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- Change the layout of the README and split "misc" section into a part for end users, and a part for developers
- Update the readme for rev. 1950
This commit is contained in:
parent
a5580d8974
commit
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1 changed files with 211 additions and 171 deletions
382
README
382
README
|
@ -214,9 +214,15 @@ New cvars
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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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protocol - Allow changing protocol version
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oldprotocol - when encountering a server/client that
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only supports the version configured in
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this cvar, ioquake3 will use the old and
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less secure protocol from quake3 1.32c.
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(startup only)
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protocol - Allow changing protocol version that is
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sent to the server (startup only)
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r_allowResize - make window resizable (SDL only)
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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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@ -277,7 +283,8 @@ New commands
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which <filename/path> - print out the path on disk to a loaded item
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------------------------------------------------------------ Miscellaneous -----
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--------------------------------------------------------- README for Users -----
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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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@ -305,175 +312,6 @@ Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
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In this case you can always revert back to the old behaviour by setting the
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cvar com_busyWait to 1.
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QuakeLive mouse acceleration (patch and this text written by TTimo from id)
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I've been using an experimental mouse acceleration code for a while, and
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decided to make it available to everyone. Don't be too worried if you don't
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understand the explanations below, this is mostly intended for advanced
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players:
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To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
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New style is controlled with 3 cvars:
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sensitivity
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cl_mouseAccel
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cl_mouseAccelOffset
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The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
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you have a base sensitivity setup, as soon as you set a non zero acceleration
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your base sensitivity at low speeds will change as well. The other problem
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with style 0 is that you are stuck on a square (power of two) acceleration
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curve.
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The new code tries to solve both problems:
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Once you setup your sensitivity to feel comfortable and accurate enough for
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low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
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increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
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amplification you want for high deltas with little effect on low mouse deltas.
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cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
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as style 0. The higher the value, the faster the amplification grows with the
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mouse delta.
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cl_mouseAccelOffset sets how much base mouse delta will be doubled by
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acceleration. The closer to zero you bring it, the more acceleration will
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happen at low speeds. This is also very useful if you are changing to a new
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mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
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cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
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gain in precision when you do that, but that is not related to mouse
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acceleration).
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Mouse acceleration is tricky to configure, and when you do you'll have to
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re-learn your aiming. But you will find that it's very much forth it in the
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long run.
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If you try the new acceleration code and start using it, I'd be very
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interested by your feedback.
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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_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. Then you can control which kind of messages to send to
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the master server:
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+set sv_heartbeat <heartbeat> +set sv_flatline <flatline>
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+set cl_gamename <gamename>
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The <heartbeat> and <flatline> message can be specific to your game. The
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flatline message is sent to signal the master server that the game server is
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quitting. Vanilla quake3 uses "QuakeArena-1" both for the heartbeat and
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flatline messages.
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The cl_gamename message is for dpmaster to specify which game the client
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wants a server list for. It is only used in the new ipv6 based getServersExt
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query.
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Example line:
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+set com_basegame basefoo +set com_homepath .foo
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+set sv_heartbeat fooalive +set sv_flatline foodead
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+set cl_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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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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@ -577,6 +415,208 @@ SDL Keyboard Differences
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text. Also, in addition to the nominated console keys, Shift-ESC is hard
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coded to always toggle the console.
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QuakeLive mouse acceleration (patch and this text written by TTimo from id)
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I've been using an experimental mouse acceleration code for a while, and
|
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decided to make it available to everyone. Don't be too worried if you don't
|
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understand the explanations below, this is mostly intended for advanced
|
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players:
|
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To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
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|
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New style is controlled with 3 cvars:
|
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|
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sensitivity
|
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cl_mouseAccel
|
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cl_mouseAccelOffset
|
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|
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The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
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you have a base sensitivity setup, as soon as you set a non zero acceleration
|
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your base sensitivity at low speeds will change as well. The other problem
|
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with style 0 is that you are stuck on a square (power of two) acceleration
|
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curve.
