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728 lines
36 KiB
Text
728 lines
36 KiB
Text
,---------------------------------------.
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| (_)___ __ _ _ _ __ _| |_____|__ / |
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| | / _ \/ _` | || / _` | / / -_)|_ \ |
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| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
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`---------- http://ioquake3.org --------'
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The intent of this project is to provide a baseline Quake 3 which may be used
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for further development and baseq3 fun.
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Some of the major features currently implemented are:
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* SDL backend
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* OpenAL sound API support (multiple speaker support and better sound
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quality)
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* Full x86_64 support on Linux
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* VoIP support, both in-game and external support through Mumble.
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* MinGW compilation support on Windows and cross compilation support on Linux
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* AVI video capture of demos
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* Much improved console autocompletion
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* Persistent console history
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* Colorized terminal output
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* Optional Ogg Vorbis support
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* Much improved QVM tools
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* Support for various esoteric operating systems
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* cl_guid support
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* HTTP/FTP download redirection (using cURL)
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* Multiuser support on Windows systems (user specific game data
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is stored in "%APPDATA%\Quake3")
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* PNG support
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* Many, many bug fixes
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The map editor and associated compiling tools are not included. We suggest you
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use a modern copy from http://www.qeradiant.com/.
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The original id software readme that accompanied the Q3 source release has been
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renamed to id-readme.txt so as to prevent confusion. Please refer to the
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web-site for updated status.
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--------------------------------------------- Compilation and installation -----
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For *nix
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1. Change to the directory containing this readme.
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2. Run 'make'.
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For Windows,
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1. Please refer to the excellent instructions here:
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http://wiki.ioquake3.org/Building_ioquake3
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For Mac OS X, building a Universal Binary
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1. Install MacOSX SDK packages from XCode. For maximum compatibility,
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install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
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2. Change to the directory containing this README file.
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3. Run './make-macosx-ub.sh'
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4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
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/Applications/ioquake3 folder.
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Installation, for *nix
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1. Set the COPYDIR variable in the shell to be where you installed Quake 3
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to. By default it will be /usr/local/games/quake3 if you haven't set it.
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This is the path as used by the original Linux Q3 installer and subsequent
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point releases.
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2. Run 'make copyfiles'.
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It is also possible to cross compile for Windows under *nix using MinGW. A
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script is 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.
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Alternatively, your distribution may have mingw32 packages available. On
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debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross
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compiling is simply a case of using './cross-make-mingw.sh' in place of 'make',
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though you may find you need to change the value of the variables in this
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script to match your environment.
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The following variables may be set, either on the command line or in
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Makefile.local:
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CFLAGS - use this for custom CFLAGS
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V - set to show cc command line when building
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DEFAULT_BASEDIR - extra path to search for baseq3 and such
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BUILD_SERVER - build the 'ioq3ded' server binary
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BUILD_CLIENT - build the 'ioquake3' client binary
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BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
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BUILD_BASEGAME - build the 'baseq3' binaries
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BUILD_MISSIONPACK - build the 'missionpack' binaries
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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BUILD_STANDALONE - build binaries suited for stand-alone games
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SERVERBIN - rename 'ioq3ded' server binary
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CLIENTBIN - rename 'ioquake3' client binary
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BASEGAME - rename 'baseq3'
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BASEGAME_CFLAGS - custom CFLAGS for basegame
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MISSIONPACK - rename 'missionpack'
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MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK')
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USE_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_CURL - use libcurl for http/ftp download support
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USE_CURL_DLOPEN - link with libcurl at runtime
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USE_CODEC_VORBIS - enable Ogg Vorbis support
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USE_MUMBLE - enable Mumble support
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USE_VOIP - enable built-in VoIP support
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USE_INTERNAL_SPEEX - build internal speex library instead of dynamically
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linking against system libspeex
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USE_FREETYPE - enable FreeType support for rendering fonts
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USE_OLD_VM64 - use Ludwig Nussel's old JIT compiler implementation
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for x86_64
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USE_INTERNAL_ZLIB - build and link against internal zlib
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USE_INTERNAL_JPEG - build and link against internal JPEG library
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USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
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DEBUG_CFLAGS - C compiler flags to use for building debug version
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COPYDIR - the target installation directory
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TEMPDIR - specify user defined directory for temp files
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The defaults for these variables differ depending on the target platform.
