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gnahh.. I hate windows.
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README
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README
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,---------------------------------------.
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,---------------------------------------.
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| _ _ ____ |
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| _ _ ____ |
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| (_)___ __ _ _ _ __ _| |_____|__ / |
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| (_)___ __ _ _ _ __ _| |_____|__ / |
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| | / _ \/ _` | || / _` | / / -_)|_ \ |
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| | / _ \/ _` | || / _` | / / -_)|_ \ |
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| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
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| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
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| |_| |
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| |_| |
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`---------- http://ioquake3.org --------'
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`---------- http://ioquake3.org --------'
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The intent of this project is to provide a baseline Quake 3 which may be used
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The intent of this project is to provide a baseline Quake 3 which may be used
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for further development. Some of the major features currently implemented are:
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for further development. Some of the major features currently implemented are:
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|
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* SDL backend for unix-like operating systems
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* SDL backend for unix-like operating systems
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* OpenAL sound API support (multiple speaker support and better sound
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* OpenAL sound API support (multiple speaker support and better sound
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quality)
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quality)
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* Full x86_64 support on Linux
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* Full x86_64 support on Linux
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* MinGW compilation support on Windows and cross compilation support on Linux
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* MinGW compilation support on Windows and cross compilation support on Linux
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* AVI video capture of demos
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* AVI video capture of demos
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* Much improved console autocompletion
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* Much improved console autocompletion
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* Persistent console history
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* Persistent console history
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* Colorized terminal output
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* Colorized terminal output
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* Optional Ogg Vorbis support
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* Optional Ogg Vorbis support
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* Much improved QVM tools
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* Much improved QVM tools
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* Support for various esoteric operating systems (see
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* Support for various esoteric operating systems (see
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http://ioquake3.org/?page=status)
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http://ioquake3.org/?page=status)
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* HTTP/FTP download redirection (using cURL)
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* HTTP/FTP download redirection (using cURL)
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* Multiuser support on Windows systems (user specific game data
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* Multiuser support on Windows systems (user specific game data
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is stored in "%APPDATA%\Quake3")
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is stored in "%APPDATA%\Quake3")
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* Many, many bug fixes
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* Many, many bug fixes
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|
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The map editor and associated compiling tools are not included. We suggest you
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The map editor and associated compiling tools are not included. We suggest you
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use a modern copy from http://www.qeradiant.com/.
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use a modern copy from http://www.qeradiant.com/.
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|
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The original id software readme that accompanied the Q3 source release has been
|
The original id software readme that accompanied the Q3 source release has been
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renamed to id-readme.txt so as to prevent confusion. Please refer to the
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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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web-site for updated status.
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|
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|
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--------------------------------------------- Compilation and installation -----
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--------------------------------------------- Compilation and installation -----
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For *nix
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For *nix
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1. Change to the directory containing this readme.
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1. Change to the directory containing this readme.
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2. Run 'make'.
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2. Run 'make'.
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|
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For Windows, using MinGW
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For Windows, using MinGW
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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and untar it into your MinGW directory (usually C:\MinGW).
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and untar it into your MinGW directory (usually C:\MinGW).
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3. Open an MSys terminal, and follow the instructions for compiling on *nix.
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3. Open an MSys terminal, and follow the instructions for compiling on *nix.
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|
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For Windows, using MSVC
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For Windows, using MSVC
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1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc
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1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc
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directory.
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directory.
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2. Build.
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2. Build.
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3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if
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3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if
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you want to keep your original. If you wish to use native libraries, copy
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you want to keep your original. If you wish to use native libraries, copy
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the resultant dlls to your baseq3 directory.
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the resultant dlls to your baseq3 directory.
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|
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For Mac OS X, building a Universal Binary
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For Mac OS X, building a Universal Binary
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1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in
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1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in
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XCode 2.2 and newer.
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XCode 2.2 and newer.
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2. Change to the directory containing this README file.
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2. Change to the directory containing this README file.
