1 ,---------------------------------------.
2 | _ _ ____ |
3 | (_)___ __ _ _ _ __ _| |_____|__ / |
4 | | / _ \/ _` | || / _` | / / -_)|_ \ |
5 | |_\___/\__, |\_,_\__,_|_\_\___|___/ |
6 | |_| |
7 | |
8 `---------- http://ioquake3.org --------'
9
10The intent of this project is to provide a baseline Quake 3 which may be used
11for further development. Some of the major features currently implemented are:
12
13 * SDL backend
14 * OpenAL sound API support (multiple speaker support and better sound
15 quality)
16 * Full x86_64 support on Linux
17 * VoIP support, both in-game and external support through Mumble.
18 * MinGW compilation support on Windows and cross compilation support on Linux
19 * AVI video capture of demos
20 * Much improved console autocompletion
21 * Persistent console history
22 * Colorized terminal output
23 * Optional Ogg Vorbis support
24 * Much improved QVM tools
25 * Support for various esoteric operating systems
26 * cl_guid support
27 * HTTP/FTP download redirection (using cURL)
28 * Multiuser support on Windows systems (user specific game data
29 is stored in "%APPDATA%\Quake3")
30 * PNG support
31 * Many, many bug fixes
32
33The map editor and associated compiling tools are not included. We suggest you
34use a modern copy from http://www.qeradiant.com/.
35
36The original id software readme that accompanied the Q3 source release has been
37renamed to id-readme.txt so as to prevent confusion. Please refer to the
38web-site for updated status.
39
40
41--------------------------------------------- Compilation and installation -----
42
43For *nix
44 1. Change to the directory containing this readme.
45 2. Run 'make'.
46
47For Windows, using MinGW
48 1. Download and install MinGW and MSys from http://www.mingw.org/.
49 2. Open an MSys terminal, and follow the instructions for compiling on *nix.
50
51For Mac OS X, building a Universal Binary
52 1. Install MacOSX SDK packages from XCode. For maximum compatibility,
53 install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
54 2. Change to the directory containing this README file.
55 3. Run './make-macosx-ub.sh'
56 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
57 /Applications/ioquake3 folder.
58
59Installation, for *nix
60 1. Set the COPYDIR variable in the shell to be where you installed Quake 3
61 to. By default it will be /usr/local/games/quake3 if you haven't set it.
62 This is the path as used by the original Linux Q3 installer and subsequent
63 point releases.
64 2. Run 'make copyfiles'.
65
66It is also possible to cross compile for Windows under *nix using MinGW. A
67script is available to build a cross compilation environment from
68http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
69version numbers that the script downloads may need to be altered.
70Alternatively, your distribution may have mingw32 packages available. On
71debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross
72compiling is simply a case of using './cross-make-mingw.sh' in place of 'make',
73though you may find you need to change the value of the variables in this
74script to match your environment.
75
76The following variables may be set, either on the command line or in
77Makefile.local:
78
79 CFLAGS - use this for custom CFLAGS
80 V - set to show cc command line when building
81 DEFAULT_BASEDIR - extra path to search for baseq3 and such
82 DEFAULT_LIBDIR - extra path to search for libraries (FreeBSD only)
83 HOMEPATH - alternative home directory (FreeBSD only)
84 BUILD_SERVER - build the 'ioq3ded' server binary
85 BUILD_CLIENT - build the 'ioquake3' client binary
86 BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
87 BUILD_GAME_SO - build the game shared libraries
88 BUILD_GAME_QVM - build the game qvms
89 BUILD_STANDALONE - build binaries suited for stand-alone games
90 USE_OPENAL - use OpenAL where available
91 USE_OPENAL_DLOPEN - link with OpenAL at runtime
92 USE_CURL - use libcurl for http/ftp download support
93 USE_CURL_DLOPEN - link with libcurl at runtime
94 USE_CODEC_VORBIS - enable Ogg Vorbis support
95 USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
96 COPYDIR - the target installation directory
97
98The defaults for these variables differ depending on the target platform.
