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README.md
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README.md
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@ -39,7 +39,7 @@ renamed to id-readme.txt so as to prevent confusion. Please refer to the
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web-site for updated status.
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--------------------------------------------- Compilation and installation -----
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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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@ -73,6 +73,7 @@ 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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@ -108,13 +109,16 @@ Makefile.local:
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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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# Console
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New cvars
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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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@ -271,8 +275,11 @@ New cvars
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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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## 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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@ -307,132 +314,150 @@ New commands
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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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```
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--------------------------------------------------------- README for Users -----
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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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parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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## Using shared libraries instead of qvm
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Using Demo Data Files
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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
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qvm files in this pak0.pk3 will not work, so you have to use the native
|
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shared libraries or qvms from this project. To use the new qvms, they must be
|
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
|
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in the correct place. Use the instructions above to use them.
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To force Q3 to use shared libraries instead of qvms run it with the following
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parameters: `+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0`
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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## Using Demo Data Files
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Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
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Ioquake3 now uses the select() system call to wait for the rendering of the
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next frame when com_maxfps was hit. This will improve your CPU load
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considerably in these cases. However, not all systems may support a
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granularity for its timing functions that is required to perform this waiting
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correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
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really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
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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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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
|
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qvm files in this pak0.pk3 will not work, so you have to use the native
|
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shared libraries or qvms from this project. To use the new qvms, they must be
|
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
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in the correct place. Use the instructions above to use them.
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|
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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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the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
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is set to 1
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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|
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sv_dlURL is the base of the URL that contains your custom .pk3 files
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the client will append both fs_game and the filename to the end of
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this value. For example, if you have sv_dlURL set to
|
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"http://ioquake3.org", fs_game is "baseq3", and the client is
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missing "test.pk3", it will attempt to download from the URL
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"http://ioquake3.org/baseq3/test.pk3"
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## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
|
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|
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sv_allowDownload's value is now a bitmask made up of the following
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flags:
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1 - ENABLE
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4 - do not use UDP downloads
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8 - do not ask the client to disconnect when using HTTP/FTP
|
||||
Ioquake3 now uses the select() system call to wait for the rendering of the
|
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next frame when com_maxfps was hit. This will improve your CPU load
|
||||
considerably in these cases. However, not all systems may support a
|
||||
granularity for its timing functions that is required to perform this waiting
|
||||
correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
|
||||
really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
|
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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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|
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Server operators who are concerned about potential "leeching" from their
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HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
|
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that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
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example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
|
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## Using HTTP/FTP Download Support (Server)
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|
||||
On a sidenote, downloading via UDP has been improved and yields higher data
|
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rates now. You can configure the maximum bandwidth for UDP downloads via the
|
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cvar sv_dlRate. Due to system-specific limits the download rate is capped
|
||||
at about 1 Mbyte/s per client, so curl downloading may still be faster.
|
||||
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
|
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is set to 1
|
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|
||||
Using HTTP/FTP Download Support (Client)
|
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Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
|
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assuming ioquake3 was compiled with USE_CURL=1 (the default).
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like sv_allowDownload, cl_allowDownload also uses a bitmask value
|
||||
supporting the following flags:
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1 - ENABLE
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2 - do not use HTTP/FTP downloads
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4 - do not use UDP downloads
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||||
sv_dlURL is the base of the URL that contains your custom .pk3 files
|
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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
|
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`"http://ioquake3.org"`, fs_game is `"baseq3"`, and the client is
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missing `"test.pk3"`, it will attempt to download from the URL
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`"http://ioquake3.org/baseq3/test.pk3"`
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|
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When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
|
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it will use the value of the cvar cl_cURLLib as the filename of the cURL
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library to dynamically load.
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sv_allowDownload's value is now a bitmask made up of the following
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flags:
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||||
|
||||
Multiuser Support on Windows systems
|
||||
On Windows, all user specific files such as autogenerated configuration,
|
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demos, videos, screenshots, and autodownloaded pk3s are now saved in a
|
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directory specific to the user who is running ioquake3.
