An engine replacement for Star Trek Voyager: Elite Force Holomatch (multiplayer) based on ioquake3 and ioEF.
Find a file
2005-11-15 17:02:45 +00:00
code Potential fix to https://bugzilla.icculus.org/show_bug.cgi?id=2486 2005-11-15 17:02:45 +00:00
ui remove svn:executable property 2005-08-28 17:54:51 +00:00
BUGS list known bugs here 2005-11-13 18:02:05 +00:00
ChangeLog * Added STATUS 2005-10-29 01:53:09 +00:00
COPYING.txt remove svn:executable property 2005-08-28 17:54:51 +00:00
id-readme.txt renamed to help prevent confusion 2005-09-01 06:32:34 +00:00
Makefile * Make copyfiles target work from top-level Makefile 2005-11-03 06:48:44 +00:00
README merge changes that got lost due to openal checkin at same time as rename 2005-11-13 19:07:54 +00:00
TODO Removed openal since Timbo is awesome and did it. 2005-11-13 19:36:52 +00:00

Name of this project: icculus.org/quake3
URL: http://www.icculus.org/quake3
Hello and welcome to the Quake 3 source repository on icculus.org
I'll be your maintainer, zakk@icculus.org, please send all your patches to 
the bugzilla: https://bugzilla.icculus.org, or join the mailing list 
(quake3-subscribe@icculus.org) and submit your patch there.
Best case scenario is you subscribe to the ml, submit your patch to
bugzilla, and then post the url to the mailing list.

If you're too lazy for either method, then I would rather
you e-mailed your patches to me directly than not at all.

The intent of this is to give people a baseline Quake 3.
Bug fixes, SDL port, OpenAL, security, etc.
Extra graphics and sound will be accepted as long as they are entirely
optional and off by default.

The map editor isn't included, get a modern copy from here:
http://www.qeradiant.com/

The id software readme has been renamed to id-readme.txt
so as to prevent confusion.

Refer to the web-site for updated status, enjoy!

Compiling (Under Windows)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Run Space Visual Dot Net 2040 Extra Entropy Edition under your BeOS emulator.
Open the quake3.vcproj file in the win32 directory.
Build.
Copy the resultant Quake3.exe to your quake 3 directory, make a backup if you want to keep
your original.

Copy the resultant dlls to your baseq3 directory, backup etc.

Run, enjoy!


Compiling (Under Linux)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. If not already there, change to the directory containing this readme
2. Run 'make'

For distro maintainers, you can set some make variables:
 OPTIMIZE        - use this for custom CFLAGS
 DEFAULT_BASEDIR - extra path to search for baseq3 and such
 BUILD_SERVER    - build the 'q3ded' server binary (1 = build it, default = 1)
 BUILD_CLIENT    - build the 'quake3' client binary (1 = build it, default = 1)

Installing under Linux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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.

Then run "make copyfiles", beware that this will overwrite any binaries
installed previously, even official id ones.

Using shared libraries instead of qvm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To make quake3 prefer shared libraries instead of qvm run it with
the following parameters:
+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0

Using Demo Data Files
~~~~~~~~~~~~~~~~~~~~~
you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
pak0.pk3 will not work, you have to use the native shared libraries from this
project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
demoq3 and run quake3 with the parameters described above.

64bit mods
~~~~~~~~~~
To compile working(!) shared libraries for 64bit mods the vmMain and
dllEntry functions as well as the syscall pointer have to be changed
to accept and return long instead of int.

Compiling under windows using MinGW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
toolset. It's a little more involved than compiling for linux; steps are as
follows:

1. Download and install MinGW and MSys from http://www.mingw.org/.
2. Download and install the DirectX 9 SDK from
   http://msdn.microsoft.com/directx/. Previous versions of the SDK will
   probably work, but they have not been tested.
3. Find the following in DXSDK/Include/dinput.h...

      } DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
      #ifdef UNICODE
      typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
      typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
      #else
      typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
      typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
      #endif // UNICODE

      typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
      typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
   >  #ifdef UNICODE
   >  typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
   >  typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
   >  #else
   >  typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
   >  typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
   >  #endif // UNICODE
      typedef const DIDEVICEINSTANCE  *LPCDIDEVICEINSTANCE;

   ...and comment out/remove the duplicated code marked by '>'.

4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
   code/unix/Makefile.local to reflect the new location.
5. If you want OpenAL support, aquire some OpenAL headers and put them in
   /include/AL/ beneath your MinGW dir. If not, add "USE_OPENAL=0" to
   code/unix/Makefile.local.
6. Perform the usual precompilation sacrificial ritual.
7. Open an MSys terminal, and follow the instructions for compiling on Linux.
8. Steal underpants
9. ?????
10. Profit!

Creating mods compatible with Q3 1.32b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you're using this package to create mods for the last official release of
Q3, it is necessary to pass the commandline option '-vq3' to your invocation
of q3asm. This is because by default q3asm outputs an updated qvm format that
is necessary to fix a bug involving the optimising pass of the x86 vm JIT
compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it still
exists when you read this) for more details.