99
100
101------------------------------------------------------------------ Console -----
102
103New cvars
104 cl_autoRecordDemo - record a new demo on each map change
105 cl_aviFrameRate - the framerate to use when capturing video
106 cl_aviMotionJpeg - use the mjpeg codec when capturing video
107 cl_guidServerUniq - makes cl_guid unique for each server
108 cl_cURLLib - filename of cURL library to load
109 cl_consoleKeys - space delimited list of key names or
110 characters that toggle the console
111
112 s_useOpenAL - use the OpenAL sound backend if available
113 s_alPrecache - cache OpenAL sounds before use
114 s_alGain - the value of AL_GAIN for each source
115 s_alSources - the total number of sources (memory) to
116 allocate
117 s_alDopplerFactor - the value passed to alDopplerFactor
118 s_alDopplerSpeed - the value passed to alDopplerVelocity
119 s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
120 each source
121 s_alMaxDistance - the maximum distance before sounds start
122 to become inaudible.
123 s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
124 source
125 s_alGraceDistance - after having passed MaxDistance, length
126 until sounds are completely inaudible
127 s_alDriver - which OpenAL library to use
128 s_alDevice - which OpenAL device to use
129 s_alAvailableDevices - list of available OpenAL devices
130
131 s_sdlBits - SDL bit resolution
132 s_sdlSpeed - SDL sample rate
133 s_sdlChannels - SDL number of channels
134 s_sdlDevSamps - SDL DMA buffer size override
135 s_sdlMixSamps - SDL mix buffer size override
136
137 com_ansiColor - enable use of ANSI escape codes in the tty
138 com_altivec - enable use of altivec on PowerPC systems
139 com_standalone - Run in standalone mode
140 com_maxfpsUnfocused - Maximum frames per second when unfocused
141 com_maxfpsMinimized - Maximum frames per second when minimized
142 s_backend - read only, indicates the current sound
143 backend
144 s_muteWhenMinimized - mute sound when minimized
145 in_joystickNo - select which joystick to use
146 in_keyboardDebug - print keyboard debug info
147 r_ext_texture_filter_anisotropic - anisotropic texture filtering
148 sv_dlURL - the base of the HTTP or FTP site that
149 holds custom pk3 files for your server
150
151 net_ip6 - IPv6 address to bind to
152 net_port6 - port to bind to using the ipv6 address
153 net_enabled - enable networking, bitmask. Add up
154 number for option to enable it:
155 enable ipv4 networking: 1
156 enable ipv6 networking: 2
157 prioritise ipv6 over ipv4: 4
158 disable multicast support: 8
159 net_mcast6addr - multicast address to use for scanning for
160 ipv6 servers on the local network
161 net_mcastiface - outgoing interface to use for scan
162
163 r_zProj - distance of observer camera to projection
164 plane in quake3 standard units
165 r_greyscale - render black and white images
166 r_stereoEnabled - enable stereo rendering for techniques
167 like shutter glasses (untested)
168 r_anaglyphMode - Enable rendering of anaglyph images
169 red-cyan glasses: 1
170 red-blue: 2
171 red-green: 3
172 To swap the colors for left and right eye
173 just add 3 to the value for the wanted
174 color combination. For red-blue and
175 red-green you probably want to enable
176 r_greyscale
177 r_stereoSeparation - Control eye separation. Resulting
178 separation is r_zProj divided by this
179 value in quake3 standard units.
180 See also
181 http://wiki.ioquake3.org/Stereo_Rendering
182 for more information
183 r_sdlDriver - read only, indicates the SDL driver
184 backend being used
185
186New commands
187 video [filename] - start video capture (use with demo command)
188 stopvideo - stop video capture
189
190 print - print out the contents of a cvar
191
192 banaddr <range> - ban an ip address range from joining a game on this
193 server, valid <range> is either playernum or CIDR
194 notation address range.
195 exceptaddr <range> - exempt an ip address range from a ban.
196 bandel <num> - delete ban <num>
197 exceptdel <num> - delete exception <num>
198 listbans - list all currently active bans and exceptions
199 rehashbans - reload the banlist from serverbans.dat
200 flushbans - delete all bans
201
202------------------------------------------------------------ Miscellaneous -----
203
204Using shared libraries instead of qvm
205 To force Q3 to use shared libraries instead of qvms run it with the following
206 parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
207
208Using Demo Data Files
209 Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
210 qvm files in this pak0.pk3 will not work, so you have to use the native
211 shared libraries or qvms from this project. To use the new qvms, they must be
212 put into a pk3 file. A pk3 file is just a zip file, so any compression tool
213 that can create such files will work. The shared libraries should already be
214 in the correct place. Use the instructions above to use them.
