Improve github interperation of README.md

This commit is contained in:
Zack Middleton 2013-11-23 19:38:09 -06:00
parent fe09fb77b9
commit 94bffacdb2

619
README.md
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@ -39,7 +39,7 @@ renamed to id-readme.txt so as to prevent confusion. Please refer to the
web-site for updated status.
--------------------------------------------- Compilation and installation -----
# Compilation and installation
For *nix
1. Change to the directory containing this readme.
@ -73,6 +73,7 @@ x86_64.
The following variables may be set, either on the command line or in
Makefile.local:
```
CFLAGS - use this for custom CFLAGS
V - set to show cc command line when building
DEFAULT_BASEDIR - extra path to search for baseq3 and such
@ -108,13 +109,16 @@ Makefile.local:
DEBUG_CFLAGS - C compiler flags to use for building debug version
COPYDIR - the target installation directory
TEMPDIR - specify user defined directory for temp files
```
The defaults for these variables differ depending on the target platform.
------------------------------------------------------------------ Console -----
# Console
New cvars
## 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
@ -271,8 +275,11 @@ New cvars
cl_aviMotionJpeg is enabled
r_mode -2 - This new video mode automatically uses the
desktop resolution.
```
New commands
## New commands
```
video [filename] - start video capture (use with demo command)
stopvideo - stop video capture
stopmusic - stop background music
@ -307,132 +314,150 @@ New commands
all bots even if someone is named "allbots")
tell <client num> <msg> - send message to a single client (new to server)
```
--------------------------------------------------------- README for Users -----
# README for Users
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 shared libraries instead of qvm
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.
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`
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.
## Using Demo Data Files
Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
Ioquake3 now uses the select() system call to wait for the rendering of the
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.
In this case you can always revert back to the old behaviour by setting the
cvar com_busyWait to 1.
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.
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
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.
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"
## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
sv_allowDownload's value is now a bitmask made up of the following
flags:
1 - ENABLE
4 - do not use UDP downloads
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
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.
In this case you can always revert back to the old behaviour by setting the
cvar com_busyWait to 1.
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 (Server)
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.
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
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
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"`
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.
sv_allowDownload's value is now a bitmask made up of the following
flags:
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.
* 1 - ENABLE
* 4 - do not use UDP downloads
* 8 - do not ask the client to disconnect when using HTTP/FTP
On NT-based such as Windows XP, this is usually a directory named:
"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
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:
"C:\Windows\Application Data\Quake3"
in single-user mode, or:
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
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
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.
## 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:
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.
SDL Keyboard Differences
ioquake3 clients have different keyboard behaviour compared to the original
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
## SDL Keyboard Differences
ioquake3 clients have different keyboard behaviour compared to the original
Quake3 clients.
* "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
* 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>
[![githalytics.com alpha](https://cruel-carlota.pagodabox.com/f88af076b5015c62b699968f6772c3a5 "githalytics.com")](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>
[![githalytics.com alpha](https://cruel-carlota.pagodabox.com/f88af076b5015c62b699968f6772c3a5 "githalytics.com")](http://githalytics.com/ioquake/ioq3)