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------------------------------------------------------------------ Console -----
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New cvars
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cl_autoRecordDemo - record a new demo on each map change
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cl_aviFrameRate - the framerate to use when capturing video
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cl_aviMotionJpeg - use the mjpeg codec when capturing video
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cl_guidServerUniq - makes cl_guid unique for each server
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cl_cURLLib - filename of cURL library to load
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cl_consoleKeys - space delimited list of key names or
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characters that toggle the console
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cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
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behaviour, 0 for standard q3
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cl_mouseAccelOffset - Tuning the acceleration curve, see below
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in_joystickUseAnalog - Do not translate joystick axis events
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to keyboard commands
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j_forward - Joystick analogue to m_forward,
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for forward movement speed/direction.
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j_side - Joystick analogue to m_side,
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for side movement speed/direction.
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j_up - Joystick up movement speed/direction.
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j_pitch - Joystick analogue to m_pitch,
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for pitch rotation speed/direction.
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j_yaw - Joystick analogue to m_yaw,
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for yaw rotation speed/direction.
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j_forward_axis - Selects which joystick axis
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controls forward/back.
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j_side_axis - Selects which joystick axis
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controls left/right.
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j_up_axis - Selects which joystick axis
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controls up/down.
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j_pitch_axis - Selects which joystick axis
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controls pitch.
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j_yaw_axis - Selects which joystick axis
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controls yaw.
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s_useOpenAL - use the OpenAL sound backend if available
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s_alPrecache - cache OpenAL sounds before use
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s_alGain - the value of AL_GAIN for each source
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s_alSources - the total number of sources (memory) to
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allocate
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s_alDopplerFactor - the value passed to alDopplerFactor
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s_alDopplerSpeed - the value passed to alDopplerVelocity
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s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
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each source
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s_alMaxDistance - the maximum distance before sounds start
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to become inaudible.
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s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
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source
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s_alGraceDistance - after having passed MaxDistance, length
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until sounds are completely inaudible
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s_alDriver - which OpenAL library to use
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s_alDevice - which OpenAL device to use
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s_alAvailableDevices - list of available OpenAL devices
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s_alInputDevice - which OpenAL input device to use
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s_alAvailableInputDevices - list of available OpenAL input devices
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s_sdlBits - SDL bit resolution
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s_sdlSpeed - SDL sample rate
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s_sdlChannels - SDL number of channels
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s_sdlDevSamps - SDL DMA buffer size override
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s_sdlMixSamps - SDL mix buffer size override
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s_backend - read only, indicates the current sound
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backend
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s_muteWhenMinimized - mute sound when minimized
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s_muteWhenUnfocused - mute sound when window is unfocused
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sv_dlRate - bandwidth allotted to PK3 file downloads
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via UDP, in kbyte/s
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com_ansiColor - enable use of ANSI escape codes in the tty
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com_altivec - enable use of altivec on PowerPC systems
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com_standalone (read only) - If set to 1, quake3 is running in
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standalone mode
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com_basegame - Use a different base than baseq3. If no
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original Quake3 or TeamArena pak files
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are found, this will enable running in
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standalone mode
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com_homepath - Specify name that is to be appended to the
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home path
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com_legacyprotocol - Specify protocol version number for
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legacy Quake3 1.32c protocol, see
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"Network protocols" section below
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(startup only)
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com_maxfpsUnfocused - Maximum frames per second when unfocused
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com_maxfpsMinimized - Maximum frames per second when minimized
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com_busyWait - Will use a busy loop to wait for rendering
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next frame when set to non-zero value
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com_pipefile - Specify filename to create a named pipe
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through which other processes can control
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the server while it is running.
