Update readme to include curl variables.

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Thilo Schulz 2006-11-09 14:29:57 +00:00
parent 84df97f187
commit b8573b7b4e

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README
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,---------------------------------------. ,---------------------------------------.
| _ _ ____ | | _ _ ____ |
| (_)___ __ _ _ _ __ _| |_____|__ / | | (_)___ __ _ _ _ __ _| |_____|__ / |
| | / _ \/ _` | || / _` | / / -_)|_ \ | | | / _ \/ _` | || / _` | / / -_)|_ \ |
| |_\___/\__, |\_,_\__,_|_\_\___|___/ | | |_\___/\__, |\_,_\__,_|_\_\___|___/ |
| |_| | | |_| |
| | | |
`---------- http://ioquake3.org --------' `---------- http://ioquake3.org --------'
The intent of this project is to provide a baseline Quake 3 which may be used The intent of this project is to provide a baseline Quake 3 which may be used
for further development. Some of the major features currently implemented are: for further development. Some of the major features currently implemented are:
* SDL backend for unix-like operating systems * SDL backend for unix-like operating systems
* OpenAL sound API support (multiple speaker support and better sound * OpenAL sound API support (multiple speaker support and better sound
quality) quality)
* Full x86_64 support on Linux * Full x86_64 support on Linux
* MinGW compilation support on Windows and cross compilation support on Linux * MinGW compilation support on Windows and cross compilation support on Linux
* AVI video capture of demos * AVI video capture of demos
* Much improved console autocompletion * Much improved console autocompletion
* Persistent console history * Persistent console history
* Colorized terminal output * Colorized terminal output
* Optional Ogg Vorbis support * Optional Ogg Vorbis support
* Much improved QVM tools * Much improved QVM tools
* Support for various esoteric operating systems (see * Support for various esoteric operating systems (see
http://ioquake3.org/?page=status) http://ioquake3.org/?page=status)
* HTTP/FTP download redirection (using cURL) * HTTP/FTP download redirection (using cURL)
* Multiuser support on Windows systems (user specific game data * Multiuser support on Windows systems (user specific game data
is stored in "%APPDATA%\Quake3") is stored in "%APPDATA%\Quake3")
* Many, many bug fixes * Many, many bug fixes
The map editor and associated compiling tools are not included. We suggest you The map editor and associated compiling tools are not included. We suggest you
use a modern copy from http://www.qeradiant.com/. use a modern copy from http://www.qeradiant.com/.
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
renamed to id-readme.txt so as to prevent confusion. Please refer to the renamed to id-readme.txt so as to prevent confusion. Please refer to the
web-site for updated status. web-site for updated status.
--------------------------------------------- Compilation and installation ----- --------------------------------------------- Compilation and installation -----
For *nix For *nix
1. Change to the directory containing this readme. 1. Change to the directory containing this readme.
2. Run 'make'. 2. Run 'make'.
For Windows, using MinGW For Windows, using MinGW
1. Download and install MinGW and MSys from http://www.mingw.org/. 1. Download and install MinGW and MSys from http://www.mingw.org/.
2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz 2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
and untar it into your MinGW directory (usually C:\MinGW). and untar it into your MinGW directory (usually C:\MinGW).
3. Open an MSys terminal, and follow the instructions for compiling on *nix. 3. Open an MSys terminal, and follow the instructions for compiling on *nix.
For Windows, using MSVC For Windows, using MSVC
1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc
directory. directory.
2. Build. 2. Build.
3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if
you want to keep your original. If you wish to use native libraries, copy you want to keep your original. If you wish to use native libraries, copy
the resultant dlls to your baseq3 directory. the resultant dlls to your baseq3 directory.
For Mac OS X, building a Universal Binary For Mac OS X, building a Universal Binary
1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in 1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in
XCode 2.2 and newer. XCode 2.2 and newer.
2. Change to the directory containing this README file. 2. Change to the directory containing this README file.
3. Run './make-macosx-ub.sh' 3. Run './make-macosx-ub.sh'
4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
/Applications/ioquake3 folder. /Applications/ioquake3 folder.
