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README.md

1 ![iortcw logo](https://raw.githubusercontent.com/iortcw/iortcw/master/MP/misc/wolf128.png)
2
3
4## iortcw
5
6The intent of this project is to provide a baseline RTCW which may be used
7for further development and fun.
8Some of the major features currently implemented are:
9
10  * SDL backend
11  * OpenAL sound API support (multiple speaker support and better sound
12    quality)
13  * Full x86_64 support
14  * VoIP support, both in-game and external support through Mumble.
15  * MinGW compilation support on Windows and cross compilation support on Linux
16  * AVI video capture of demos
17  * Much improved console autocompletion
18  * Persistent console history
19  * Colorized terminal output
20  * Optional Ogg Vorbis support
21  * Much improved QVM tools
22  * Support for various esoteric operating systems
23  * cl_guid support
24  * HTTP/FTP download redirection (using cURL)
25  * Multiuser support on Windows systems (user specific game data
26    is stored in "My Documents\RTCW")
27  * PNG support
28  * Many, many bug fixes
29
30The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://icculus.org/gtkradiant/.
31
32The original id software readme that accompanied the RTCW source release is named README.txt and is contained within the source tree of both MP and SP games.
33
34
35### Compilation and installation
36
37##### For *nix
38  1. Change to the directory containing this readme.
39  2. Run 'make'.
40
41##### For Windows,
42  1. Please refer to the HOWTO-Build.txt file contained within this repository.
43
44##### For Mac OS X, building a Universal Binary
45  1. Install MacOSX SDK packages from XCode.  For maximum compatibility, use XCode 3.2.6 on 10.6 Snow Leopard with MacOSX10.5sdk.
46  2. Change to the directory containing the game source you wish to build.
47  3. Run './make-macosx-ub.sh'
48  4. Copy the resulting iowolfmp.app or iowolfsp.app in /build/release-darwin-ub to your /Applications/iortcw folder.
49
50##### Installation, for *nix
51  1. Set the COPYDIR variable in the shell to be where you installed RTCW
52     to. By default it will be /usr/local/games/wolf if you haven't set it.
53     This is the path as used by the original Linux RTCW installer and subsequent point releases.
54  2. Run 'make copyfiles'.
55
56It is also possible to cross compile for Windows under *nix and Cygwin using MinGW. Your distribution may have mingw32 packages available. You will need to install 'mingw-w64'.
57
58Thereafter, cross compiling is simply a case running:
59
60'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'.
61
62(ARCH may also be set to x86_64.)
63
64The following variables may be set, either on the command line or in
65Makefile.local:
66
67  * CFLAGS              - use this for custom CFLAGS
68  * V                   - set to show cc command line when building
69  * DEFAULT_BASEDIR     - extra path to search for main and such
70  * BUILD_SERVER        - build the 'iowolfded' server binary
71  * BUILD_CLIENT        - build the 'iowolfmp' or 'iowolfsp' client binary
72  * BUILD_BASEGAME      - build the 'main' binaries
73  * BUILD_GAME_SO       - build the game shared libraries
74  * BUILD_GAME_QVM      - build the game qvms
75  * BUILD_STANDALONE    - build binaries suited for stand-alone games
76  * SERVERBIN           - rename 'iowolfded' server binary
77  * CLIENTBIN           - rename 'iowolfmp' or 'iowolfsp' client binary
78  * USE_RENDERER_DLOPEN - build and use the renderer in a library
79  * USE_YACC            - use yacc to update code/tools/lcc/lburg/gram.c
80  * BASEGAME            - rename 'main'
81  * BASEGAME_CFLAGS     - custom CFLAGS for basegame
82  * USE_OPENAL          - use OpenAL where available
83  * USE_OPENAL_DLOPEN   - link with OpenAL at runtime
84  * USE_CURL            - use libcurl for http/ftp download support
85  * USE_CURL_DLOPEN     - link with libcurl at runtime
86  * USE_CODEC_VORBIS    - enable Ogg Vorbis support
87  * USE_CODEC_OPUS      - enable Ogg Opus support
88  * USE_MUMBLE          - enable Mumble support
89  * USE_VOIP            - enable built-in VoIP support
90  * USE_INTERNAL_LIBS   - build internal libraries instead of dynamically linking against system libraries; this just sets the default for USE_INTERNAL_OPUS etc. and USE_LOCAL_HEADERS
91  * USE_FREETYPE        - enable FreeType support for rendering fonts
92  * USE_INTERNAL_ZLIB   - build and link against internal zlib
93  * USE_INTERNAL_JPEG   - build and link against internal JPEG library
94  * USE_INTERNAL_OGG    - build and link against internal ogg library
95  * USE_INTERNAL_OPUS   - build and link against internal opus/opusfile libraries
96  * USE_LOCAL_HEADERS   - use headers contained within this source tree instead of system ones
97  * DEBUG_CFLAGS        - C compiler flags to use for building debug version
98  * COPYDIR             - the target installation directory
99  * TEMPDIR             - specify user defined directory for temp files
100
101The defaults for these variables differ depending on the target platform.