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Nonfunctional on Windows.
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com_gamename - Gamename sent to master server in
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getservers[Ext] query and infoResponse
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"gamename" infostring value. Also used
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for filtering local network games.
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com_protocol - Specify protocol version number for
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current ioquake3 protocol, see
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"Network protocols" section below
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(startup only)
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in_joystickNo - select which joystick to use
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in_availableJoysticks - list of available Joysticks
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in_keyboardDebug - print keyboard debug info
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sv_dlURL - the base of the HTTP or FTP site that
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holds custom pk3 files for your server
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sv_banFile - Name of the file that is used for storing
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the server bans
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net_ip6 - IPv6 address to bind to
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net_port6 - port to bind to using the ipv6 address
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net_enabled - enable networking, bitmask. Add up
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number for option to enable it:
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enable ipv4 networking: 1
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enable ipv6 networking: 2
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prioritise ipv6 over ipv4: 4
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disable multicast support: 8
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net_mcast6addr - multicast address to use for scanning for
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ipv6 servers on the local network
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net_mcastiface - outgoing interface to use for scan
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r_allowResize - make window resizable (SDL only)
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r_ext_texture_filter_anisotropic - anisotropic texture filtering
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r_zProj - distance of observer camera to projection
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plane in quake3 standard units
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r_greyscale - desaturate textures, useful for anaglyph,
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supports values in the range of 0 to 1
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r_stereoEnabled - enable stereo rendering for techniques
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like shutter glasses (untested)
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r_anaglyphMode - Enable rendering of anaglyph images
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red-cyan glasses: 1
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red-blue: 2
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red-green: 3
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green-magenta: 4
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To swap the colors for left and right eye
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just add 4 to the value for the wanted
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color combination. For red-blue and
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red-green you probably want to enable
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r_greyscale
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r_stereoSeparation - Control eye separation. Resulting
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separation is r_zProj divided by this
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value in quake3 standard units.
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See also
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http://wiki.ioquake3.org/Stereo_Rendering
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for more information
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r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD
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developers should increase the mark
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triangle limits in cg_marks.c if they
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intend to use this.
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r_sdlDriver - read only, indicates the SDL driver
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backend being used
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r_noborder - Remove window decoration from window
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managers, like borders and titlebar.
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r_screenshotJpegQuality - Controls quality of jpeg screenshots
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captured using screenshotJPEG
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r_aviMotionJpegQuality - Controls quality of video capture when
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cl_aviMotionJpeg is enabled
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New commands
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video [filename] - start video capture (use with demo command)
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stopvideo - stop video capture
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stopmusic - stop background music
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minimize - Minimize the game and show desktop
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print - print out the contents of a cvar
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unset - unset a user created cvar
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banaddr <range> - ban an ip address range from joining a game on this
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server, valid <range> is either playernum or CIDR
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notation address range.
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exceptaddr <range> - exempt an ip address range from a ban.
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bandel <range> - delete ban (either range or ban number)
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exceptdel <range> - delete exception (either range or exception number)
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listbans - list all currently active bans and exceptions
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rehashbans - reload the banlist from serverbans.dat
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flushbans - delete all bans
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net_restart - restart network subsystem to change latched settings
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game_restart <fs_game> - Switch to another mod
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which <filename/path> - print out the path on disk to a loaded item
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tell <client num> <msg> - send message to a single client (new to server)
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--------------------------------------------------------- README for Users -----
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Using shared libraries instead of qvm
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To force Q3 to use shared libraries instead of qvms run it with the following
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parameters: +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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Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
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qvm files in this pak0.pk3 will not work, so you have to use the native
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shared libraries or qvms from this project. To use the new qvms, they must be
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put into a pk3 file. A pk3 file is just a zip file, so any compression tool
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that can create such files will work. The shared libraries should already be
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in the correct place. Use the instructions above to use them.
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Please bear in mind that you will not be able to play online using the demo
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data, nor is it something that we like to spend much time maintaining or
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supporting.
