infoResponse
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"gamename" infostring value. Also used
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for filtering local network games.
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com_protocol - Specify protocol version number for
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current ioquake3 protocol, see
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"Network protocols" section below
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(startup only)
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in_joystickNo - select which joystick to use
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in_availableJoysticks - list of available Joysticks
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in_keyboardDebug - print keyboard debug info
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sv_dlURL - the base of the HTTP or FTP site that
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holds custom pk3 files for your server
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sv_banFile - Name of the file that is used for storing
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the server bans
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net_ip6 - IPv6 address to bind to
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net_port6 - port to bind to using the ipv6 address
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net_enabled - enable networking, bitmask. Add up
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number for option to enable it:
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enable ipv4 networking: 1
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enable ipv6 networking: 2
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prioritise ipv6 over ipv4: 4
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disable multicast support: 8
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net_mcast6addr - multicast address to use for scanning for
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ipv6 servers on the local network
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net_mcastiface - outgoing interface to use for scan
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r_allowResize - make window resizable
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
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r_zProj - distance of observer camera to projection
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plane in quake3 standard units
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r_greyscale - desaturate textures, useful for anaglyph,
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supports values in the range of 0 to 1
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r_stereoEnabled - enable stereo rendering for techniques
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like shutter glasses (untested)
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r_anaglyphMode - Enable rendering of anaglyph images
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red-cyan glasses: 1
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red-blue: 2
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red-green: 3
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green-magenta: 4
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To swap the colors for left and right eye
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just add 4 to the value for the wanted
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color combination. For red-blue and
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red-green you probably want to enable
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r_greyscale
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r_stereoSeparation - Control eye separation. Resulting
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separation is r_zProj divided by this
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value in quake3 standard units.
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See also
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http://wiki.ioquake3.org/Stereo_Rendering
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for more information
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r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD
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developers should increase the mark
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triangle limits in cg_marks.c if they
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intend to use this.
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r_sdlDriver - read only, indicates the SDL driver
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backend being used
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r_noborder - Remove window decoration from window
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managers, like borders and titlebar.
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r_screenshotJpegQuality - Controls quality of jpeg screenshots
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captured using screenshotJPEG
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r_aviMotionJpegQuality - Controls quality of video capture when
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cl_aviMotionJpeg is enabled
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r_mode -2 - This new video mode automatically uses the
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desktop resolution.
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```
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## New commands
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```
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video [filename] - start video capture (use with demo command)
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stopvideo - stop video capture
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stopmusic - stop background music
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minimize - Minimize the game and show desktop
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togglemenu - causes escape key event for opening/closing menu, or
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going to a previous menu. works in binds, even in UI
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print - print out the contents of a cvar
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unset - unset a user created cvar
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banaddr <range> - ban an ip address range from joining a game on this
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server, valid <range> is either playernum or CIDR
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notation address range.
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exceptaddr <range> - exempt an ip address range from a ban.
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bandel <range> - delete ban (either range or ban number)
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exceptdel <range> - delete exception (either range or exception number)
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listbans - list all currently active bans and exceptions
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rehashbans - reload the banlist from serverbans.dat
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flushbans - delete all bans
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net_restart - restart network subsystem to change latched settings
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game_restart <fs_game> - Switch to another mod
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which <filename/path> - print out the path on disk to a loaded item
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execq <filename> - quiet exec command, doesn't print "execing file.cfg"
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kicknum <client number> - kick a client by number, same as clientkick command
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kickall - kick all clients, similar to "kick all" (but kicks
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everyone even if someone is named "all")
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kickbots - kick all bots, similar to "kick allbots" (but kicks
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all bots even if someone is named "allbots")
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tell <client num> <msg> - send message to a single client (new to server)
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cvar_modified [filter] - list modified cvars, can filter results (such as "r*"
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for renderer cvars) like cvarlist which lists all cvars
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addbot random - the bot name "random" now selects a random bot
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```
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# README for Developers
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## pk3dir
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ioquake3 has a useful new feature for mappers. Paths in a game directory with
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the extension ".pk3dir" are treated like pk3 files. This means you can keep
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all files specific to your map in one directory tree and easily zip this
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folder for distribution.