|
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|
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The new code tries to solve both problems:
|
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|
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Once you setup your sensitivity to feel comfortable and accurate enough for
|
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low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
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increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
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amplification you want for high deltas with little effect on low mouse deltas.
|
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|
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cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
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as style 0. The higher the value, the faster the amplification grows with the
|
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mouse delta.
|
||||
|
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cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
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acceleration. The closer to zero you bring it, the more acceleration will
|
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happen at low speeds. This is also very useful if you are changing to a new
|
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mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
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cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
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gain in precision when you do that, but that is not related to mouse
|
||||
acceleration).
|
||||
|
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Mouse acceleration is tricky to configure, and when you do you'll have to
|
||||
re-learn your aiming. But you will find that it's very much forth it in the
|
||||
long run.
|
||||
|
||||
If you try the new acceleration code and start using it, I'd be very
|
||||
interested by your feedback.
|
||||
|
||||
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---------------------------------------------------- README for Developers -----
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64bit mods
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||||
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
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||||
typedef int intptr_t;
|
||||
#else
|
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#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_basegame <yournewbase>
|
||||
|
||||
in any links/scripts you install for your users to start the game. The
|
||||
binary must not detect any original quake3 game pak files. If this
|
||||
condition is met, the game will set com_standalone to 1 and is then running
|
||||
in stand alone mode.
|
||||
|
||||
If you want the engine to use a different directory in your homepath than
|
||||
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
|
||||
by adding
|
||||
|
||||
+set com_homepath <homedirname>
|
||||
|
||||
to the command line. You can also control which kind of messages to send to
|
||||
the master server:
|
||||
|
||||
+set sv_heartbeat <heartbeat> +set sv_flatline <flatline>
|
||||
+set cl_gamename <gamename>
|
||||
|
||||
The <heartbeat> and <flatline> message can be specific to your game. The
|
||||
flatline message is sent to signal the master server that the game server is
|
||||
quitting. Vanilla quake3 uses "QuakeArena-1" both for the heartbeat and
|
||||
flatline messages.
|
||||
The cl_gamename message is for dpmaster to specify which game the client
|
||||
wants a server list for. It is only used in the new ipv6 based getServersExt
|
||||
query.
|
||||
|
||||
Example line:
|
||||
|
||||
+set com_basegame basefoo +set com_homepath .foo
|
||||
+set sv_heartbeat fooalive +set sv_flatline foodead
|
||||
+set cl_gamename foo
|
||||
|
||||
|
||||
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.
|
||||
|
||||
Network protocols
|
||||
There are now two cvars that give you some degree of freedom over the reported
|
||||
protocol versions between clients and servers: "protocol" and "oldprotocol".
|
||||
The reason for this is that some standalone games increased the protocol
|
||||
number even though nothing really changed in their protocol and the ioquake3
|
||||
engine is still fully compatible.
|
||||
|
||||
In order to fix a vulnerability in the network protocol as outlined in
|
||||
|
||||
http://aluigi.altervista.org/papers/q3noclient.txt
|
||||
|
||||
a new network protocol was introduced that defends against such attacks.
|
||||
Unfortunately, this protocol will be incompatible to the original quake3 1.32c
|
||||
which is the latest official release from id.
|
||||
Luckily, ioquake3 has backwards compatibility, on the client as well as on the
|
||||
server. This means ioquake3 players can play on old servers just as ioquake3
|
||||
servers are able to service old clients.
|
||||
|
||||
The cvar "protocol" denotes the protocol version for the new hardened
|
||||
protocol, whereas the "oldprotocol" cvar denotes the protocol version for the
|
||||
legacy protocol.
|
||||
If the value for "oldprotocol" and "protocol" is identical, then the legacy
|
||||
protocol is always used. If oldprotocol is set to 0, then support for the
|
||||
legacy protocol is disabled.
|
||||
|
||||
Mods that use a standalone engine obviously do not require dual protocol
|
||||
support, and it is turned off if the engine is compiled with STANDALONE per
|
||||
default. You can enable it in q_shared.h if desired by defining
|
||||
PROTOCOL_SUPPORT_OLD.
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
|
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Reference in a new issue