102
103
104### Console
105
106#### New cvars
107* cg_fixedAspect ( 0 ) - Use aspect corrected HUD/UI ( 0 = Off, 1 = 4:3 style, 2 = Widescreen style )
108* cg_fixedAspectFOV ( 1 ) - Use aspect correct FOV when using cg_fixedAspect cvar ( 0 = Off - Use cg_fov, 1 = Automatic FOV based on resolution )
109
110* cl_autoRecordDemo ( 0 ) - record a new demo on each map change
111* cl_aviFrameRate ( 25 )- the framerate to use when capturing video
112* cl_aviMotionJpeg ( 1 ) - use the mjpeg codec when capturing video
113* cl_guidServerUniq ( 1 ) - makes cl_guid unique for each server
114* cl_cURLLib - filename of cURL library to load
115* cl_consoleKeys - space delimited list of key names or characters that toggle the console
116* cl_mouseAccelStyle ( 0 )- Set to 1 for QuakeLive mouse acceleration behaviour, 0 for standard
117* cl_mouseAccelOffset ( 5 ) - Tuning the acceleration curve, see below
118
119* con_autochat ( 1 ) - Set to 0 to disable sending console input text as chat when there is not a slash at the beginning
120* con_autoclear ( 1 ) - Set to 0 to disable clearing console input text when console is closed
121
122* in_availableJoysticks - list of available Joysticks
123* in_keyboardDebug - print keyboard debug info
124
125* j_forward - Joystick analogue to m_forward, for forward movement speed/direction.
126* j_side - Joystick analogue to m_side, for side movement speed/direction.
127* j_up - Joystick up movement speed/direction.
128* j_pitch - Joystick analogue to m_pitch, for pitch rotation speed/direction.
129* j_yaw - Joystick analogue to m_yaw, for yaw rotation speed/direction.
130* j_forward_axis - Selects which joystick axis controls forward/back.
131* j_side_axis - Selects which joystick axis controls left/right.
132* j_up_axis - Selects which joystick axis controls up/down.
133* j_pitch_axis - Selects which joystick axis controls pitch.
134* j_yaw_axis - Selects which joystick axis controls yaw.
135
136* s_useOpenAL ( 1 ) - use the OpenAL sound backend if available
137* s_alPrecache ( 1 ) - cache OpenAL sounds before use
138* s_alGain ( 1.0 ) - the value of AL_GAIN for each source
139* s_alSources ( 128 ) - the total number of sources to allocate
140* s_alDopplerFactor ( 1.0 ) - the value passed to alDopplerFactor
141* s_alDopplerSpeed ( 9000 ) - the value passed to alDopplerVelocity
142* s_alMinDistance ( 128 ) - the value of AL_REFERENCE_DISTANCE for each source
143* s_alMaxDistance ( 1024 )- the maximum distance before sounds starts to become inaudible.