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Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
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Ioquake3 now uses the select() system call to wait for the rendering of the
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next frame when com_maxfps was hit. This will improve your CPU load
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considerably in these cases. However, not all systems may support a
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granularity for its timing functions that is required to perform this waiting
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correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
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really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
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In this case you can always revert back to the old behaviour by setting the
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cvar com_busyWait to 1.
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Using HTTP/FTP Download Support (Server)
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You can enable redirected downloads on your server even if it's not
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an ioquake3 server. You simply need to use the 'sets' command to put
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the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
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is set to 1
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sv_dlURL is the base of the URL that contains your custom .pk3 files
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the client will append both fs_game and the filename to the end of
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this value. For example, if you have sv_dlURL set to
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"http://ioquake3.org", fs_game is "baseq3", and the client is
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missing "test.pk3", it will attempt to download from the URL
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"http://ioquake3.org/baseq3/test.pk3"
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sv_allowDownload's value is now a bitmask made up of the following
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flags:
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1 - ENABLE
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4 - do not use UDP downloads
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8 - do not ask the client to disconnect when using HTTP/FTP
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Server operators who are concerned about potential "leeching" from their
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HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
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that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
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example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
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On a sidenote, downloading via UDP has been improved and yields higher data
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rates now. You can configure the maximum bandwidth for UDP downloads via the
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cvar sv_dlRate. Due to system-specific limits the download rate is capped
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at about 1 Mbyte/s per client, so curl downloading may still be faster.
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Using HTTP/FTP Download Support (Client)
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Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
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assuming ioquake3 was compiled with USE_CURL=1 (the default).
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like sv_allowDownload, cl_allowDownload also uses a bitmask value
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supporting the following flags:
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1 - ENABLE
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2 - do not use HTTP/FTP downloads
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4 - do not use UDP downloads
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When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
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it will use the value of the cvar cl_cURLLib as the filename of the cURL
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library to dynamically load.
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Multiuser Support on Windows systems
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On Windows, all user specific files such as autogenerated configuration,
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demos, videos, screenshots, and autodownloaded pk3s are now saved in a
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directory specific to the user who is running ioquake3.
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On NT-based such as Windows XP, this is usually a directory named:
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"C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
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Windows 95, Windows 98, and Windows ME will use a directory like:
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"C:\Windows\Application Data\Quake3"
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in single-user mode, or:
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"C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
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if multiple logins have been enabled.
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In order to access this directory more easily, the installer may create a
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Shortcut which has its target set to:
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"%APPDATA%\Quake3\"
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This Shortcut would work for all users on the system regardless of the
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locale settings. Unfortunately, this environment variable is only
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present on Windows NT based systems.
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You can revert to the old single-user behaviour by setting the fs_homepath
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cvar to the directory where ioquake3 is installed. For example:
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ioquake3.exe +set fs_homepath "c:\ioquake3"
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Note that this cvar MUST be set as a command line parameter.
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SDL Keyboard Differences
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ioquake3 clients have different keyboard behaviour compared to the original
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Quake3 clients.
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* "Caps Lock" and "Num Lock" can not be used as normal binds since they
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do not send a KEYUP event until the key is pressed again.
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* SDL > 1.2.9 does not support disabling dead key recognition. In order to
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send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
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sometimes the same character again) after the character to send it on
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many international keyboard layouts.
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* The SDL client supports many more keys than the original Quake3 client.
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For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
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For non-US keyboards, all of the so called "World" keys are now supported
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as well as F13, F14, F15, and the country-specific mode/meta keys.
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On many international layouts the default console toggle keys are also dead
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keys, meaning that dropping the console potentially results in
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unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
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dead key support is broken by design and Q3 doesn't support non-ASCII text
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entry, so the chances are you won't get the correct character anyway.