Installation, for *nix Installation, for *nix
1. Set the COPYDIR variable in the shell to be where you installed Quake 3 1. Set the COPYDIR variable in the shell to be where you installed Quake 3
to. By default it will be /usr/local/games/quake3 if you haven't set it. to. By default it will be /usr/local/games/quake3 if you haven't set it.
This is the path as used by the original Linux Q3 installer and subsequent This is the path as used by the original Linux Q3 installer and subsequent
point releases. point releases.
2. Run 'make copyfiles'. 2. Run 'make copyfiles'.
It is also possible to cross compile for Windows under *nix using MinGW. A It is also possible to cross compile for Windows under *nix using MinGW. A
script is available to build a cross compilation environment from script is available to build a cross compilation environment from
http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
version numbers that the script downloads may need to be altered. After you version numbers that the script downloads may need to be altered. After you
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
'./cross-make-mingw.sh' in place of 'make'. './cross-make-mingw.sh' in place of 'make'.
If the make based build system is being used (i.e. *nix or MinGW), the If the make based build system is being used (i.e. *nix or MinGW), the
following variables may be set, either on the command line or in following variables may be set, either on the command line or in
Makefile.local: Makefile.local:
OPTIMIZE - use this for custom CFLAGS OPTIMIZE - use this for custom CFLAGS
DEFAULT_BASEDIR - extra path to search for baseq3 and such DEFAULT_BASEDIR - extra path to search for baseq3 and such
BUILD_SERVER - build the 'ioq3ded' server binary BUILD_SERVER - build the 'ioq3ded' server binary
BUILD_CLIENT - build the 'ioquake3' client binary BUILD_CLIENT - build the 'ioquake3' client binary
BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
BUILD_GAME_SO - build the game shared libraries BUILD_GAME_SO - build the game shared libraries
BUILD_GAME_QVM - build the game qvms BUILD_GAME_QVM - build the game qvms
USE_SDL - use the SDL backend where available USE_SDL - use the SDL backend where available
USE_OPENAL - use OpenAL where available USE_OPENAL - use OpenAL where available
USE_OPENAL_DLOPEN - link with OpenAL at runtime USE_OPENAL_DLOPEN - link with OpenAL at runtime
USE_CODEC_VORBIS - enable Ogg Vorbis support USE_CURL - use libcurl for http/ftp download support
USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones USE_CURL_DLOPEN - link with libcurl at runtime
USE_CCACHE - use ccache compiler caching tool USE_CODEC_VORBIS - enable Ogg Vorbis support
COPYDIR - the target installation directory USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
USE_CCACHE - use ccache compiler caching tool
The defaults for these variables differ depending on the target platform. COPYDIR - the target installation directory
The defaults for these variables differ depending on the target platform.
------------------------------------------------------------------ Console -----
New cvars ------------------------------------------------------------------ Console -----
cl_autoRecordDemo - record a new demo on each map change
cl_aviFrameRate - the framerate to use when capturing video New cvars
cl_aviMotionJpeg - use the mjpeg codec when capturing video cl_autoRecordDemo - record a new demo on each map change
cl_aviFrameRate - the framerate to use when capturing video
s_useOpenAL - use the OpenAL sound backend if available cl_aviMotionJpeg - use the mjpeg codec when capturing video
s_alPrecache - cache OpenAL sounds before use
s_alGain - the value of AL_GAIN for each source s_useOpenAL - use the OpenAL sound backend if available
s_alSources - the total number of sources (memory) to s_alPrecache - cache OpenAL sounds before use
allocate s_alGain - the value of AL_GAIN for each source
s_alDopplerFactor - the value passed to alDopplerFactor s_alSources - the total number of sources (memory) to
s_alDopplerSpeed - the value passed to alDopplerVelocity allocate
s_alMinDistance - the value of AL_REFERENCE_DISTANCE for s_alDopplerFactor - the value passed to alDopplerFactor
each source s_alDopplerSpeed - the value passed to alDopplerVelocity
s_alMaxDistance - the maximum distance before sounds start s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
to become inaudible. each source
s_alRolloff - the value of AL_ROLLOFF_FACTOR for each s_alMaxDistance - the maximum distance before sounds start
source to become inaudible.
s_alGraceDistance - after having passed MaxDistance, length s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
until sounds are completely inaudible. source
s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are s_alGraceDistance - after having passed MaxDistance, length
culled until sounds are completely inaudible.