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* 1 - ENABLE
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* 4 - do not use UDP downloads
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* 8 - do not ask the client to disconnect when using HTTP/FTP
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|
||||
On NT-based such as Windows XP, this is usually a directory named:
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"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
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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.
|
||||
|
||||
Windows 95, Windows 98, and Windows ME will use a directory like:
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"C:\Windows\Application Data\Quake3"
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in single-user mode, or:
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"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
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||||
if multiple logins have been enabled.
|
||||
On a sidenote, downloading via UDP has been improved and yields higher data
|
||||
rates now. You can configure the maximum bandwidth for UDP downloads via the
|
||||
cvar sv_dlRate. Due to system-specific limits the download rate is capped
|
||||
at about 1 Mbyte/s per client, so curl downloading may still be faster.
|
||||
|
||||
In order to access this directory more easily, the installer may create a
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Shortcut which has its target set to:
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"%APPDATA%\Quake3\"
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||||
This Shortcut would work for all users on the system regardless of the
|
||||
locale settings. Unfortunately, this environment variable is only
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present on Windows NT based systems.
|
||||
## 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
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||||
* 2 - do not use HTTP/FTP downloads
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||||
* 4 - do not use UDP downloads
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||||
|
||||
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
|
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present on Windows NT based systems.
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||||
|
||||
You can revert to the old single-user behaviour by setting the fs_homepath
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cvar to the directory where ioquake3 is installed. For example:
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You can revert to the old single-user behaviour by setting the fs_homepath
|
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cvar to the directory where ioquake3 is installed. For example:
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ioquake3.exe +set fs_homepath "c:\ioquake3"
|
||||
Note that this cvar MUST be set as a command line parameter.
|
||||
|
||||
SDL Keyboard Differences
|
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ioquake3 clients have different keyboard behaviour compared to the original
|
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Quake3 clients.
|
||||
Note that this cvar MUST be set as a command line parameter.
|
||||
|
||||
* "Caps Lock" and "Num Lock" can not be used as normal binds since they
|
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## SDL Keyboard Differences
|
||||
|
||||
ioquake3 clients have different keyboard behaviour compared to the original
|
||||
Quake3 clients.
|
||||
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||||
* "Caps Lock" and "Num Lock" can not be used as normal binds since they
|
||||
do not send a KEYUP event until the key is pressed again.
|
||||
|
||||
* SDL > 1.2.9 does not support disabling dead key recognition. In order to
|
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* SDL > 1.2.9 does not support disabling dead key recognition. In order to
|
||||
send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
|
||||
sometimes the same character again) after the character to send it on
|
||||
many international keyboard layouts.
|
||||
|
||||
* The SDL client supports many more keys than the original Quake3 client.
|
||||
* The SDL client supports many more keys than the original Quake3 client.
|
||||
For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
|
||||
For non-US keyboards, all of the so called "World" keys are now supported
|
||||
as well as F13, F14, F15, and the country-specific mode/meta keys.
|
||||
|
||||
On many international layouts the default console toggle keys are also dead
|
||||
keys, meaning that dropping the console potentially results in
|
||||
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
|
||||
dead key support is broken by design and Q3 doesn't support non-ASCII text
|
||||
entry, so the chances are you won't get the correct character anyway.
|
||||
On many international layouts the default console toggle keys are also dead
|
||||
keys, meaning that dropping the console potentially results in
|
||||
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
|
||||
dead key support is broken by design and Q3 doesn't support non-ASCII text
|
||||
entry, so the chances are you won't get the correct character anyway.
|
||||
|
||||
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
|
||||
is a space delimited list of key names that will toggle the console. The key
|
||||
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
|
||||
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
|
||||
number. Some example values for cl_consoleKeys:
|
||||
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
|
||||
is a space delimited list of key names that will toggle the console. The key
|
||||
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
|
||||
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
|
||||
number. Some example values for cl_consoleKeys:
|
||||
|
||||
"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
|
||||
"WINDOWS" Toggle on the Windows key
|
||||
|
@ -440,75 +465,79 @@ SDL Keyboard Differences
|
|||
"0x43" Toggle on the C character (Shift-c)
|
||||
"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
|
||||
|
||||
Note that when you elect a set of console keys or characters, they cannot
|
||||
then be used for binding, nor will they generate characters when entering
|
||||
text. Also, in addition to the nominated console keys, Shift-ESC is hard
|
||||
coded to always toggle the console.
|
||||
Note that when you elect a set of console keys or characters, they cannot
|
||||
then be used for binding, nor will they generate characters when entering
|
||||
text. Also, in addition to the nominated console keys, Shift-ESC is hard
|
||||
coded to always toggle the console.