215
216 Please bear in mind that you will not be able to play online using the demo
217 data, nor is it something that we like to spend much time maintaining or
218 supporting.
219
22064bit mods
221 If you wish to compile external mods as shared libraries on a 64bit platform,
222 and the mod source is derived from the id Q3 SDK, you will need to modify the
223 interface code a little. Open the files ending in _syscalls.c and change
224 every instance of int to intptr_t in the declaration of the syscall function
225 pointer and the dllEntry function. Also find the vmMain function for each
226 module (usually in cg_main.c g_main.c etc.) and similarly replace the return
227 value in the prototype with intptr_t (arg0, arg1, ...stay int).
228
229 Add the following code snippet to q_shared.h:
230
231 #ifdef Q3_VM
232 typedef int intptr_t;
233 #else
234 #include <stdint.h>
235 #endif
236
237 Note if you simply wish to run mods on a 64bit platform you do not need to
238 recompile anything since by default Q3 uses a virtual machine system.
239
240Creating mods compatible with Q3 1.32b
241 If you're using this package to create mods for the last official release of
242 Q3, it is necessary to pass the commandline option '-vq3' to your invocation
243 of q3asm. This is because by default q3asm outputs an updated qvm format that
244 is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
245 compiler.
246
247Creating standalone games
248 Have you finished the daunting task of removing all dependencies on the Q3
249 game data? You probably now want to give your users the opportunity to play
250 the game without owning a copy of Q3, which consequently means removing cd-key
251 and authentication server checks. In addition to being a straightforward Q3
252 client, ioquake3 also purports to be a reliable and stable code base on which
253 to base your game project.
254
255 However, before you start compiling your own version of ioquake3, you have to
256 ask yourself: Have we changed or will we need to change anything of importance
257 in the engine?
258
259 If your answer to this question is "no", it probably makes no sense to build
260 your own binaries. Instead, you can just use the pre-built binaries on the
261 website. Just make sure the game is called with:
262
263 +set com_standalone 1 +set fs_game <yourgamedir>
264
265 in any links/scripts you install for your users to start the game. Note that
266 the com_standalone setting is rendered ineffective, if the binary detects pk3
267 files in the directory "baseq3", so you cannot use that one as game dir.
268
269 If you really changed parts that would make vanilla ioquake3 incompatible with
270 your mod, we have included another way to conveniently build a stand-alone
271 binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
272 the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
273 information appropriate for your project.
274
275 While a lot of work has been put into ioquake3 that you can benefit from free
276 of charge, it does not mean that you have no obligations to fulfil. Please be
277 aware that as soon as you start distributing your game with an engine based on
278 our sources we expect you to fully comply with the requirements as stated in
279 the GPL. That includes making sources and modifications you made to the
280 ioquake3 engine as well as the game-code used to compile the .qvm files for
281 the game logic freely available to everyone. Furthermore, note that the "QIIIA
282 Game Source License" prohibits distribution of mods that are intended to
283 operate on a version of Q3 not sanctioned by id software:
284
285 "with this Agreement, ID grants to you the non-exclusive and limited right
286 to distribute copies of the Software ... for operation only with the full
287 version of the software game QUAKE III ARENA"
288
289 This means that if you're creating a standalone game, you cannot use said
290 license on any portion of the product. As the only other license this code has
291 been released under is the GPL, this is the only option.
292
293 This does NOT mean that you cannot market this game commercially. The GPL does
294 not prohibit commercial exploitation and all assets (e.g. textures, sounds,
295 maps) created by yourself are your property and can be sold like every other
296 game you find in stores.
297
298cl_guid Support
299 cl_guid is a cvar which is part of the client's USERINFO string. Its value
300 is a 32 character string made up of [a-f] and [0-9] characters. This
301 value is pseudo-unique for every player. Id's Quake 3 Arena client also
302 sets cl_guid, but only if Punkbuster is enabled on the client.
303
304 If cl_guidServerUniq is non-zero (the default), then this value is also
305 pseudo-unique for each server a client connects to (based on IP:PORT of
306 the server).
