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This is a port of the quake 3 engine to Oculus Quest.
c1875302c2
- Fix function name of vsnprintf for windows systems. |
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code | ||
ui | ||
.svnignore | ||
BUGS | ||
ChangeLog | ||
COPYING.txt | ||
cross-make-mingw.sh | ||
id-readme.txt | ||
make-macosx-ub.sh | ||
Makefile | ||
md4-readme.txt | ||
NOTTODO | ||
README | ||
TODO |
,---------------------------------------. | _ _ ____ | | (_)___ __ _ _ _ __ _| |_____|__ / | | | / _ \/ _` | || / _` | / / -_)|_ \ | | |_\___/\__, |\_,_\__,_|_\_\___|___/ | | |_| | | | `---------- 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 for unix-like operating systems * 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 (see http://ioquake3.org/?page=status) * HTTP/FTP download redirection (using cURL) * Multiuser support on Windows systems (user specific game data is stored in "%APPDATA%\Quake3") * 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. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz and untar it into your MinGW directory (usually C:\MinGW). 3. Open an MSys terminal, and follow the instructions for compiling on *nix. For Windows, using MSVC 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc directory. 2. Build. 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if you want to keep your original. If you wish to use native libraries, copy the resultant dlls to your baseq3 directory. For Mac OS X, building a Universal Binary 1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in XCode 2.2 and newer. 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. After you have successfully run this script cross compiling is simply a case of using './cross-make-mingw.sh' in place of 'make'. If the make based build system is being used (i.e. *nix or MinGW), the following variables may be set, either on the command line or in Makefile.local: OPTIMIZE - use this for custom CFLAGS 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 USE_SDL - use the SDL backend where available 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 USE_CCACHE - use ccache compiler caching tool 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 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_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are culled 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 ttycon_ansicolor - enable use of ANSI escape codes in the tty r_GLlibCoolDownMsec - wait for some milliseconds to close GL library com_altivec - enable use of altivec on PowerPC systems s_backend - read only, indicates the current sound backend in_shiftedKeys - non-SDL Linux only; enables binding to shifted keys in_joystickNo - SDL only; select which joystick to use cl_consoleHistory - read only, stores the console history cl_platformSensitivity - read only, indicates the mouse input scaling r_ext_texture_filter_anisotropic - anisotropic texture filtering cl_cURLLib - filename of cURL library to load sv_dlURL - the base of the HTTP or FTP site that holds custom pk3 files for your server New commands video [filename] - start video capture (use with demo command) stopvideo - stop video capture ------------------------------------------------------------ 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. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it still exists when you read this) for more details. 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. ------------------------------------------------------------- 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. If you're too lazy for either method, then it would be better if you emailed your patches to zakk@icculus.org directly than not at all. The focus for ioquake3 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/?page=getdata 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 on every platform but Windows (which doesn't use it yet). * Please include an OpenAL so/dylib/dll, since every platform should be using it by now. * We'll bump the version to 1.34 as soon as we get enough people who can demonstrate a competent build for Windows and Mac. * Please contact the mailing list and/or zakk@timedoctor.org after 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 Aaron Gyes <floam at sh dot nu> 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 <zakk@timedoctor.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>