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authorZack Middleton <zturtleman@gmail.com>2013-11-23 20:19:41 -0600
committerTim Angus <tim@ngus.net>2014-06-17 17:43:37 +0100
commit4ee2edba47f2856eaf433c0b90646089418eaf5a (patch)
treea8f6b7fbcabf04e61bf0824e19d5b4384a6d3f49
parent25786ccda87211178387b693b163a88e0e4bf411 (diff)
Add header for standalone game licensing
-rw-r--r--README.md5
1 files changed, 5 insertions, 0 deletions
diff --git a/README.md b/README.md
index cf0f53e0..e8cd6f0e 100644
--- a/README.md
+++ b/README.md
@@ -605,6 +605,8 @@ 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.
+## Standalone game licensing
+
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
@@ -629,6 +631,7 @@ 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".
@@ -658,6 +661,7 @@ 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
@@ -677,6 +681,7 @@ your mod's game code:
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