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3. Run './make-macosx-ub.sh'
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3. Run './make-macosx-ub.sh'
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4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
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4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
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/Applications/ioquake3 folder.
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/Applications/ioquake3 folder.
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Installation, for *nix
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Installation, for *nix
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1. Set the COPYDIR variable in the shell to be where you installed Quake 3
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1. Set the COPYDIR variable in the shell to be where you installed Quake 3
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to. By default it will be /usr/local/games/quake3 if you haven't set it.
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to. By default it will be /usr/local/games/quake3 if you haven't set it.
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This is the path as used by the original Linux Q3 installer and subsequent
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This is the path as used by the original Linux Q3 installer and subsequent
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point releases.
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point releases.
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2. Run 'make copyfiles'.
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2. Run 'make copyfiles'.
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|
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It is also possible to cross compile for Windows under *nix using MinGW. A
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It is also possible to cross compile for Windows under *nix using MinGW. A
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script is available to build a cross compilation environment from
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script is available to build a cross compilation environment from
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http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
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http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
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version numbers that the script downloads may need to be altered. After you
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version numbers that the script downloads may need to be altered. After you
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have successfully run this script cross compiling is simply a case of using
|
have successfully run this script cross compiling is simply a case of using
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'./cross-make-mingw.sh' in place of 'make'.
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'./cross-make-mingw.sh' in place of 'make'.
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If the make based build system is being used (i.e. *nix or MinGW), the
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If the make based build system is being used (i.e. *nix or MinGW), the
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following variables may be set, either on the command line or in
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following variables may be set, either on the command line or in
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Makefile.local:
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Makefile.local:
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OPTIMIZE - use this for custom CFLAGS
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OPTIMIZE - use this for custom CFLAGS
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DEFAULT_BASEDIR - extra path to search for baseq3 and such
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DEFAULT_BASEDIR - extra path to search for baseq3 and such
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BUILD_SERVER - build the 'ioq3ded' server binary
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BUILD_SERVER - build the 'ioq3ded' server binary
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BUILD_CLIENT - build the 'ioquake3' client binary
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BUILD_CLIENT - build the 'ioquake3' client binary
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BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
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BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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BUILD_GAME_QVM - build the game qvms
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USE_SDL - use the SDL backend where available
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USE_SDL - use the SDL backend where available
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USE_OPENAL - use OpenAL where available
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USE_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_CURL - use libcurl for http/ftp download support
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USE_CURL - use libcurl for http/ftp download support
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USE_CURL_DLOPEN - link with libcurl at runtime
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USE_CURL_DLOPEN - link with libcurl at runtime
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USE_CODEC_VORBIS - enable Ogg Vorbis support
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USE_CODEC_VORBIS - enable Ogg Vorbis support
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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USE_CCACHE - use ccache compiler caching tool
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USE_CCACHE - use ccache compiler caching tool
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COPYDIR - the target installation directory
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COPYDIR - the target installation directory
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|
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The defaults for these variables differ depending on the target platform.
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The defaults for these variables differ depending on the target platform.
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||||||
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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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cl_autoRecordDemo - record a new demo on each map change
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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_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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cl_aviMotionJpeg - use the mjpeg codec when capturing video
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|
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s_useOpenAL - use the OpenAL sound backend if available
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s_useOpenAL - use the OpenAL sound backend if available
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s_alPrecache - cache OpenAL sounds before use
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s_alPrecache - cache OpenAL sounds before use
|
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s_alGain - the value of AL_GAIN for each source
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s_alGain - the value of AL_GAIN for each source
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s_alSources - the total number of sources (memory) to
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s_alSources - the total number of sources (memory) to
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allocate
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allocate
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s_alDopplerFactor - the value passed to alDopplerFactor
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s_alDopplerFactor - the value passed to alDopplerFactor
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s_alDopplerSpeed - the value passed to alDopplerVelocity
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s_alDopplerSpeed - the value passed to alDopplerVelocity
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s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
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s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
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each source
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each source
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s_alMaxDistance - the maximum distance before sounds start
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s_alMaxDistance - the maximum distance before sounds start
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to become inaudible.