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If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
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is a space delimited list of key names that will toggle the console. The key
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names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
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"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
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number. Some example values for cl_consoleKeys:
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"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
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"WINDOWS" Toggle on the Windows key
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"c" Toggle on the c key
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"0x43" Toggle on the C character (Shift-c)
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"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
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Note that when you elect a set of console keys or characters, they cannot
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then be used for binding, nor will they generate characters when entering
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text. Also, in addition to the nominated console keys, Shift-ESC is hard
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coded to always toggle the console.
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QuakeLive mouse acceleration (patch and this text written by TTimo from id)
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I've been using an experimental mouse acceleration code for a while, and
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decided to make it available to everyone. Don't be too worried if you don't
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understand the explanations below, this is mostly intended for advanced
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players:
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|
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
|
|
|
|
New style is controlled with 3 cvars:
|
|
|
|
sensitivity
|
|
cl_mouseAccel
|
|
cl_mouseAccelOffset
|
|
|
|
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
|
|
you have a base sensitivity setup, as soon as you set a non zero acceleration
|
|
your base sensitivity at low speeds will change as well. The other problem
|
|
with style 0 is that you are stuck on a square (power of two) acceleration
|
|
curve.
|
|
|
|
The new code tries to solve both problems:
|
|
|
|
Once you setup your sensitivity to feel comfortable and accurate enough for
|
|
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
|
|
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
|
|
amplification you want for high deltas with little effect on low mouse deltas.
|
|
|
|
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
|
|
as style 0. The higher the value, the faster the amplification grows with the
|
|
mouse delta.
|
|
|
|
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
|
|
acceleration. The closer to zero you bring it, the more acceleration will
|
|
happen at low speeds. This is also very useful if you are changing to a new
|
|
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
|
|
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
|
|
gain in precision when you do that, but that is not related to mouse
|
|
acceleration).
|
|
|
|
Mouse acceleration is tricky to configure, and when you do you'll have to
|
|
re-learn your aiming. But you will find that it's very much forth it in the
|
|
long run.
|
|
|
|
If you try the new acceleration code and start using it, I'd be very
|
|
interested by your feedback.
|
|
|
|
|
|
---------------------------------------------------- README for Developers -----
|
|
|
|
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 intptr_t 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 the return
|
|
value in the prototype with intptr_t (arg0, arg1, ...stay int).
|
|
|
|
Add the following code snippet to q_shared.h:
|
|
|
|
#ifdef Q3_VM
|
|
typedef int intptr_t;
|
|
#else
|
|
#include <stdint.h>
|
|
#endif
|
|
|
|
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.
|
|
|
|
Creating standalone games
|
|
Have you finished the daunting task of removing all dependencies on the Q3
|
|
game data? You probably now want to give your users the opportunity to play
|
|
the game without owning a copy of Q3, which consequently means removing cd-key
|
|
and authentication server checks. In addition to being a straightforward Q3
|
|
client, ioquake3 also purports to be a reliable and stable code base on which
|
|
to base your game project.
|
|
|
|
However, before you start compiling your own version of ioquake3, you have to
|
|
ask yourself: Have we changed or will we need to change anything of importance
|
|
in the engine?
|
|
|
|
If your answer to this question is "no", it probably makes no sense to build
|
|
your own binaries. Instead, you can just use the pre-built binaries on the
|
|
website. Just make sure the game is called with:
|
|
|
|
+set com_basegame <yournewbase>
|
|
|
|
in any links/scripts you install for your users to start the game. The
|
|
binary must not detect any original quake3 game pak files. If this
|
|
condition is met, the game will set com_standalone to 1 and is then running
|
|
in stand alone mode.
|
|
|
|
If you want the engine to use a different directory in your homepath than
|
|
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
|
|
by adding
|
|
|
|
+set com_homepath <homedirname>
|
|
|
|
to the command line. You can also control which game name to use when talking
|
|
to the master server:
|
|
|
|
+set com_gamename <gamename>
|
|
|
|
So clients requesting a server list will only receive servers that have a
|
|
matching game name.
