ioef/README

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Name of this project: icculus.org/quake3
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URL: http://www.icculus.org/quake3
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Hello and welcome to the Quake 3 source repository on icculus.org
I'll be your maintainer, zakk@icculus.org, please send all your patches to
the bugzilla: https://bugzilla.icculus.org, or join the mailing list
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(quake3-subscribe@icculus.org) and submit your patch there.
Best case scenario is you subscribe to the ml, submit your patch to
bugzilla, and then post the url to the mailing list.
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If you're too lazy for either method, then I would rather
you e-mailed your patches to me directly than not at all.
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The intent of this is to give people a baseline Quake 3.
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Bug fixes, SDL port, OpenAL, security, etc.
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Extra graphics and sound will be accepted as long as they are entirely
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optional and off by default.
The map editor isn't included, get a modern copy from here:
http://www.qeradiant.com/
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The id software readme has been renamed to id-readme.txt
so as to prevent confusion.
Refer to the web-site for updated status, enjoy!
Compiling (Under Windows)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Run Visual Studio, open the quake3.vcproj file in the win32
directory. Build. Copy the resultant Quake3.exe to your quake 3
directory, make a backup if you want to keep your original.
Copy the resultant dlls to your baseq3 directory, backup etc.
Run, enjoy!
Compiling (Under Linux)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. If not already there, change to the directory containing this readme
2. Run 'make'
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For distribution maintainers, you can set some make variables:
OPTIMIZE - use this for custom CFLAGS
DEFAULT_BASEDIR - extra path to search for baseq3 and such
BUILD_SERVER - build the 'q3ded' server binary (1 = build it, default = 1)
BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1)
USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3
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Installing under Linux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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
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haven't set it. Which is where the id patch installs by default.
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Then run "make copyfiles", beware that this will overwrite any binaries
installed previously, even official id ones.
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Using shared libraries instead of qvm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To make quake3 prefer shared libraries instead of qvm 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
~~~~~~~~~~~~~~~~~~~~~
you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
pak0.pk3 will not work, you have to use the native shared libraries from this
project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
demoq3 and run quake3 with the parameters described above.
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 long 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 every instance of int in the
prototype with long.
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.
Futhermore, ioq3 has an experimental JIT compiler for x86_64 which will result
in better performance. To enable this find these lines in code/Makefile:
# experimental x86_64 jit compiler! you need as
#HAVE_VM_COMPILED = true
..and change them to:
# experimental x86_64 jit compiler! you need as
HAVE_VM_COMPILED = true
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Compiling under windows using MinGW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
toolset. It's a little more involved than compiling for linux; steps are as
follows:
1. Download and install MinGW and MSys from http://www.mingw.org/.
2. Download and install the DirectX 9 SDK from
http://msdn.microsoft.com/directx/. Previous versions of the SDK will
probably work, but they have not been tested.
3. Find the following in DXSDK/Include/dinput.h...
} DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
#ifdef UNICODE
typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
#else
typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
#endif // UNICODE
typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
> #ifdef UNICODE
> typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
> typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
> #else
> typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
> typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
> #endif // UNICODE
typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE;
...and comment out/remove the duplicated code marked by '>'.
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4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
code/unix/Makefile.local to reflect the new location.
5. Perform the usual precompilation sacrificial ritual.
6. Open an MSys terminal, and follow the instructions for compiling on Linux.
7. Steal underpants
8. ?????
9. Profit!
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
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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.