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to become inaudible.
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
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source
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source
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s_alGraceDistance - after having passed MaxDistance, length
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s_alGraceDistance - after having passed MaxDistance, length
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until sounds are completely inaudible.
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until sounds are completely inaudible.
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s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are
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s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are
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culled
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culled
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s_alDriver - which OpenAL library to use
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s_alDriver - which OpenAL library to use
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s_alDevice - which OpenAL device to use
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s_alDevice - which OpenAL device to use
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s_alAvailableDevices - list of available OpenAL devices
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s_alAvailableDevices - list of available OpenAL devices
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s_sdlBits - SDL bit resolution
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s_sdlBits - SDL bit resolution
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s_sdlSpeed - SDL sample rate
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s_sdlSpeed - SDL sample rate
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s_sdlChannels - SDL number of channels
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s_sdlChannels - SDL number of channels
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s_sdlDevSamps - SDL DMA buffer size override
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s_sdlDevSamps - SDL DMA buffer size override
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s_sdlMixSamps - SDL mix buffer size override
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s_sdlMixSamps - SDL mix buffer size override
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ttycon_ansicolor - enable use of ANSI escape codes in the tty
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ttycon_ansicolor - enable use of ANSI escape codes in the tty
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r_GLlibCoolDownMsec - wait for some milliseconds to close GL
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r_GLlibCoolDownMsec - wait for some milliseconds to close GL
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library
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library
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com_altivec - enable use of altivec on PowerPC systems
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com_altivec - enable use of altivec on PowerPC systems
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s_backend - read only, indicates the current sound
|
s_backend - read only, indicates the current sound
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backend
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backend
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in_shiftedKeys - non-SDL Linux only; enables binding to
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in_shiftedKeys - non-SDL Linux only; enables binding to
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shifted keys
|
shifted keys
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in_joystickNo - SDL only; select which joystick to use
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in_joystickNo - SDL only; select which joystick to use
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cl_consoleHistory - read only, stores the console history
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cl_consoleHistory - read only, stores the console history
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cl_platformSensitivity - read only, indicates the mouse input
|
cl_platformSensitivity - read only, indicates the mouse input
|
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scaling
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scaling
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
|
r_ext_texture_filter_anisotropic - anisotropic texture filtering
|
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cl_cURLLib - filename of cURL library to load
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cl_cURLLib - filename of cURL library to load
|
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sv_dlURL - the base of the HTTP or FTP site that
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sv_dlURL - the base of the HTTP or FTP site that
|
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holds custom pk3 files for your server
|
holds custom pk3 files for your server
|
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|
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New commands
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New commands
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video [filename] - start video capture (use with demo command)
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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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stopvideo - stop video capture
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|
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|
|
||||||
------------------------------------------------------------ Miscellaneous -----
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------------------------------------------------------------ Miscellaneous -----
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|
|
||||||
Using shared libraries instead of qvm
|
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
|
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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parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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|
|
||||||
Using Demo Data Files
|
Using Demo Data Files
|
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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
|
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
|
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
|
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
|
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
|
that can create such files will work. The shared libraries should already be
|
||||||
in the correct place. Use the instructions above to use them.
|
in the correct place. Use the instructions above to use them.
|
||||||
|
|
||||||
Please bear in mind that you will not be able to play online using the demo
|
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
|
data, nor is it something that we like to spend much time maintaining or
|
||||||
supporting.
|
supporting.
|
||||||
|
|
||||||
64bit mods
|
64bit mods
|
||||||
If you wish to compile external mods as shared libraries on a 64bit platform,
|
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
|
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
|
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
|
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
|
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
|
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).
|
value in the prototype with intptr_t (arg0, arg1, ...stay int).