144* s_alRolloff ( 2 ) - the value of AL_ROLLOFF_FACTOR for each source
145* s_alGraceDistance ( 512 ) - after having passed MaxDistance, length until sounds are completely inaudible
146* s_alDriver - which OpenAL library to use
147* s_alDevice - which OpenAL device to use
148* s_alAvailableDevices - list of available OpenAL devices
149* s_alInputDevice - which OpenAL input device to use
150* s_alAvailableInputDevices - list of available OpenAL input devices
151
152* s_sdlBits - SDL bit resolution
153* s_sdlSpeed - SDL sample rate
154* s_sdlChannels - SDL number of channels
155* s_sdlDevSamps - SDL DMA buffer size override
156* s_sdlMixSamps - SDL mix buffer size override
157
158* s_backend - read only, indicates the current sound backend
159
160* s_muteWhenMinimized - mute sound when minimized
161* s_muteWhenUnfocused - mute sound when window is unfocused
162
163* sv_dlRate - bandwidth allotted to PK3 file downloads via UDP, in kbyte/s
164* sv_dlURL - the base of the HTTP or FTP site that holds custom pk3 files for your server
165
166* com_ansiColor - enable use of ANSI escape codes in the terminal
167* com_altivec - enable use of altivec on PowerPC systems
168* com_standalone (read only) - If set to 1, RTCW is running in standalone mode
169* com_basegame - Use a different base than main. If no original RTCW pak files are found, this will enable running in standalone mode
170* com_homepath - Specify name that is to be appended to the home path
171* com_legacyprotocol - Specify protocol version number for legacy RTCW 1.4 protocol, see "Network protocols" section below (startup only)
172* com_legacyversion - Use vanilla RTCW 1.41 version string for game server browser visibility
173* com_maxfpsUnfocused - Maximum frames per second when unfocused
174* com_maxfpsMinimized - Maximum frames per second when minimized
175* com_busyWait - Will use a busy loop to wait for rendering next frame when set to non-zero value
176* com_pipefile - Specify filename to create a named pipe through which other processes can control the server while it is running. ( Nonfunctional on Windows. )
177* com_gamename - Gamename sent to master server in getservers[Ext] query and infoResponse "gamename" infostring value. Also used for filtering local network games.
178* com_protocol - Specify protocol version number for current iortcw protocol, see "Network protocols" section below (startup only)
179
180* sv_banFile - Name of the file that is used for storing the server bans
181
182* net_ip6 - IPv6 address to bind to
183* net_port6 - port to bind to using the ipv6 address
184* net_mcast6addr - multicast address to use for scanning for IPv6 servers on the local network
185* net_mcastiface - outgoing interface to use for scan
186* net_enabled - enable networking, bitmask. Add up number for option to enable it:
187
188	Enable IPv4 networking:    1
189
190	Enable IPv6 networking:    2
191
192	Prioritize IPv6 over IPv4: 4
193
194	Disable multicast support: 8
195
196
197* r_allowResize - make window resizable
198* r_ext_texture_filter_anisotropic - anisotropic texture filtering
199* r_zProj - distance of observer camera to projection plane in quake3 standard units
200* r_greyscale - desaturate textures, useful for anaglyph, supports values in the range of 0 to 1
201* r_stereoEnabled - enable stereo rendering for techniques like shutter glasses (untested)
202* r_anaglyphMode - Enable rendering of anaglyph images
203
204	red-cyan glasses:    1
205	red-blue:            2
206	red-green:           3
207	green-magenta:       4
208
209	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
210
211* 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
212* 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.
213* r_sdlDriver - read only, indicates the SDL driver backend being used
214* r_noborder - Remove window decoration from window managers, like borders and titlebar.
215* r_screenshotJpegQuality - Controls quality of jpeg screenshots captured using screenshotJPEG
216* r_aviMotionJpegQuality - Controls quality of video capture when cl_aviMotionJpeg is enabled
217* r_mode -2 - This new video mode automatically uses the desktop resolution.
218
219#### New commands
220* video [filename]- start video capture (use with demo command)
221* stopvideo - stop video capture
222* stopmusic - stop background music
223* minimize - Minimize the game and show desktop
224* togglemenu - causes escape key event for opening/closing menu, or going to a previous menu. works in binds, even in UI
225* print - print out the contents of a cvar
226* unset - unset a user created cvar
227* banaddr ( range ) - ban an IP address range from joining a game on this server, valid ( range ) is either playernum or CIDR notation address range.
228* exceptaddr ( range ) - exempt an IP address range from a ban.
229* bandel ( range ) - delete ban (either range or ban number)
230* exceptdel ( range ) - delete exception (either range or exception number)
231* listbans - list all currently active bans and exceptions
232* rehashbans - reload the banlist from serverbans.dat
233* flushbans - delete all bans
234* net_restart - restart network subsystem to change latched settings
235* game_restart ( fs_game ) - Switch to another mod
236* which ( filename/path ) - print out the path on disk to a loaded item
237* execq ( filename ) - quiet exec command, doesn't print "execing file.cfg"
238* kicknum ( client number ) - kick a client by number, same as clientkick command
239* kickall - kick all clients, similar to "kick all" ( but kicks everyone even if someone is named "all" )
240* kickbots - kick all bots, similar to "kick allbots" (but kicks all bots even if someone is named "allbots")
241* tell ( client num ) msg - send message to a single client (new to server)
242* cvar_modified [filter] - list modified cvars, can filter results (such as "r*" for renderer cvars) like cvarlist which lists all cvars
243* addbot random - the bot name "random" now selects a random bot
244
245#### README for Users
246
247###### Using shared libraries instead of qvm:
248
249To force RTCW-MP to use shared libraries, run it with the following
250  parameters: +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
251
252###### Help! iortcw won't give me an fps of X anymore when setting com_maxfps!