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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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```c
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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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```
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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_basegame <yournewbase>
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in any links/scripts you install for your users to start the game. The
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binary must not detect any original quake3 game pak files. If this
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condition is met, the game will set com_standalone to 1 and is then running
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in stand alone mode.
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If you want the engine to use a different directory in your homepath than
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e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
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by adding
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+set com_homepath <homedirname>
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to the command line. You can also control which game name to use when talking
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to the master server:
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+set com_gamename <gamename>
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So clients requesting a server list will only receive servers that have a
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matching game name.
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Example line:
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+set com_basegame basefoo +set com_homepath .foo
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+set com_gamename foo
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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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|
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## Standalone game licensing
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|
|
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While a lot of work has been put into ioquake3 that you can benefit from free
|
|
of charge, it does not mean that you have no obligations to fulfill. Please be
|
|
aware that as soon as you start distributing your game with an engine based on
|
|
our sources we expect you to fully comply with the requirements as stated in
|
|
the GPL. That includes making sources and modifications you made to the
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|
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:
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|
|
|
"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"
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|
|
|
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.
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|
|
|
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.
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|
|
|
|
|
## 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.
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|
|
|
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:
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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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|
|
|
## 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 as a GitHub pull request and
|
|
submit your patch there.
|
|
|
|
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.
|
|
|
|
We do have graphical improvements with the new renderer, but they are off by default.
|
|
See opengl2-readme.md for more information.
|
|
|
|
# Building Official Installers
|
|
|
|
We need help getting automated installers on all the platforms that ioquake3
|
|
supports. We don't necessarily care about all the installers being identical,
|
|
but we have some general guidelines:
|
|
|
|
* Please include the id patch pk3s in your installer, which are available
|
|
from http://ioquake3.org/patch-data/ subject to agreement to the id
|
|
EULA. Your installer shall also ask the user to agree to this EULA (which
|
|
is in the /web/include directory for your convenience) and subsequently
|
|
refuse to continue the installation of the patch pk3s and pak0.pk3 if they
|
|
do not.
|
|
|
|
* Please don't require pak0.pk3, since not everyone using the engine
|
|
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
|
|
user in copying the file or tell them how.
|
|
|
|
* It is fine to just install the binaries without requiring id EULA agreement,
|
|
providing pak0.pk3 and the patch pk3s are not referred to or included in the
|
|
installer.
|
|
|
|
* Please include at least a libSDL2 so/dylib/dll on every platform.
|
|
|
|
* Please include an OpenAL so/dylib/dll, since every platform should be using
|
|
it by now.
|
|
|
|
* Please be prepared to alter your installer on the whim of the maintainers.
|
|
|
|
* Your installer will be mirrored to an "official" directory, thus making it
|
|
a done deal.
|
|
|
|
|
|
# Credits
|
|
|
|
Maintainers
|
|
|
|
* James Canete <use.less01@gmail.com>
|
|
* Ludwig Nussel <ludwig.nussel@suse.de>
|
|
* Thilo Schulz <arny@ats.s.bawue.de>
|
|
* Tim Angus <tim@ngus.net>
|
|
* Tony J. White <tjw@tjw.org>
|
|
* Zachary J. Slater <zachary@ioquake.org>
|
|
* Zack Middleton <zturtleman@gmail.com>
|
|
|
|
Significant contributions from
|
|
|
|
* Ryan C. Gordon <icculus@icculus.org>
|
|
* Andreas Kohn <andreas@syndrom23.de>
|
|
* Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
|
* Stuart Dalton <badcdev@gmail.com>
|
|
* Vincent S. Cojot <vincent at cojot dot name>
|
|
* optical <alex@rigbo.se>
|
|
* Aaron Gyes <floam@aaron.gy>
|
|
|
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|