|
||||||
|
|
||||||
Add the following code snippet to q_shared.h:
|
Add the following code snippet to q_shared.h:
|
||||||
|
|
||||||
#ifdef Q3_VM
|
#ifdef Q3_VM
|
||||||
typedef int intptr_t;
|
typedef int intptr_t;
|
||||||
#else
|
#else
|
||||||
#include <stdint.h>
|
#include <stdint.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
Note if you simply wish to run mods on a 64bit platform you do not need to
|
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.
|
recompile anything since by default Q3 uses a virtual machine system.
|
||||||
|
|
||||||
Creating mods compatible with Q3 1.32b
|
Creating mods compatible with Q3 1.32b
|
||||||
If you're using this package to create mods for the last official release of
|
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
|
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
|
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
|
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
|
||||||
compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
|
compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
|
||||||
still exists when you read this) for more details.
|
still exists when you read this) for more details.
|
||||||
|
|
||||||
Using HTTP/FTP Download Support (Server)
|
Using HTTP/FTP Download Support (Server)
|
||||||
You can enable redirected downloads on your server even if it's not
|
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
|
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
|
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
|
||||||
is set to 1
|
is set to 1
|
||||||
|
|
||||||
sv_dlURL is the base of the URL that contains your custom .pk3 files
|
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
|
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
|
this value. For example, if you have sv_dlURL set to
|
||||||
"http://ioquake3.org", fs_game is "baseq3", and the client is
|
"http://ioquake3.org", fs_game is "baseq3", and the client is
|
||||||
missing "test.pk3", it will attempt to download from the URL
|
missing "test.pk3", it will attempt to download from the URL
|
||||||
"http://ioquake3.org/baseq3/test.pk3"
|
"http://ioquake3.org/baseq3/test.pk3"
|
||||||
|
|
||||||
sv_allowDownload's value is now a bitmask made up of the following
|
sv_allowDownload's value is now a bitmask made up of the following
|
||||||
flags:
|
flags:
|
||||||
1 - ENABLE
|
1 - ENABLE
|
||||||
2 - do not use HTTP/FTP downloads
|
2 - do not use HTTP/FTP downloads
|
||||||
4 - do not use UDP downloads
|
4 - do not use UDP downloads
|
||||||
8 - do not ask the client to disconnect when using HTTP/FTP
|
8 - do not ask the client to disconnect when using HTTP/FTP
|
||||||
|
|
||||||
Server operators who are concerned about potential "leeching" from their
|
Server operators who are concerned about potential "leeching" from their
|
||||||
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
|
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
|
||||||
that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
|
that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
|
||||||
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
|
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
|
||||||
|
|
||||||
Using HTTP/FTP Download Support (Client)
|
Using HTTP/FTP Download Support (Client)
|
||||||
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
|
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
|
||||||
assuming ioquake3 was compiled with USE_CURL=1 (the default).
|
assuming ioquake3 was compiled with USE_CURL=1 (the default).
|
||||||
like sv_allowDownload, cl_allowDownload also uses a bitmask value
|
like sv_allowDownload, cl_allowDownload also uses a bitmask value
|
||||||
supporting the following flags:
|
supporting the following flags:
|
||||||
1 - ENABLE
|
1 - ENABLE
|
||||||
2 - do not use HTTP/FTP downloads
|
2 - do not use HTTP/FTP downloads
|
||||||
4 - do not use UDP downloads
|
4 - do not use UDP downloads
|
||||||
|
|
||||||
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
|
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
|
it will use the value of the cvar cl_cURLLib as the filename of the cURL
|
||||||
library to dynamically load.
|
library to dynamically load.
|
||||||
|
|
||||||
Multiuser Support on Windows systems
|
Multiuser Support on Windows systems
|
||||||
On Windows, all user specific files such as autogenerated configuration,
|
On Windows, all user specific files such as autogenerated configuration,
|
||||||
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
|
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
|
||||||
directory specific to the user who is running ioquake3.
|
directory specific to the user who is running ioquake3.