307
308 The purpose of cl_guid is to add an identifier for each player on
309 a server. This value can be reset by the client at any time so it's not
310 useful for blocking access. However, it can have at least two uses in
311 your mod's game code:
312 1) improve logging to allow statistical tools to index players by more
313 than just name
314 2) granting some weak admin rights to players without requiring passwords
315
316Using HTTP/FTP Download Support (Server)
317 You can enable redirected downloads on your server even if it's not
318 an ioquake3 server. You simply need to use the 'sets' command to put
319 the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
320 is set to 1
321
322 sv_dlURL is the base of the URL that contains your custom .pk3 files
323 the client will append both fs_game and the filename to the end of
324 this value. For example, if you have sv_dlURL set to
325 "http://ioquake3.org", fs_game is "baseq3", and the client is
326 missing "test.pk3", it will attempt to download from the URL
327 "http://ioquake3.org/baseq3/test.pk3"
328
329 sv_allowDownload's value is now a bitmask made up of the following
330 flags:
331 1 - ENABLE
332 2 - do not use HTTP/FTP downloads
333 4 - do not use UDP downloads
334 8 - do not ask the client to disconnect when using HTTP/FTP
335
336 Server operators who are concerned about potential "leeching" from their
337 HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
338 that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
339 example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
340
341Using HTTP/FTP Download Support (Client)
342 Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
343 assuming ioquake3 was compiled with USE_CURL=1 (the default).
344 like sv_allowDownload, cl_allowDownload also uses a bitmask value
345 supporting the following flags:
346 1 - ENABLE
347 2 - do not use HTTP/FTP downloads
348 4 - do not use UDP downloads
349
350 When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
351 it will use the value of the cvar cl_cURLLib as the filename of the cURL
352 library to dynamically load.
353
354Multiuser Support on Windows systems
355 On Windows, all user specific files such as autogenerated configuration,
356 demos, videos, screenshots, and autodownloaded pk3s are now saved in a
357 directory specific to the user who is running ioquake3.
358
359 On NT-based such as Windows XP, this is usually a directory named:
360 "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
361
362 Windows 95, Windows 98, and Windows ME will use a directory like:
363 "C:\Windows\Application Data\Quake3"
364 in single-user mode, or:
365 "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
366 if multiple logins have been enabled.
367
368 In order to access this directory more easily, the installer may create a
369 Shortcut which has its target set to:
370 "%APPDATA%\Quake3\"
371 This Shortcut would work for all users on the system regardless of the
372 locale settings. Unfortunately, this environment variable is only
373 present on Windows NT based systems.
374
375 You can revert to the old single-user behaviour by setting the fs_homepath
376 cvar to the directory where ioquake3 is installed. For example:
377 ioquake3.exe +set fs_homepath "c:\ioquake3"
378 Note that this cvar MUST be set as a command line parameter.
379
380SDL Keyboard Differences
381 ioquake3 clients have different keyboard behaviour compared to the original
382 Quake3 clients.
383
384 * "Caps Lock" and "Num Lock" can not be used as normal binds since they
385 do not send a KEYUP event until the key is pressed again.
386
387 * SDL > 1.2.9 does not support disabling dead key recognition. In order to
388 send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
389 sometimes the same character again) after the character to send it on
390 many international keyboard layouts.
391
392 * The SDL client supports many more keys than the original Quake3 client.
393 For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
394 For non-US keyboards, all of the so called "World" keys are now supported
395 as well as F13, F14, F15, and the country-specific mode/meta keys.
396
397 On many international layouts the default console toggle keys are also dead
398 keys, meaning that dropping the console potentially results in
399 unintentionally initiating the keying of a dead key. Futhermore SDL 1.2's
400 dead key support is broken by design and Q3 doesn't support non-ASCII text
401 entry, so the chances are you won't get the correct character anyway.
402
403 If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
404 is a space delimited list of key names that will toggle the console. The key
405 names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
406 "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
407 number. Some example values for cl_consoleKeys:
408
409 "~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
410 "WINDOWS" Toggle on the Windows key
411 "c" Toggle on the c key
412 "0x43" Toggle on the C character (Shift-c)
413 "PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
414
415 Note that when you elect a set of console keys or characters, they cannot
416 then be used for binding, nor will they generate characters when entering
417 text. Also, in addition to the nominated console keys, Shift-ESC is hard
418 coded to always toggle the console.
