mirror of
https://github.com/UberGames/lilium-voyager.git
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84c4f21082
+ An abstract codec system, simplifying support for new formats + Changes versus BlackAura's patch: o Consolidated the OpenAL parts into one file o Changed the function naming scheme to more closely resemble Q3 o Changed the interface to fall back on the "base" sound system if loading OpenAL fails + This is enabled on Linux and MinGW for now, but should work on the other *nixs with appropriate additions to the Makefile + NOT enabled on OS X or MSVC Windows builds + Probably breaks the Windows build again * Retabulated sdl_snd.c and made the messages less verbose since there do not seem to be many having problems with SDL sound now
130 lines
5.2 KiB
Text
130 lines
5.2 KiB
Text
Name of this project: icculus.org/quake3
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URL: http://www.icculus.org/quake3
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Hello and welcome to the Quake 3 source repository on icculus.org
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I'll be your maintainer, zakk@icculus.org, please send all your patches to
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the bugzilla: https://bugzilla.icculus.org, or join the mailing list
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(quake3-subscribe@icculus.org) and submit your patch there.
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Best case scenario is you subscribe to the ml, submit your patch to
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bugzilla, and then post the url to the mailing list.
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If you're too lazy for either method, then I would rather
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you e-mailed your patches to me directly than not at all.
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The intent of this is to give people a baseline Quake 3.
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Bug fixes, SDL port, OpenAL, security, etc.
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Extra graphics and sound will be accepted as long as they are entirely
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optional and off by default.
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The map editor isn't included, get a modern copy from here:
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http://www.qeradiant.com/
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The id software readme has been renamed to id-readme.txt
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so as to prevent confusion.
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Refer to the web-site for updated status, enjoy!
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Compiling (Under Windows)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Run Space Visual Dot Net 2040 Extra Entropy Edition under your BeOS emulator.
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Open the quake3.vcproj file in the win32 directory.
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Build.
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Copy the resultant Quake3.exe to your quake 3 directory, make a backup if you want to keep
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your original.
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Copy the resultant dlls to your baseq3 directory, backup etc.
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Run, enjoy!
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Compiling (Under Linux)
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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1. If not already there, change to the directory containing this readme
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2. Run 'make'
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For distro maintainers, you can set some make variables:
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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 'q3ded' server binary (1 = build it, default = 1)
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BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1)
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Installing under Linux
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Set the COPYDIR variable in the shell to be where you installed
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Quake 3 to. By default it will be /usr/local/games/quake3 if you
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haven't set it.
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Then run "make copyfiles", beware that this will overwrite any binaries
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installed previously, even official id ones.
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Using shared libraries instead of qvm
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To make quake3 prefer shared libraries instead of qvm run it with
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the following parameters:
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+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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~~~~~~~~~~~~~~~~~~~~~
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you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
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pak0.pk3 will not work, you have to use the native shared libraries from this
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project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
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demoq3 and run quake3 with the parameters described above.
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64bit mods
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~~~~~~~~~~
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To compile working(!) shared libraries for 64bit mods the vmMain and
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dllEntry functions as well as the syscall pointer have to be changed
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to accept and return long instead of int.
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Compiling under windows using MinGW
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
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toolset. It's a little more involved than compiling for linux; steps are as
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follows:
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1. Download and install MinGW and MSys from http://www.mingw.org/.
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2. Download and install the DirectX 9 SDK from
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http://msdn.microsoft.com/directx/. Previous versions of the SDK will
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probably work, but they have not been tested.
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3. Find the following in DXSDK/Include/dinput.h...
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} DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
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#ifdef UNICODE
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typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
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typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
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#else
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typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
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typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
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#endif // UNICODE
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typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
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typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
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> #ifdef UNICODE
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> typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
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> typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
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> #else
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> typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
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> typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
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> #endif // UNICODE
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typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE;
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...and comment out/remove the duplicated code marked by '>'.
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4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
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code/unix/Makefile.local to reflect the new location.
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5. If you want OpenAL support, aquire some OpenAL headers and put them in
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/include/AL/ beneath your MinGW dir. If not, add "USE_OPENAL=0" to
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code/unix/Makefile.local.
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6. Perform the usual precompilation sacrificial ritual.
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7. Open an MSys terminal, and follow the instructions for compiling on Linux.
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8. Steal underpants
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9. ?????
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10. Profit!
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Creating mods compatible with Q3 1.32b
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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 optimising pass of the x86 vm JIT
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compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it still
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exists when you read this) for more details.
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