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113 lines
4.9 KiB
Text
113 lines
4.9 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 Visual Studio, open the quake3.sln file in the win32/msvc
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directory. Build. Copy the resultant Quake3.exe to your quake 3
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directory, make a backup if you want to keep 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 distribution 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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USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3
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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. Which is where the id patch installs by default.
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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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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 http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
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and untar in into your MinGW directory (usually C:\MinGW).
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3. Perform the usual precompilation sacrificial ritual.
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4. Open an MSys terminal, and follow the instructions for compiling on Linux.
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5. Steal underpants
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6. ?????
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7. Profit!
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It is also possible to cross compile for Windows using MinGW. A script is
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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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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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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 every
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instance of int to long in the declaration of the syscall function pointer and
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the dllEntry function. Also find the vmMain function for each module (usually
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in cg_main.c g_main.c etc.) and similarly replace every instance of int in the
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prototype with long.
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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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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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 still
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exists when you read this) for more details.
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