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