s_alDriver - which OpenAL library to use s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are
s_alDevice - which OpenAL device to use culled
s_alAvailableDevices - list of available OpenAL devices s_alDriver - which OpenAL library to use
s_alDevice - which OpenAL device to use
s_sdlBits - SDL bit resolution s_alAvailableDevices - list of available OpenAL devices
s_sdlSpeed - SDL sample rate
s_sdlChannels - SDL number of channels s_sdlBits - SDL bit resolution
s_sdlDevSamps - SDL DMA buffer size override s_sdlSpeed - SDL sample rate
s_sdlMixSamps - SDL mix buffer size override s_sdlChannels - SDL number of channels
s_sdlDevSamps - SDL DMA buffer size override
ttycon_ansicolor - enable use of ANSI escape codes in the tty s_sdlMixSamps - SDL mix buffer size override
r_GLlibCoolDownMsec - wait for some milliseconds to close GL
library ttycon_ansicolor - enable use of ANSI escape codes in the tty
com_altivec - enable use of altivec on PowerPC systems r_GLlibCoolDownMsec - wait for some milliseconds to close GL
s_backend - read only, indicates the current sound library
backend com_altivec - enable use of altivec on PowerPC systems
in_shiftedKeys - non-SDL Linux only; enables binding to s_backend - read only, indicates the current sound
shifted keys backend
in_joystickNo - SDL only; select which joystick to use in_shiftedKeys - non-SDL Linux only; enables binding to
cl_consoleHistory - read only, stores the console history shifted keys
cl_platformSensitivity - read only, indicates the mouse input in_joystickNo - SDL only; select which joystick to use
scaling cl_consoleHistory - read only, stores the console history
r_ext_texture_filter_anisotropic - anisotropic texture filtering cl_platformSensitivity - read only, indicates the mouse input
cl_cURLLib - filename of cURL library to load scaling
sv_dlURL - the base of the HTTP or FTP site that r_ext_texture_filter_anisotropic - anisotropic texture filtering
holds custom pk3 files for your server cl_cURLLib - filename of cURL library to load
sv_dlURL - the base of the HTTP or FTP site that
New commands holds custom pk3 files for your server
video [filename] - start video capture (use with demo command)
stopvideo - stop video capture New commands
video [filename] - start video capture (use with demo command)
stopvideo - stop video capture
------------------------------------------------------------ Miscellaneous -----
Using shared libraries instead of qvm ------------------------------------------------------------ Miscellaneous -----
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
To force Q3 to use shared libraries instead of qvms run it with the following
Using Demo Data Files parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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 Using Demo Data Files
shared libraries or qvms from this project. To use the new qvms, they must be Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
put into a pk3 file. A pk3 file is just a zip file, so any compression tool qvm files in this pak0.pk3 will not work, so you have to use the native
that can create such files will work. The shared libraries should already be shared libraries or qvms from this project. To use the new qvms, they must be
in the correct place. Use the instructions above to use them. 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
Please bear in mind that you will not be able to play online using the demo in the correct place. Use the instructions above to use them.
data, nor is it something that we like to spend much time maintaining or
supporting. 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
64bit mods supporting.
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 64bit mods
interface code a little. Open the files ending in _syscalls.c and change If you wish to compile external mods as shared libraries on a 64bit platform,
every instance of int to intptr_t in the declaration of the syscall function and the mod source is derived from the id Q3 SDK, you will need to modify the
pointer and the dllEntry function. Also find the vmMain function for each interface code a little. Open the files ending in _syscalls.c and change
module (usually in cg_main.c g_main.c etc.) and similarly replace the return every instance of int to intptr_t in the declaration of the syscall function
value in the prototype with intptr_t (arg0, arg1, ...stay int). 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
Add the following code snippet to q_shared.h: value in the prototype with intptr_t (arg0, arg1, ...stay int).
#ifdef Q3_VM Add the following code snippet to q_shared.h:
typedef int intptr_t;
#else #ifdef Q3_VM
#include <stdint.h> typedef int intptr_t;
#endif #else
#include <stdint.h>
Note if you simply wish to run mods on a 64bit platform you do not need to #endif
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
Creating mods compatible with Q3 1.32b recompile anything since by default Q3 uses a virtual machine system.
