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An engine replacement for Star Trek Voyager: Elite Force Holomatch (multiplayer) based on ioquake3 and ioEF.
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TODO |
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 Visual Studio, open the quake3.sln file in the win32/msvc 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 distribution 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) USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3 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. Which is where the id patch installs by default. Then run "make copyfiles", beware that this will overwrite any binaries installed previously, even official id ones. 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 http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz and untar in into your MinGW directory (usually C:\MinGW). 3. Perform the usual precompilation sacrificial ritual. 4. Open an MSys terminal, and follow the instructions for compiling on Linux. 5. Steal underpants 6. ????? 7. Profit! It is also possible to cross compile for Windows using MinGW. A script is available to build a cross compilation environment from 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 have successfully run this script cross compiling is simply a case of using './cross-make-mingw.sh' in place of 'make'. 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 ~~~~~~~~~~ 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 interface code a little. Open the files ending in _syscalls.c and change every instance of int to long in the declaration of the syscall function 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 every instance of int in the prototype with long. 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. 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 optimizing 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.