|
||||
|
||||
QuakeLive mouse acceleration (patch and this text written by TTimo from id)
|
||||
I've been using an experimental mouse acceleration code for a while, and
|
||||
decided to make it available to everyone. Don't be too worried if you don't
|
||||
understand the explanations below, this is mostly intended for advanced
|
||||
players:
|
||||
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
||||
## QuakeLive mouse acceleration
|
||||
(patch and this text written by TTimo from id)
|
||||
|
||||
New style is controlled with 3 cvars:
|
||||
I've been using an experimental mouse acceleration code for a while, and
|
||||
decided to make it available to everyone. Don't be too worried if you don't
|
||||
understand the explanations below, this is mostly intended for advanced
|
||||
players:
|
||||
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
||||
|
||||
sensitivity
|
||||
cl_mouseAccel
|
||||
cl_mouseAccelOffset
|
||||
New style is controlled with 3 cvars:
|
||||
|
||||
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
||||
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
||||
your base sensitivity at low speeds will change as well. The other problem
|
||||
with style 0 is that you are stuck on a square (power of two) acceleration
|
||||
curve.
|
||||
sensitivity
|
||||
cl_mouseAccel
|
||||
cl_mouseAccelOffset
|
||||
|
||||
The new code tries to solve both problems:
|
||||
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
||||
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
||||
your base sensitivity at low speeds will change as well. The other problem
|
||||
with style 0 is that you are stuck on a square (power of two) acceleration
|
||||
curve.
|
||||
|
||||
Once you setup your sensitivity to feel comfortable and accurate enough for
|
||||
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
||||
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
||||
amplification you want for high deltas with little effect on low mouse deltas.
|
||||
The new code tries to solve both problems:
|
||||
|
||||
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
||||
as style 0. The higher the value, the faster the amplification grows with the
|
||||
mouse delta.
|
||||
Once you setup your sensitivity to feel comfortable and accurate enough for
|
||||
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
||||
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
||||
amplification you want for high deltas with little effect on low mouse deltas.
|
||||
|
||||
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
||||
acceleration. The closer to zero you bring it, the more acceleration will
|
||||
happen at low speeds. This is also very useful if you are changing to a new
|
||||
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
||||
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
||||
gain in precision when you do that, but that is not related to mouse
|
||||
acceleration).
|
||||
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
||||
as style 0. The higher the value, the faster the amplification grows with the
|
||||
mouse delta.
|
||||
|
||||
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.
|
||||
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
||||
acceleration. The closer to zero you bring it, the more acceleration will
|
||||
happen at low speeds. This is also very useful if you are changing to a new
|
||||
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
||||
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
||||
gain in precision when you do that, but that is not related to mouse
|
||||
acceleration).
|
||||
|
||||
If you try the new acceleration code and start using it, I'd be very
|
||||
interested by your feedback.
|
||||
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.
|
||||
|
||||
|
||||
---------------------------------------------------- README for Developers -----
|
||||
# README for Developers
|
||||
|
||||
pk3dir
|
||||
ioquake3 has a useful new feature for mappers. Paths in a game directory with
|
||||
the extension ".pk3dir" are treated like pk3 files. This means you can keep
|
||||
all files specific to your map in one directory tree and easily zip this
|
||||
folder for distribution.
|
||||
## pk3dir
|
||||
|
||||
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).
|
||||
ioquake3 has a useful new feature for mappers. Paths in a game directory with
|
||||
the extension ".pk3dir" are treated like pk3 files. This means you can keep
|
||||
all files specific to your map in one directory tree and easily zip this
|
||||
folder for distribution.
|
||||
|
||||
Add the following code snippet to q_shared.h:
|
||||
## 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;
|
||||
|
@ -516,165 +545,168 @@ pk3dir
|
|||
#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.
|
||||
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 mods compatible with Q3 1.32b
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
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?
|
||||
## Creating standalone games
|
||||
|
||||
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:
|
||||
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
|
||||
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 game name to use when talking
|
||||
to the master server:
|
||||
|
||||
|
||||
to the command line. You can also control which game name to use when talking
|
||||
to the master server:
|
||||
|
||||
+set com_gamename <gamename>
|
||||
|
||||
So clients requesting a server list will only receive servers that have a
|
||||
matching game name.
