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* Fixed up some english in the README
* Added some commentary on the Q3 SDK license to the README
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README
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README
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@ -192,43 +192,58 @@ Creating mods compatible with Q3 1.32b
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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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compiler.
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Creating standalone games
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Have you finished the daunting task of removing all dependencies on the Q3
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game data? You probably now want to give your users the opportunity to play
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the game without owning a copy of Q3, which consequently means removing cd-key
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and authentication server checks. In addition to being a straightforward Q3
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client, ioquake3 also purports to be a reliable and stable code base on which
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to base your game project.
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Creating stand-alone games
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Have you finished the daunting task of removing all dependencies on the
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quake3 game data? Well, you probably now want to give your users the
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opportunity to play the game without owning a copy of quake3, which
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consequently means removing cd-key and auth server checks. As ioquake3 is
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meant to be a reliable and stable code base for your game project, too, we
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have included means to do that.
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However, before you start compiling your own version of ioquake3, you have to
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ask youself: Have we changed anything of importance in the engine at all?
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ask yourself: Have we changed or will we need to change anything of importance
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in the engine?
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If you must answer that question with "no", it probably makes no sense to
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build your own binaries. You can still use the pre-built binaries on the
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website. Just make sure the game is called with
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+set com_standalone 1 +set fs_game <yourgamedir>
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in links/scripts you install for your users to start the game. Note that the
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com_standalone setting is rendered ineffective, if the binary detects pak
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If your answer to this question is "no", it probably makes no sense to build
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your own binaries. Instead, you can just use the pre-built binaries on the
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website. Just make sure the game is called with:
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+set com_standalone 1 +set fs_game <yourgamedir>
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in any links/scripts you install for your users to start the game. Note that
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the com_standalone setting is rendered ineffective, if the binary detects pk3
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files in the directory "baseq3", so you cannot use that one as game dir.
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If you really changed parts that would make vanilla ioquake3 incompatible
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with your mod, we have included another way to conveniently build a
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stand-alone binary. Just run make with the option BUILD_STANDALONE=1
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Don't forget to edit the PRODUCT_NAME and subsequent #defines in
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qcommon/q_shared.h and fill in your project info!
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If you really changed parts that would make vanilla ioquake3 incompatible with
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your mod, we have included another way to conveniently build a stand-alone
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binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
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the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
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information appropriate for your project.
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While a lot of work has been put into ioquake3 that you can benefit from
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free of charge, it does not mean that you have no obligations to fulfill.
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Be aware that as soon as you start distributing your game with an engine
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based on our sources we expect you to fully comply with the requirements
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as stated in the GPL. That includes making sources and modifications you made
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to the ioquake3 engine as well as the game-code used to compile the .qvm
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files for the game logic freely available to everyone.
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This does NOT mean that you cannot market this game commercially. All assets
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(e.g. textures, sounds, maps) created by yourself are your property and can
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be sold like every other game you find in stores.
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While a lot of work has been put into ioquake3 that you can benefit from free
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of charge, it does not mean that you have no obligations to fulfil. Please be
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aware that as soon as you start distributing your game with an engine based on
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our sources we expect you to fully comply with the requirements as stated in
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the GPL. That includes making sources and modifications you made to the
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ioquake3 engine as well as the game-code used to compile the .qvm files for
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the game logic freely available to everyone. Furthermore, note that the "QIIIA
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Game Source License" prohibits distribution of mods that are intended to
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operate on a version of Q3 not sanctioned by id software:
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"with this Agreement, ID grants to you the non-exclusive and limited right
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to distribute copies of the Software ... for operation only with the full
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version of the software game QUAKE III ARENA"
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This means that if you're creating a standalone game, you cannot use said
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license on any portion of the product. As the only other license this code has
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been released under is the GPL, this is the only option.
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This does NOT mean that you cannot market this game commercially. The GPL does
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not prohibit commercial exploitation and all assets (e.g. textures, sounds,
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maps) created by yourself are your property and can be sold like every other
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game you find in stores.
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cl_guid Support
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cl_guid is a cvar which is part of the client's USERINFO string. Its value
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