419
420Mouse Input On Windows
421 ioq3 uses SDL to abstract away as much as possible from platform specific
422 implementation details. Unfortunately, SDL 1.2 suffers from a number of bugs
423 and limitations with respect to mouse input on the Windows platform. We
424 provide a patch against the SDL subversion 1.2 branch which fixes the
425 following problems:
426
427 * DirectX (and thus DirectInput) driver not functional when using an
428 OpenGL SDL_Surface.
429
430 * DirectX (and thus DirectInput) driver not functional in windowed mode.
431
432 * Mouse buttons 4-7 unusable with the DirectX driver due to DirectInput 5
433 not exposing the required functionality. Use DirectInput 7 instead.
434
435 * Low quality mouse input data when using the windib driver due to use of
436 WM_MOUSEMOVE events. Use GetCursorPos API call instead.
437
438 The patch can be found in misc/sdl-win32-fixes.diff.
439
440PNG support
441 ioquake3 supports the use of PNG (Portable Network Graphic) images as
442 textures. It should be noted that the use of such images in a map will
443 result in missing placeholder textures where the map is used with the id
444 Quake 3 client or earlier versions of ioquake3.
445
446 Recent versions of GtkRadiant and q3map2 support PNG images without
447 modification. However GtkRadiant is not aware that PNG textures are supported
448 by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
449 directory of the GtkRadiant base directory with an editor and change the
450 line:
451
452 texturetypes="tga jpg"
453
454 to
455
456 texturetypes="tga jpg png"
457
458 Restart GtkRadiant and PNG textures are now available.
459
460Building with MinGW for pre Windows XP
461 IPv6 support requires a header named "wspiapi.h" to abstract away from
462 differences in earlier versions of Windows' IPv6 stack. There is no MinGW
463 equivalent of this header and the Microsoft version is obviously not
464 redistributable, so in its absence we're forced to require Windows XP.
465 However if this header is acquired separately and placed in the qcommon/
466 directory, this restriction is lifted.
467
468
469------------------------------------------------------------- Contributing -----
470
471Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
472mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
473best case scenario is that you submit your patch to bugzilla, and then post the
474URL to the mailing list.
475
476The focus for ioq3 is to develop a stable base suitable for further development
477and provide players with the same Quake 3 experience they've had for years. As
478such ioq3 does not have any significant graphical enhancements and none are
479planned at this time. However, improved graphics and sound patches will be
480accepted as long as they are entirely optional, do not require new media and
481are off by default.
482
483
484--------------------------------------------- Building Official Installers -----
485
486We need help getting automated installers on all the platforms that ioquake3
487supports. We don't neccesarily care about all the installers being identical,
488but we have some general guidelines:
489
490 * Please include the id patch pk3s in your installer, which are available
491 from http://ioquake3.org/patch-data/ subject to agreement to the id
492 EULA. Your installer shall also ask the user to agree to this EULA (which
493 is in the /web/include directory for your convenience) and subsequently
494 refuse to continue the installation of the patch pk3s and pak0.pk3 if they
495 do not.
496
497 * Please don't require pak0.pk3, since not everyone using the engine
498 plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
499 user in copying the file or tell them how.
500
501 * It is fine to just install the binaries without requiring id EULA agreement,
502 providing pak0.pk3 and the patch pk3s are not refered to or included in the
503 installer.
504
505 * Please include at least an SDL so/dylib/dll on every platform.
506
507 * Please include an OpenAL so/dylib/dll, since every platform should be using
508 it by now.
509
510 * Please contact the mailing list when you've made your installer.
511
512 * Please be prepared to alter your installer on the whim of the maintainers.
513
514 * Your installer will be mirrored to an "official" directory, thus making it
515 a done deal.
516
517------------------------------------------------------------------ Credits -----
518
519Maintainers
520 Ludwig Nussel <ludwig.nussel@suse.de>
521 Thilo Schulz <arny@ats.s.bawue.de>
522 Tim Angus <tim@ngus.net>
523 Tony J. White <tjw@tjw.org>
524 Zachary J. Slater <zachary@ioquake.org>
525
526Significant contributions from
527 Ryan C. Gordon <icculus@icculus.org>
528 Andreas Kohn <andreas@syndrom23.de>
529 Joerg Dietrich <Dietrich_Joerg@t-online.de>
530 Stuart Dalton <badcdev@gmail.com>
531 Vincent S. Cojot <vincent at cojot dot name>
532 optical <alex@rigbo.se>
533 Aaron Gyes <floam@aaron.gy>
534