|
|
|
|
Example line:
|
|
|
|
+set com_basegame basefoo +set com_homepath .foo
|
|
+set com_gamename foo
|
|
|
|
|
|
If you really changed parts that would make vanilla ioquake3 incompatible with
|
|
your mod, we have included another way to conveniently build a stand-alone
|
|
binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
|
|
the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
|
|
information appropriate for your project.
|
|
|
|
While a lot of work has been put into ioquake3 that you can benefit from free
|
|
of charge, it does not mean that you have no obligations to fulfill. Please be
|
|
aware that as soon as you start distributing your game with an engine based on
|
|
our sources we expect you to fully comply with the requirements as stated in
|
|
the GPL. That includes making sources and modifications you made to the
|
|
ioquake3 engine as well as the game-code used to compile the .qvm files for
|
|
the game logic freely available to everyone. Furthermore, note that the "QIIIA
|
|
Game Source License" prohibits distribution of mods that are intended to
|
|
operate on a version of Q3 not sanctioned by id software:
|
|
|
|
"with this Agreement, ID grants to you the non-exclusive and limited right
|
|
to distribute copies of the Software ... for operation only with the full
|
|
version of the software game QUAKE III ARENA"
|
|
|
|
This means that if you're creating a standalone game, you cannot use said
|
|
license on any portion of the product. As the only other license this code has
|
|
been released under is the GPL, this is the only option.
|
|
|
|
This does NOT mean that you cannot market this game commercially. The GPL does
|
|
not prohibit commercial exploitation and all assets (e.g. textures, sounds,
|
|
maps) created by yourself are your property and can be sold like every other
|
|
game you find in stores.
|
|
|
|
Network protocols
|
|
There are now two cvars that give you some degree of freedom over the reported
|
|
protocol versions between clients and servers: "com_protocol" and
|
|
"com_legacyprotocol".
|
|
The reason for this is that some standalone games increased the protocol
|
|
number even though nothing really changed in their protocol and the ioquake3
|
|
engine is still fully compatible.
|
|
|
|
In order to harden the network protocol against UDP spoofing attacks a new
|
|
network protocol was introduced that defends against such attacks.
|
|
Unfortunately, this protocol will be incompatible to the original quake3 1.32c
|
|
which is the latest official release from id.
|
|
Luckily, ioquake3 has backwards compatibility, on the client as well as on the
|
|
server. This means ioquake3 players can play on old servers just as ioquake3
|
|
servers are able to service old clients.
|
|
|
|
The cvar "com_protocol" denotes the protocol version for the new hardened
|
|
protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
|
|
for the legacy protocol.
|
|
If the value for "com_protocol" and "com_legacyprotocol" is identical, then
|
|
the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
|
|
support for the legacy protocol is disabled.
|
|
|
|
Mods that use a standalone engine obviously do not require dual protocol
|
|
support, and it is turned off if the engine is compiled with STANDALONE per
|
|
default. If you desire backwards compatibility to older versions of your
|
|
game you can still enable it in q_shared.h by defining
|
|
LEGACY_PROTOCOL.
|
|
|
|
cl_guid Support
|
|
cl_guid is a cvar which is part of the client's USERINFO string. Its value
|
|
is a 32 character string made up of [a-f] and [0-9] characters. This
|
|
value is pseudo-unique for every player. Id's Quake 3 Arena client also
|
|
sets cl_guid, but only if Punkbuster is enabled on the client.
|
|
|
|
If cl_guidServerUniq is non-zero (the default), then this value is also
|
|
pseudo-unique for each server a client connects to (based on IP:PORT of
|
|
the server).
|
|
|
|
The purpose of cl_guid is to add an identifier for each player on
|
|
a server. This value can be reset by the client at any time so it's not
|
|
useful for blocking access. However, it can have at least two uses in
|
|
your mod's game code:
|
|
1) improve logging to allow statistical tools to index players by more
|
|
than just name
|
|
2) granting some weak admin rights to players without requiring passwords
|
|
|
|
PNG support
|
|
ioquake3 supports the use of PNG (Portable Network Graphic) images as
|
|
textures. It should be noted that the use of such images in a map will
|
|
result in missing placeholder textures where the map is used with the id
|
|
Quake 3 client or earlier versions of ioquake3.