|
||||
|
||||
Example line:
|
||||
|
||||
|
||||
So clients requesting a server list will only receive servers that have a
|
||||
matching game name.
|
||||
|
||||
Example line:
|
||||
|
||||
+set com_basegame basefoo +set com_homepath .foo
|
||||
+set com_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.
|
||||
|
||||
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 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
|
||||
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:
|
||||
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
|
||||
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 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.
|
||||
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: "com_protocol" and
|
||||
"com_legacyprotocol".
|
||||
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.
|
||||
## Network protocols
|
||||
There are now two cvars that give you some degree of freedom over the reported
|
||||
protocol versions between clients and servers: "com_protocol" and
|
||||
"com_legacyprotocol".
|
||||
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 harden the network protocol against UDP spoofing attacks 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.
|
||||
In order to harden the network protocol against UDP spoofing attacks 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 "com_protocol" denotes the protocol version for the new hardened
|
||||
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
|
||||
for the legacy protocol.
|
||||
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
|
||||
the legacy protocol is always used. If "com_legacyprotocol" 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. If you desire backwards compatibility to older versions of your
|
||||
game you can still enable it in q_shared.h by defining
|
||||
LEGACY_PROTOCOL.
|
||||
The cvar "com_protocol" denotes the protocol version for the new hardened
|
||||
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
|
||||
for the legacy protocol.
|
||||
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
|
||||
the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
|
||||
support for the legacy protocol is disabled.
|
||||
|
||||
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.
|
||||
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. If you desire backwards compatibility to older versions of your
|
||||
game you can still enable it in q_shared.h by defining
|
||||
LEGACY_PROTOCOL.
|
||||
|
||||
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).
|
||||
## 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.
|
||||
|
||||
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
|
||||
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
|
||||
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
|
||||
result in missing placeholder textures where the map is used with the id
|
||||
Quake 3 client or earlier versions of ioquake3.
|
||||
## PNG support
|
||||
ioquake3 supports the use of PNG (Portable Network Graphic) images as
|
||||
textures. It should be noted that the use of such images in a map will
|
||||
result in missing placeholder textures where the map is used with the id
|
||||
Quake 3 client or earlier versions of ioquake3.
|
||||
|
||||
Recent versions of GtkRadiant and q3map2 support PNG images without
|
||||
modification. However GtkRadiant is not aware that PNG textures are supported
|
||||
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
||||
directory of the GtkRadiant base directory with an editor and change the
|
||||
line:
|
||||
Recent versions of GtkRadiant and q3map2 support PNG images without
|
||||
modification. However GtkRadiant is not aware that PNG textures are supported
|
||||
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
||||
directory of the GtkRadiant base directory with an editor and change the
|
||||
line:
|
||||
|
||||
texturetypes="tga jpg"
|
||||
|
||||
to
|
||||
to
|
||||
|
||||
texturetypes="tga jpg png"
|
||||
|
||||
Restart GtkRadiant and PNG textures are now available.
|
||||
Restart GtkRadiant and PNG textures are now available.
|
||||
|
||||
Building with MinGW for pre Windows XP
|
||||
IPv6 support requires a header named "wspiapi.h" to abstract away from
|
||||
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
|
||||
equivalent of this header and the Microsoft version is obviously not
|
||||
redistributable, so in its absence we're forced to require Windows XP.
|
||||
However if this header is acquired separately and placed in the qcommon/
|
||||
directory, this restriction is lifted.
|
||||
## 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 -----
|
||||
# Contributing
|
||||
|
||||
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
|
||||
mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
|
||||
|
@ -689,7 +721,7 @@ accepted as long as they are entirely optional, do not require new media and
|
|||
are off by default.
|
||||
|
||||
|
||||
--------------------------------------------- Building Official Installers -----
|
||||
# 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,
|
||||
|
@ -722,25 +754,28 @@ but we have some general guidelines:
|
|||
* Your installer will be mirrored to an "official" directory, thus making it
|
||||
a done deal.
|
||||
|
||||
------------------------------------------------------------------ Credits -----
|
||||
|
||||
# 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>
|
||||
|
||||
* 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>
|
||||
|
||||
|
||||
[](http://githalytics.com/ioquake/ioq3)
|
||||
|
||||
* 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>
|
||||
|
||||
|
||||
[](http://githalytics.com/ioquake/ioq3)
|
||||
|
|
Loading…
Reference in a new issue