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243 lines
11 KiB
Text
243 lines
11 KiB
Text
,------------------------------------------------------------------------------.
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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://icculus.org/quake3 ---------'
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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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* 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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quality)
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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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* AVI video capture of demos
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* Much improved console autocompletion
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* Persistent console history
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* Colorized terminal output
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* Optional Ogg Vorbis support
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* Much improved QVM tools
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* Support for various esoteric operating systems (see
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http://icculus.org/quake3/?page=status)
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* Many, many bug fixes
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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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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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web-site for updated status.
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--------------------------------------------- Compilation and installation -----
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For *nix
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1. Change to the directory containing this readme.
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2. Run 'make'.
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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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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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3. Open an MSys terminal, and follow the instructions for compiling on *nix.
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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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directory.
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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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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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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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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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point releases.
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2. Run 'make copyfiles'.
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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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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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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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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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Makefile.local:
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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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BUILD_SERVER - build the 'ioq3ded' server 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_GAME_SO - build the game shared libraries
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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_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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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_CCACHE - use ccache compiler caching tool
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COPYDIR - the target installation directory
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The defaults for these variables differ depending on the target platform.
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------------------------------------------------------------------ Console -----
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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_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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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_alGain - the value of AL_GAIN for each source
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s_alSources - the total number of sources (memory) to allocate
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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_alMinDistance - the value of AL_REFERENCE_DISTANCE for each source
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each source
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s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are culled
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s_alDriver - which OpenAL library to use
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s_sdlBits - SDL bit resolution
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s_sdlSpeed - SDL sample rate
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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_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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r_GLlibCoolDownMsec - wait for some milliseconds to close GL library
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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 backend
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cl_consoleHistory - read only, stores the console history
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cl_platformSensitivity - read only, indicates the mouse input scaling
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New commands
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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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------------------------------------------------------------ Miscellaneous -----
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Using shared libraries instead of qvm
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To force Q3 to use shared libraries instead of qvms run it with the following
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parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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Using Demo Data Files
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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
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qvm files in this pak0.pk3 will not work, so you have to use the native
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shared libraries or qvms from this project. To use the new qvms, they must be
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
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in the correct place. Use the instructions above to use them.
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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64bit mods
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If you wish to compile external mods as shared libraries on a 64bit platform,
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and the mod source is derived from the id Q3 SDK, you will need to modify the
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interface code a little. Open the files ending in _syscalls.c and change
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every instance of int to intptr_t in the declaration of the syscall function
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pointer and the dllEntry function. Also find the vmMain function for each
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module (usually in cg_main.c g_main.c etc.) and similarly replace the return
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value in the prototype with intptr_t (arg0, arg1, ...stay int).
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Add the following code snippet to q_shared.h:
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#ifdef Q3_VM
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typedef int intptr_t;
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#else
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#include <stdint.h>
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#endif
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Note if you simply wish to run mods on a 64bit platform you do not need to
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recompile anything since by default Q3 uses a virtual machine system.
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Creating mods compatible with Q3 1.32b
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If you're using this package to create mods for the last official release of
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Q3, it is necessary to pass the commandline option '-vq3' to your invocation
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of q3asm. This is because by default q3asm outputs an updated qvm format that
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is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
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compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
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still exists when you read this) for more details.
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------------------------------------------------------------- Contributing -----
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Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
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mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
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best case scenario is that you submit your patch to bugzilla, and then post the
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URL to the mailing list. If you're too lazy for either method, then it would be
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better if you emailed your patches to zakk@icculus.org directly than not at
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all.
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The focus for ioq3 to develop a stable base suitable for further development,
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and provide players with the same Quake 3 experience they've had for years.
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As such ioq3 does not have any significant graphical enhancements and none are
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planned at this time. However, improved graphics and sound patches will be
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accepted as long as they are entirely optional, do not require new media and
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are off by default.
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--------------------------------------------- Building Official Installers -----
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We need help getting automated installers on all the platforms that icculus.org/
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quake3 supports. We don't neccesarily care about all the installers being
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identical, but we have some general guidelines:
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* Please include the id patch pk3s in your installer, which are available
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from http://icculus.org/quake3/?page=getdata subject to agreement to the id
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EULA. Your installer shall also ask the user to agree to this EULA and
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subsequently refuse to continue the installation if they do not.
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* Please don't require pak0.pk3, since not everyone using the engine
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plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
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user in copying the file or telling them how.
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* It is fine to just install the binaries, but without the pak0.pk3,
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or patch pk3s, and then not pester the user for the EULA, since it
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only applies to the patch pk3s.
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* Please include at least an SDL so/dylib on every platform but
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Windows (which doesn't use it yet).
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* Please include an OpenAL so/dylib/dll, since every platform
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should be using it by now.
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* We'll bump the version to 1.34 as soon as we get enough people
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who can demonstrate a competent build for Windows and Mac.
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* Please contact the mailing list and/or zakk@timedoctor.org after
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you've made your installer.
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* Please be prepared to alter your installer on the whim of the
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maintainers.
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* Your installer will be mirrored to an "official" directory, thus
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making it a done deal.
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------------------------------------------------------------------ Credits -----
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Maintainers
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Aaron Gyes <floam at sh dot nu>
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Ludwig Nussel <ludwig.nussel@suse.de>
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Ryan C. Gordon <icculus@icculus.org>
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Tim Angus <tim@ngus.net>
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Zachary J. Slater <zakk@timedoctor.org>
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Significant contributions from
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Andreas Kohn <andreas@syndrom23.de>
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Joerg Dietrich <Dietrich_Joerg@t-online.de>
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Stuart Dalton <badcdev@gmail.com>
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Vincent S. Cojot <vincent at cojot dot name>
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optical <alex@rigbo.se>
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