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 Creating mods compatible with Q3 1.32b
of q3asm. This is because by default q3asm outputs an updated qvm format that If you're using this package to create mods for the last official release of
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT Q3, it is necessary to pass the commandline option '-vq3' to your invocation
compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it of q3asm. This is because by default q3asm outputs an updated qvm format that
still exists when you read this) for more details. 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
Using HTTP/FTP Download Support (Server) still exists when you read this) for more details.
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 Using HTTP/FTP Download Support (Server)
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads You can enable redirected downloads on your server even if it's not
is set to 1 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
sv_dlURL is the base of the URL that contains your custom .pk3 files is set to 1
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 sv_dlURL is the base of the URL that contains your custom .pk3 files
"http://ioquake3.org", fs_game is "baseq3", and the client is the client will append both fs_game and the filename to the end of
missing "test.pk3", it will attempt to download from the URL this value. For example, if you have sv_dlURL set to
"http://ioquake3.org/baseq3/test.pk3" "http://ioquake3.org", fs_game is "baseq3", and the client is
missing "test.pk3", it will attempt to download from the URL
sv_allowDownload's value is now a bitmask made up of the following "http://ioquake3.org/baseq3/test.pk3"
flags:
1 - ENABLE sv_allowDownload's value is now a bitmask made up of the following
2 - do not use HTTP/FTP downloads flags:
4 - do not use UDP downloads 1 - ENABLE
8 - do not ask the client to disconnect when using HTTP/FTP 2 - do not use HTTP/FTP downloads
4 - do not use UDP downloads
Server operators who are concerned about potential "leeching" from their 8 - do not ask the client to disconnect when using HTTP/FTP
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For, Server operators who are concerned about potential "leeching" from their
example, Apache's mod_rewrite can restrict access based on 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,
Using HTTP/FTP Download Support (Client) example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
assuming ioquake3 was compiled with USE_CURL=1 (the default). Using HTTP/FTP Download Support (Client)
like sv_allowDownload, cl_allowDownload also uses a bitmask value Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
supporting the following flags: assuming ioquake3 was compiled with USE_CURL=1 (the default).
1 - ENABLE like sv_allowDownload, cl_allowDownload also uses a bitmask value
2 - do not use HTTP/FTP downloads supporting the following flags:
4 - do not use UDP downloads 1 - ENABLE
2 - do not use HTTP/FTP downloads
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms), 4 - do not use UDP downloads
it will use the value of the cvar cl_cURLLib as the filename of the cURL
library to dynamically load. 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
Multiuser Support on Windows systems library to dynamically load.
On Windows, all user specific files such as autogenerated configuration,
demos, videos, screenshots, and autodownloaded pk3s are now saved in a Multiuser Support on Windows systems
directory specific to the user who is running ioquake3. On Windows, all user specific files such as autogenerated configuration,
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
On NT-based such as Windows XP, this is usually a directory named: directory specific to the user who is running ioquake3.
"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
On NT-based such as Windows XP, this is usually a directory named:
Windows 95, Windows 98, and Windows ME will use a directory like: "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
"C:\Windows\Application Data\Quake3"
in single-user mode, or: Windows 95, Windows 98, and Windows ME will use a directory like:
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" "C:\Windows\Application Data\Quake3"
if multiple logins have been enabled. in single-user mode, or:
"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
In order to access this directory more easily, the installer may create a if multiple logins have been enabled.
Shortcut which has its target set to:
"%APPDATA%\Quake3\" In order to access this directory more easily, the installer may create a
This Shortcut would work for all users on the system regardless of the Shortcut which has its target set to:
locale settings. Unfortunately, this environment variable is only "%APPDATA%\Quake3\"
present on Windows NT based systems. This Shortcut would work for all users on the system regardless of the
locale settings. Unfortunately, this environment variable is only
You can revert to the old single-user behaviour by setting the fs_homepath present on Windows NT based systems.
cvar to the directory where ioquake3 is installed. For example:
ioquake3.exe +set fs_homepath "c:\ioquake3" You can revert to the old single-user behaviour by setting the fs_homepath
Note that this cvar MUST be set as a command line parameter. cvar to the directory where ioquake3 is installed. For example:
ioquake3.exe +set fs_homepath "c:\ioquake3"
------------------------------------------------------------- Contributing ----- Note that this cvar MUST be set as a command line parameter.