|
||||||
|
|
||||||
On NT-based such as Windows XP, this is usually a directory named:
|
On NT-based such as Windows XP, this is usually a directory named:
|
||||||
"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
|
"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
|
||||||
|
|
||||||
Windows 95, Windows 98, and Windows ME will use a directory like:
|
Windows 95, Windows 98, and Windows ME will use a directory like:
|
||||||
"C:\Windows\Application Data\Quake3"
|
"C:\Windows\Application Data\Quake3"
|
||||||
in single-user mode, or:
|
in single-user mode, or:
|
||||||
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
|
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
|
||||||
if multiple logins have been enabled.
|
if multiple logins have been enabled.
|
||||||
|
|
||||||
In order to access this directory more easily, the installer may create a
|
In order to access this directory more easily, the installer may create a
|
||||||
Shortcut which has its target set to:
|
Shortcut which has its target set to:
|
||||||
"%APPDATA%\Quake3\"
|
"%APPDATA%\Quake3\"
|
||||||
This Shortcut would work for all users on the system regardless of the
|
This Shortcut would work for all users on the system regardless of the
|
||||||
locale settings. Unfortunately, this environment variable is only
|
locale settings. Unfortunately, this environment variable is only
|
||||||
present on Windows NT based systems.
|
present on Windows NT based systems.
|
||||||
|
|
||||||
You can revert to the old single-user behaviour by setting the fs_homepath
|
You can revert to the old single-user behaviour by setting the fs_homepath
|
||||||
cvar to the directory where ioquake3 is installed. For example:
|
cvar to the directory where ioquake3 is installed. For example:
|
||||||
ioquake3.exe +set fs_homepath "c:\ioquake3"
|
ioquake3.exe +set fs_homepath "c:\ioquake3"
|
||||||
Note that this cvar MUST be set as a command line parameter.
|
Note that this cvar MUST be set as a command line parameter.
|
||||||
|
|
||||||
------------------------------------------------------------- Contributing -----
|
------------------------------------------------------------- Contributing -----
|
||||||
|
|
||||||
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
|
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
|
||||||
mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
|
mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
|
||||||
best case scenario is that you submit your patch to bugzilla, and then post the
|
best case scenario is that you submit your patch to bugzilla, and then post the
|
||||||
URL to the mailing list. If you're too lazy for either method, then it would be
|
URL to the mailing list. If you're too lazy for either method, then it would be
|
||||||
better if you emailed your patches to zakk@icculus.org directly than not at
|
better if you emailed your patches to zakk@icculus.org directly than not at
|
||||||
all.
|
all.
|
||||||
|
|
||||||
The focus for ioquake3 to develop a stable base suitable for further
|
The focus for ioquake3 to develop a stable base suitable for further
|
||||||
development, and provide players with the same Quake 3 experience they've had
|
development, and provide players with the same Quake 3 experience they've had
|
||||||
for years. As such ioq3 does not have any significant graphical enhancements
|
for years. As such ioq3 does not have any significant graphical enhancements
|
||||||
and none are planned at this time. However, improved graphics and sound
|
and none are planned at this time. However, improved graphics and sound
|
||||||
patches will be accepted as long as they are entirely optional, do not
|
patches will be accepted as long as they are entirely optional, do not
|
||||||
require new media and are off by default.
|
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
|
We need help getting automated installers on all the platforms that ioquake3
|
||||||
supports. We don't neccesarily care about all the installers being identical,
|
supports. We don't neccesarily care about all the installers being identical,
|
||||||
but we have some general guidelines:
|
but we have some general guidelines:
|
||||||
|
|
||||||
* Please include the id patch pk3s in your installer, which are available
|
* Please include the id patch pk3s in your installer, which are available
|
||||||
from http://ioquake3.org/?page=getdata subject to agreement to the id
|
from http://ioquake3.org/?page=getdata subject to agreement to the id
|
||||||
EULA. Your installer shall also ask the user to agree to this EULA (which
|
EULA. Your installer shall also ask the user to agree to this EULA (which
|
||||||
is in the /web/include directory for your convenience) and subsequently
|
is in the /web/include directory for your convenience) and subsequently
|
||||||
refuse to continue the installation of the patch pk3s and pak0.pk3 if they
|
refuse to continue the installation of the patch pk3s and pak0.pk3 if they
|
||||||
do not.
