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author | Zachary J. Slater <zjs@zacharyjackslater.com> | 2013-11-22 18:07:09 -0800 |
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committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:37 +0100 |
commit | 9a8706223a4e7866714d86761d412ffb0faa7fe6 (patch) | |
tree | b74f017e43b58b01b8ff0e5511d81802099729b4 | |
parent | c98a54094cd6b4938fa4bb062bd71bb00bd707bf (diff) |
Update and rename README to README.md
adding analytics, I'm ready for DevHC to get upset.
-rw-r--r-- | README.md | 746 |
1 files changed, 746 insertions, 0 deletions
diff --git a/README.md b/README.md new file mode 100644 index 00000000..a50026df --- /dev/null +++ b/README.md @@ -0,0 +1,746 @@ + ,---------------------------------------. + | _ _ ____ | + | (_)___ __ _ _ _ __ _| |_____|__ / | + | | / _ \/ _` | || / _` | / / -_)|_ \ | + | |_\___/\__, |\_,_\__,_|_\_\___|___/ | + | |_| | + | | + `---------- http://ioquake3.org --------' + +The intent of this project is to provide a baseline Quake 3 which may be used +for further development and baseq3 fun. +Some of the major features currently implemented are: + + * SDL backend + * OpenAL sound API support (multiple speaker support and better sound + quality) + * Full x86_64 support on Linux + * VoIP support, both in-game and external support through Mumble. + * MinGW compilation support on Windows and cross compilation support on Linux + * AVI video capture of demos + * Much improved console autocompletion + * Persistent console history + * Colorized terminal output + * Optional Ogg Vorbis support + * Much improved QVM tools + * Support for various esoteric operating systems + * cl_guid support + * HTTP/FTP download redirection (using cURL) + * Multiuser support on Windows systems (user specific game data + is stored in "%APPDATA%\Quake3") + * PNG support + * Many, many bug fixes + +The map editor and associated compiling tools are not included. We suggest you +use a modern copy from http://icculus.org/gtkradiant/. + +The original id software readme that accompanied the Q3 source release has been +renamed to id-readme.txt so as to prevent confusion. Please refer to the +web-site for updated status. + + +--------------------------------------------- Compilation and installation ----- + +For *nix + 1. Change to the directory containing this readme. + 2. Run 'make'. + +For Windows, + 1. Please refer to the excellent instructions here: + http://wiki.ioquake3.org/Building_ioquake3 + +For Mac OS X, building a Universal Binary + 1. Install MacOSX SDK packages from XCode. For maximum compatibility, + install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk. + 2. Change to the directory containing this README file. + 3. Run './make-macosx-ub.sh' + 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your + /Applications/ioquake3 folder. + +Installation, for *nix + 1. 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. + This is the path as used by the original Linux Q3 installer and subsequent + point releases. + 2. Run 'make copyfiles'. + +It is also possible to cross compile for Windows under *nix using MinGW. Your +distribution may have mingw32 packages available. On debian/Ubuntu, you need to +install 'mingw-w64'. Thereafter cross compiling is simply a case running +'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to +x86_64. + +The following variables may be set, either on the command line or in +Makefile.local: + + CFLAGS - use this for custom CFLAGS + V - set to show cc command line when building + DEFAULT_BASEDIR - extra path to search for baseq3 and such + BUILD_SERVER - build the 'ioq3ded' server binary + BUILD_CLIENT - build the 'ioquake3' client binary + BUILD_BASEGAME - build the 'baseq3' binaries + BUILD_MISSIONPACK - build the 'missionpack' binaries + BUILD_GAME_SO - build the game shared libraries + BUILD_GAME_QVM - build the game qvms + BUILD_STANDALONE - build binaries suited for stand-alone games + SERVERBIN - rename 'ioq3ded' server binary + CLIENTBIN - rename 'ioquake3' client binary + BASEGAME - rename 'baseq3' + BASEGAME_CFLAGS - custom CFLAGS for basegame + MISSIONPACK - rename 'missionpack' + MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK') + USE_OPENAL - use OpenAL where available + USE_OPENAL_DLOPEN - link with OpenAL at runtime + USE_CURL - use libcurl for http/ftp download support + USE_CURL_DLOPEN - link with libcurl at runtime + USE_CODEC_VORBIS - enable Ogg Vorbis support + USE_CODEC_OPUS - enable Ogg Opus support + USE_MUMBLE - enable Mumble support + USE_VOIP - enable built-in VoIP support + USE_INTERNAL_SPEEX - build internal speex library instead of dynamically + linking against system libspeex + USE_FREETYPE - enable FreeType support for rendering fonts + USE_INTERNAL_ZLIB - build and link against internal zlib + USE_INTERNAL_JPEG - build and link against internal JPEG library + USE_INTERNAL_OGG - build and link against internal ogg library + USE_INTERNAL_OPUS - build and link against internal opus/opusfile libraries + USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones + DEBUG_CFLAGS - C compiler flags to use for building debug version + COPYDIR - the target installation directory + TEMPDIR - specify user defined directory for temp files + +The defaults for these variables differ depending on the target platform. + + +------------------------------------------------------------------ Console ----- + +New cvars + cl_autoRecordDemo - record a new demo on each map change + cl_aviFrameRate - the framerate to use when capturing video + cl_aviMotionJpeg - use the mjpeg codec when capturing video + cl_guidServerUniq - makes cl_guid unique for each server + cl_cURLLib - filename of cURL library to load + cl_consoleKeys - space delimited list of key names or + characters that toggle the console + cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration + behaviour, 0 for standard q3 + cl_mouseAccelOffset - Tuning the acceleration curve, see below + + in_joystickUseAnalog - Do not translate joystick axis events + to keyboard commands + + j_forward - Joystick analogue to m_forward, + for forward movement speed/direction. + j_side - Joystick analogue to m_side, + for side movement speed/direction. + j_up - Joystick up movement speed/direction. + j_pitch - Joystick analogue to m_pitch, + for pitch rotation speed/direction. + j_yaw - Joystick analogue to m_yaw, + for yaw rotation speed/direction. + j_forward_axis - Selects which joystick axis + controls forward/back. + j_side_axis - Selects which joystick axis + controls left/right. + j_up_axis - Selects which joystick axis + controls up/down. + j_pitch_axis - Selects which joystick axis + controls pitch. + j_yaw_axis - Selects which joystick axis + controls yaw. + + s_useOpenAL - use the OpenAL sound backend if available + s_alPrecache - cache OpenAL sounds before use + s_alGain - the value of AL_GAIN for each source + s_alSources - the total number of sources (memory) to + allocate + s_alDopplerFactor - the value passed to alDopplerFactor + s_alDopplerSpeed - the value passed to alDopplerVelocity + s_alMinDistance - the value of AL_REFERENCE_DISTANCE for + each source + s_alMaxDistance - the maximum distance before sounds start + to become inaudible. + s_alRolloff - the value of AL_ROLLOFF_FACTOR for each + source + s_alGraceDistance - after having passed MaxDistance, length + until sounds are completely inaudible + s_alDriver - which OpenAL library to use + s_alDevice - which OpenAL device to use + s_alAvailableDevices - list of available OpenAL devices + s_alInputDevice - which OpenAL input device to use + s_alAvailableInputDevices - list of available OpenAL input devices + s_sdlBits - SDL bit resolution + s_sdlSpeed - SDL sample rate + s_sdlChannels - SDL number of channels + s_sdlDevSamps - SDL DMA buffer size override + s_sdlMixSamps - SDL mix buffer size override + s_backend - read only, indicates the current sound + backend + s_muteWhenMinimized - mute sound when minimized + s_muteWhenUnfocused - mute sound when window is unfocused + sv_dlRate - bandwidth allotted to PK3 file downloads + via UDP, in kbyte/s + + com_ansiColor - enable use of ANSI escape codes in the tty + com_altivec - enable use of altivec on PowerPC systems + com_standalone (read only) - If set to 1, quake3 is running in + standalone mode + com_basegame - Use a different base than baseq3. If no + original Quake3 or TeamArena pak files + are found, this will enable running in + standalone mode + com_homepath - Specify name that is to be appended to the + home path + com_legacyprotocol - Specify protocol version number for + legacy Quake3 1.32c protocol, see + "Network protocols" section below + (startup only) + com_maxfpsUnfocused - Maximum frames per second when unfocused + com_maxfpsMinimized - Maximum frames per second when minimized + com_busyWait - Will use a busy loop to wait for rendering + next frame when set to non-zero value + com_pipefile - Specify filename to create a named pipe + through which other processes can control + the server while it is running. + Nonfunctional on Windows. + com_gamename - Gamename sent to master server in + getservers[Ext] query and infoResponse + "gamename" infostring value. Also used + for filtering local network games. + com_protocol - Specify protocol version number for + current ioquake3 protocol, see + "Network protocols" section below + (startup only) + + in_joystickNo - select which joystick to use + in_availableJoysticks - list of available Joysticks + in_keyboardDebug - print keyboard debug info + + sv_dlURL - the base of the HTTP or FTP site that + holds custom pk3 files for your server + sv_banFile - Name of the file that is used for storing + the server bans + + net_ip6 - IPv6 address to bind to + net_port6 - port to bind to using the ipv6 address + net_enabled - enable networking, bitmask. Add up + number for option to enable it: + enable ipv4 networking: 1 + enable ipv6 networking: 2 + prioritise ipv6 over ipv4: 4 + disable multicast support: 8 + net_mcast6addr - multicast address to use for scanning for + ipv6 servers on the local network + net_mcastiface - outgoing interface to use for scan + + r_allowResize - make window resizable (SDL only) + r_ext_texture_filter_anisotropic - anisotropic texture filtering + r_zProj - distance of observer