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the ------------------------------------------------------------- Contributing -----
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 Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
URL to the mailing list. If you're too lazy for either method, then it would be mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
better if you emailed your patches to zakk@icculus.org directly than not at best case scenario is that you submit your patch to bugzilla, and then post the
all. 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
The focus for ioquake3 to develop a stable base suitable for further all.
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 The focus for ioquake3 to develop a stable base suitable for further
and none are planned at this time. However, improved graphics and sound development, and provide players with the same Quake 3 experience they've had
patches will be accepted as long as they are entirely optional, do not for years. As such ioq3 does not have any significant graphical enhancements
require new media and are off by default. 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
require new media and are off by default.
--------------------------------------------- Building Official Installers -----
We need help getting automated installers on all the platforms that ioquake3 --------------------------------------------- Building Official Installers -----
supports. We don't neccesarily care about all the installers being identical,
but we have some general guidelines: We need help getting automated installers on all the platforms that ioquake3
supports. We don't neccesarily care about all the installers being identical,
* Please include the id patch pk3s in your installer, which are available but we have some general guidelines:
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 * Please include the id patch pk3s in your installer, which are available
is in the /web/include directory for your convenience) and subsequently from http://ioquake3.org/?page=getdata subject to agreement to the id
refuse to continue the installation of the patch pk3s and pak0.pk3 if they EULA. Your installer shall also ask the user to agree to this EULA (which
do not. 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
* Please don't require pak0.pk3, since not everyone using the engine do not.
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
user in copying the file or tell them how. * 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
* It is fine to just install the binaries without requiring id EULA agreement, user in copying the file or tell them how.
providing pak0.pk3 and the patch pk3s are not refered to or included in the
installer. * 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
* Please include at least an SDL so/dylib on every platform but Windows installer.
(which doesn't use it yet).
* Please include at least an SDL so/dylib on every platform but Windows
* Please include an OpenAL so/dylib/dll, since every platform should be using (which doesn't use it yet).
it by now.
* Please include an OpenAL so/dylib/dll, since every platform should be using
* We'll bump the version to 1.34 as soon as we get enough people who can it by now.
demonstrate a competent build for Windows and Mac.
* We'll bump the version to 1.34 as soon as we get enough people who can
* Please contact the mailing list and/or zakk@timedoctor.org after you've demonstrate a competent build for Windows and Mac.
made your installer.
* Please contact the mailing list and/or zakk@timedoctor.org after you've
* Please be prepared to alter your installer on the whim of the maintainers. made your installer.
* Your installer will be mirrored to an "official" directory, thus making it * Please be prepared to alter your installer on the whim of the maintainers.
a done deal.
* Your installer will be mirrored to an "official" directory, thus making it
------------------------------------------------------------------ Credits ----- a done deal.
Maintainers ------------------------------------------------------------------ Credits -----
Aaron Gyes <floam at sh dot nu>
Ludwig Nussel <ludwig.nussel@suse.de> Maintainers
Ryan C. Gordon <icculus@icculus.org> Aaron Gyes <floam at sh dot nu>
Thilo Schulz <arny@ats.s.bawue.de> Ludwig Nussel <ludwig.nussel@suse.de>
Tim Angus <tim@ngus.net> Ryan C. Gordon <icculus@icculus.org>
Tony J. White <tjw@tjw.org> Thilo Schulz <arny@ats.s.bawue.de>
Zachary J. Slater <zakk@timedoctor.org> Tim Angus <tim@ngus.net>
Tony J. White <tjw@tjw.org>
Significant contributions from Zachary J. Slater <zakk@timedoctor.org>
Andreas Kohn <andreas@syndrom23.de>
Joerg Dietrich <Dietrich_Joerg@t-online.de> Significant contributions from
Stuart Dalton <badcdev@gmail.com> Andreas Kohn <andreas@syndrom23.de>
Vincent S. Cojot <vincent at cojot dot name> Joerg Dietrich <Dietrich_Joerg@t-online.de>
optical <alex@rigbo.se> Stuart Dalton <badcdev@gmail.com>
Vincent S. Cojot <vincent at cojot dot name>
optical <alex@rigbo.se>