|
|
|
|
Recent versions of GtkRadiant and q3map2 support PNG images without
|
|
modification. However GtkRadiant is not aware that PNG textures are supported
|
|
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
|
|
directory of the GtkRadiant base directory with an editor and change the
|
|
line:
|
|
|
|
texturetypes="tga jpg"
|
|
|
|
to
|
|
|
|
texturetypes="tga jpg png"
|
|
|
|
Restart GtkRadiant and PNG textures are now available.
|
|
|
|
Building with MinGW for pre Windows XP
|
|
IPv6 support requires a header named "wspiapi.h" to abstract away from
|
|
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
|
|
equivalent of this header and the Microsoft version is obviously not
|
|
redistributable, so in its absence we're forced to require Windows XP.
|
|
However if this header is acquired separately and placed in the qcommon/
|
|
directory, this restriction is lifted.
|
|
|
|
|
|
------------------------------------------------------------- Contributing -----
|
|
|
|
Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
|
|
mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and
|
|
submit your patch there. The best case scenario is that you submit your patch
|
|
to bugzilla, and then post the URL to the mailing list.
|
|
|
|
The focus for ioq3 is to develop a stable base suitable for further development
|
|
and provide players with the same Quake 3 experience they've had for years. As
|
|
such ioq3 does not have any significant graphical enhancements and none are
|
|
planned at this time. However, improved graphics and sound patches will be
|
|
accepted as long as they are entirely optional, do not require new media and
|
|
are off by default.
|
|
|
|
|
|
--------------------------------------------- Building Official Installers -----
|
|
|
|
We need help getting automated installers on all the platforms that ioquake3
|
|
supports. We don't necessarily care about all the installers being identical,
|
|
but we have some general guidelines:
|
|
|
|
* Please include the id patch pk3s in your installer, which are available
|
|
from http://ioquake3.org/patch-data/ subject to agreement to the id
|
|
EULA. Your installer shall also ask the user to agree to this EULA (which
|
|
is in the /web/include directory for your convenience) and subsequently
|
|
refuse to continue the installation of the patch pk3s and pak0.pk3 if they
|
|
do not.
|
|
|
|
* Please don't require pak0.pk3, since not everyone using the engine
|
|
plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
|
|
user in copying the file or tell them how.
|
|
|
|
* It is fine to just install the binaries without requiring id EULA agreement,
|
|
providing pak0.pk3 and the patch pk3s are not referred to or included in the
|
|
installer.
|
|
|
|
* Please include at least an SDL so/dylib/dll on every platform.
|
|
|
|
* Please include an OpenAL so/dylib/dll, since every platform should be using
|
|
it by now.
|
|
|
|
* Please contact the mailing list when you've made your installer.
|
|
|
|
* Please be prepared to alter your installer on the whim of the maintainers.
|
|
|
|
* Your installer will be mirrored to an "official" directory, thus making it
|
|
a done deal.
|
|
|
|
------------------------------------------------------------------ Credits -----
|
|
|
|
Maintainers
|
|
Ludwig Nussel <ludwig.nussel@suse.de>
|
|
Thilo Schulz <arny@ats.s.bawue.de>
|
|
Tim Angus <tim@ngus.net>
|
|
Tony J. White <tjw@tjw.org>
|
|
Zachary J. Slater <zachary@ioquake.org>
|
|
Zack Middleton <zturtleman@gmail.com>
|
|
|
|
Significant contributions from
|
|
Ryan C. Gordon <icculus@icculus.org>
|
|
Andreas Kohn <andreas@syndrom23.de>
|
|
Joerg Dietrich <Dietrich_Joerg@t-online.de>
|
|
Stuart Dalton <badcdev@gmail.com>
|
|
Vincent S. Cojot <vincent at cojot dot name>
|
|
optical <alex@rigbo.se>
|
|
Aaron Gyes <floam@aaron.gy>
|