camera to projection + plane in quake3 standard units + r_greyscale - desaturate textures, useful for anaglyph, + supports values in the range of 0 to 1 + r_stereoEnabled - enable stereo rendering for techniques + like shutter glasses (untested) + r_anaglyphMode - Enable rendering of anaglyph images + red-cyan glasses: 1 + red-blue: 2 + red-green: 3 + green-magenta: 4 + To swap the colors for left and right eye + just add 4 to the value for the wanted + color combination. For red-blue and + red-green you probably want to enable + r_greyscale + r_stereoSeparation - Control eye separation. Resulting + separation is r_zProj divided by this + value in quake3 standard units. + See also + http://wiki.ioquake3.org/Stereo_Rendering + for more information + r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD + developers should increase the mark + triangle limits in cg_marks.c if they + intend to use this. + r_sdlDriver - read only, indicates the SDL driver + backend being used + r_noborder - Remove window decoration from window + managers, like borders and titlebar. + r_screenshotJpegQuality - Controls quality of jpeg screenshots + captured using screenshotJPEG + r_aviMotionJpegQuality - Controls quality of video capture when + cl_aviMotionJpeg is enabled + r_mode -2 - This new video mode automatically uses the + desktop resolution. + +New commands + video [filename] - start video capture (use with demo command) + stopvideo - stop video capture + stopmusic - stop background music + minimize - Minimize the game and show desktop + togglemenu - causes escape key event for opening/closing menu, or + going to a previous menu. works in binds, even in UI + + print - print out the contents of a cvar + unset - unset a user created cvar + + banaddr <range> - ban an ip address range from joining a game on this + server, valid <range> is either playernum or CIDR + notation address range. + exceptaddr <range> - exempt an ip address range from a ban. + bandel <range> - delete ban (either range or ban number) + exceptdel <range> - delete exception (either range or exception number) + listbans - list all currently active bans and exceptions + rehashbans - reload the banlist from serverbans.dat + flushbans - delete all bans + + net_restart - restart network subsystem to change latched settings + game_restart <fs_game> - Switch to another mod + + which <filename/path> - print out the path on disk to a loaded item + + execq <filename> - quiet exec command, doesn't print "execing file.cfg" + + kicknum <client number> - kick a client by number, same as clientkick command + kickall - kick all clients, similar to "kick all" (but kicks + everyone even if someone is named "all") + kickbots - kick all bots, similar to "kick allbots" (but kicks + all bots even if someone is named "allbots") + + tell <client num> <msg> - send message to a single client (new to server) + + +--------------------------------------------------------- README for Users ----- + +Using shared libraries instead of qvm + To force Q3 to use shared libraries instead of qvms 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 + Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The + qvm files in this pak0.pk3 will not work, so you have to use the native + shared libraries or qvms from this project. To use the new qvms, they must be + put into a pk3 file. A pk3 file is just a zip file, so any compression tool + that can create such files will work. The shared libraries should already be + in the correct place. Use the instructions above to use them. + + Please bear in mind that you will not be able to play online using the demo + data, nor is it something that we like to spend much time maintaining or + supporting. + +Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps! + Ioquake3 now uses the select() system call to wait for the rendering of the + next frame when com_maxfps was hit. This will improve your CPU load + considerably in these cases. However, not all systems may support a + granularity for its timing functions that is required to perform this waiting + correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but + really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms. + In this case you can always revert back to the old behaviour by setting the + cvar com_busyWait to 1. + +Using HTTP/FTP Download Support (Server) + You can enable redirected downloads on your server even if it's not + an ioquake3 server. You simply need to use the 'sets' command to put + the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads + is set to 1 + + sv_dlURL is the base of the URL that contains your custom .pk3 files + the client will append both fs_game and the filename to the end of + this value. For example, if you have sv_dlURL set to + "http://ioquake3.org", fs_game is "baseq3", and the client is + missing "test.pk3", it will attempt to download from the URL + "http://ioquake3.org/baseq3/test.pk3" + + sv_allowDownload's value is now a bitmask made up of the following + flags: + 1 - ENABLE + 4 - do not use UDP downloads + 8 - do not ask the client to disconnect when using HTTP/FTP + + Server operators who are concerned