|
do not.
|
||||||
|
|
||||||
* Please don't require pak0.pk3, since not everyone using the engine
|
* Please don't require pak0.pk3, since not everyone using the engine
|
||||||
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
|
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
|
||||||
user in copying the file or tell them how.
|
user in copying the file or tell them how.
|
||||||
|
|
||||||
* It is fine to just install the binaries without requiring id EULA agreement,
|
* It is fine to just install the binaries without requiring id EULA agreement,
|
||||||
providing pak0.pk3 and the patch pk3s are not refered to or included in the
|
providing pak0.pk3 and the patch pk3s are not refered to or included in the
|
||||||
installer.
|
installer.
|
||||||
|
|
||||||
* Please include at least an SDL so/dylib on every platform but Windows
|
* Please include at least an SDL so/dylib on every platform but Windows
|
||||||
(which doesn't use it yet).
|
(which doesn't use it yet).
|
||||||
|
|
||||||
* Please include an OpenAL so/dylib/dll, since every platform should be using
|
* Please include an OpenAL so/dylib/dll, since every platform should be using
|
||||||
it by now.
|
it by now.
|
||||||
|
|
||||||
* We'll bump the version to 1.34 as soon as we get enough people who can
|
* We'll bump the version to 1.34 as soon as we get enough people who can
|
||||||
demonstrate a competent build for Windows and Mac.
|
demonstrate a competent build for Windows and Mac.
|
||||||
|
|
||||||
* Please contact the mailing list and/or zakk@timedoctor.org after you've
|
* Please contact the mailing list and/or zakk@timedoctor.org after you've
|
||||||
made your installer.
|
made your installer.
|
||||||
|
|
||||||
* Please be prepared to alter your installer on the whim of the maintainers.
|
* Please be prepared to alter your installer on the whim of the maintainers.
|
||||||
|
|
||||||
* Your installer will be mirrored to an "official" directory, thus making it
|
* Your installer will be mirrored to an "official" directory, thus making it
|
||||||
a done deal.
|
a done deal.
|
||||||
|
|
||||||
------------------------------------------------------------------ Credits -----
|
------------------------------------------------------------------ Credits -----
|
||||||
|
|
||||||
Maintainers
|
Maintainers
|
||||||
Aaron Gyes <floam at sh dot nu>
|
Aaron Gyes <floam at sh dot nu>
|
||||||
Ludwig Nussel <ludwig.nussel@suse.de>
|
Ludwig Nussel <ludwig.nussel@suse.de>
|
||||||
Ryan C. Gordon <icculus@icculus.org>
|
Ryan C. Gordon <icculus@icculus.org>
|
||||||
Thilo Schulz <arny@ats.s.bawue.de>
|
Thilo Schulz <arny@ats.s.bawue.de>
|
||||||
Tim Angus <tim@ngus.net>
|
Tim Angus <tim@ngus.net>
|
||||||
Tony J. White <tjw@tjw.org>
|
Tony J. White <tjw@tjw.org>
|
||||||
Zachary J. Slater <zakk@timedoctor.org>
|
Zachary J. Slater <zakk@timedoctor.org>
|
||||||
|
|
||||||
Significant contributions from
|
Significant contributions from
|
||||||
Andreas Kohn <andreas@syndrom23.de>
|
Andreas Kohn <andreas@syndrom23.de>
|
||||||
Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
||||||
Stuart Dalton <badcdev@gmail.com>
|
Stuart Dalton <badcdev@gmail.com>
|
||||||
Vincent S. Cojot <vincent at cojot dot name>
|
Vincent S. Cojot <vincent at cojot dot name>
|
||||||
optical <alex@rigbo.se>
|
optical <alex@rigbo.se>
|
||||||
|
|
Loading…
Reference in a new issue