about potential "leeching" from their + HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER + that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For, + example, Apache's mod_rewrite can restrict access based on HTTP_REFERER. + + On a sidenote, downloading via UDP has been improved and yields higher data + rates now. You can configure the maximum bandwidth for UDP downloads via the + cvar sv_dlRate. Due to system-specific limits the download rate is capped + at about 1 Mbyte/s per client, so curl downloading may still be faster. + +Using HTTP/FTP Download Support (Client) + Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads + assuming ioquake3 was compiled with USE_CURL=1 (the default). + like sv_allowDownload, cl_allowDownload also uses a bitmask value + supporting the following flags: + 1 - ENABLE + 2 - do not use HTTP/FTP downloads + 4 - do not use UDP downloads + + When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms), + it will use the value of the cvar cl_cURLLib as the filename of the cURL + library to dynamically load. + +Multiuser Support on Windows systems + On Windows, all user specific files such as autogenerated configuration, + demos, videos, screenshots, and autodownloaded pk3s are now saved in a + directory specific to the user who is running ioquake3. + + On NT-based such as Windows XP, this is usually a directory named: + "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\" + + Windows 95, Windows 98, and Windows ME will use a directory like: + "C:\Windows\Application Data\Quake3" + in single-user mode, or: + "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" + if multiple logins have been enabled. + + In order to access this directory more easily, the installer may create a + Shortcut which has its target set to: + "%APPDATA%\Quake3\" + This Shortcut would work for all users on the system regardless of the + locale settings. Unfortunately, this environment variable is only + present on Windows NT based systems. + + You can revert to the old single-user behaviour by setting the fs_homepath + cvar to the directory where ioquake3 is installed. For example: + ioquake3.exe +set fs_homepath "c:\ioquake3" + Note that this cvar MUST be set as a command line parameter. + +SDL Keyboard Differences + ioquake3 clients have different keyboard behaviour compared to the original + Quake3 clients. + + * "Caps Lock" and "Num Lock" can not be used as normal binds since they + do not send a KEYUP event until the key is pressed again. + + * SDL > 1.2.9 does not support disabling dead key recognition. In order to + send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or + sometimes the same character again) after the character to send it on + many international keyboard layouts. + + * The SDL client supports many more keys than the original Quake3 client. + For example the keys: "Windows", "SysReq", "ScrollLock", and "Break". + For non-US keyboards, all of the so called "World" keys are now supported + as well as F13, F14, F15, and the country-specific mode/meta keys. + + On many international layouts the default console toggle keys are also dead + keys, meaning that dropping the console potentially results in + unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's + dead key support is broken by design and Q3 doesn't support non-ASCII text + entry, so the chances are you won't get the correct character anyway. + + If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This + is a space delimited list of key names that will toggle the console. The key + names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE", + "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal + number. Some example values for cl_consoleKeys: + + "~ ` 0x7e 0x60" Toggle on ~ or ` (the default) + "WINDOWS" Toggle on the Windows key + "c" Toggle on the c key + "0x43" Toggle on the C character (Shift-c) + "PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys + + Note that when you elect a set of console keys or characters, they cannot + then be used for binding, nor will they generate characters when entering + text. Also, in addition to the nominated console keys, Shift-ESC is hard + coded to always toggle the console. + +QuakeLive mouse acceleration (patch and this text written by TTimo from id) + I've been using an experimental mouse acceleration code for a while, and + decided to make it available to everyone. Don't be too worried if you don't + understand the explanations below, this is mostly intended for advanced + players: + 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 ----- + +pk3dir + ioquake3 has a useful new feature for mappers. Paths in a game directory with + the extension ".pk3dir" are treated like pk3 files. This means you can keep + all files specific to your map in one directory tree and easily zip this + folder for distribution. + +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 + James Canete <use.less01@gmail.com> + 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> + + + [![githalytics.com alpha](https://cruel-carlota.pagodabox.com/f88af076b5015c62b699968f6772c3a5 "githalytics.com")](http://githalytics.com/ioquake/ioq3) |