253
254iortcw 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, iortcw 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:
255
256com_busyWait 1
257
258###### Using HTTP/FTP Download Support (Server)
259You can enable redirected downloads on your server even if it's not
260an iortcw server.  You simply need to use the 'sets' command to put
261the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads is set to 1
262
263sv_dlURL is the base of the URL that contains your custom .pk3 files
264the client will append both fs_game and the filename to the end of
265this value.  For example, if you have sv_dlURL set to
266"http://yoursite.org", fs_game is "main", and the client is
267missing "test.pk3", it will attempt to download from the URL
268"http://yoursite.org/main/test.pk3"
269
270* sv_allowDownload's value is now a bitmask made up of the following flags:
271
272	1 - ENABLE
273
274  	4 - do not use UDP downloads
275
276	8 - do not ask the client to disconnect when using HTTP/FTP
277
278
279Server operators who are concerned about potential "leeching" from their HTTP servers from other iortcw servers can make use of the HTTP_REFERER that iortcw sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
280
281On 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.
282
283###### Using HTTP/FTP Download Support (Client)
284Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
285assuming iortcw was compiled with USE_CURL=1 (the default).
286
287* Like sv_allowDownload, cl_allowDownload also uses a bitmask value supporting the following flags:
288	1 - ENABLE
289	2 - do not use HTTP/FTP downloads
290	4 - do not use UDP downloads
291
292When iortcw is built with USE_CURL_DLOPEN=1 (default), it will use the value of the cvar cl_cURLLib as the filename of the cURL library to dynamically load.
293
294###### Multiuser Support on Windows systems
295On 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 iortcw.
296
297On NT-based such as Windows XP, this is usually a directory named:
298"C:\Documents and Settings\%USERNAME%\My Docuemtns\RTCW"
299
300On Windows Vista, Windows 7, and Windows 10 will use a directory like:
301"C:\Users\%USERNAME%\Documents\RTCW"
302
303You can revert to the old single-user behaviour by setting the fs_homepath cvar to the directory where iortcw is installed.  For example:
304
305	ioWolfMP.exe +set fs_homepath "c:\iortcw"
306
307or
308
309	ioWolfSP.exe +set fs_homepath "c:\iortcw"
310
311Note that this cvar MUST be set as a command line parameter.
312
313###### SDL Keyboard Differences
314iortcw clients have different keyboard behaviour compared to the original RTCW clients.
315
316SDL > 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.
317
318The SDL client supports many more keys than the original RTCW 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.
319
320On 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 RTCW doesn't support non-ASCII text entry, so the chances are you won't get the correct character anyway.
321
322If 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 RTCW 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:
323
324    "~ ` 0x7e 0x60"           Toggle on ~ or ` (the default)
325    "WINDOWS"                 Toggle on the Windows key
326    "c"                       Toggle on the c key
327    "0x43"                    Toggle on the C character (Shift-c)
328    "PAUSE F1 PGUP"           Toggle on the Pause, F1 or Page Up keys
329
330Note 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.
331
332QuakeLive 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:
333
334
335To enable it, set cl_mouseAccelStyle 1 ( 0 is the default/legacy behavior ) New style is controlled with 3 cvars:
336
337* sensitivity
338* cl_mouseAccel
339* cl_mouseAccelOffset
340
341
342The 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.
343
344The new code tries to solve both problems:
345
346Once 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.
347
348
349cl_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.
350
351
352cl_mouseAccelOffset sets how much base mouse delta will be doubled by
353acceleration. 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 ).
354
355
356Mouse 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 worth it in the long run.
357
358
359If you try the new acceleration code and start using it, I'd be very interested by your feedback.
360
361
362###### README for Developers
363
364* 64-bit mods
365
366
367If you wish to compile external mods as shared libraries on a 64bit platform, and the mod source is derived from the id RTCW 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).
368
369
370
371Add the following code snippet to q_shared.h:
372
373    #ifdef Q3_VM
374    typedef int intptr_t;
375    #else
376    #include <stdint.h>
377    #endif
378
379
380* Creating standalone games
381
382
383Have you finished the daunting task of removing all dependencies on the RTCW game data? You probably now want to give your users the opportunity to play the game without owning a copy of RTCW, which consequently means removing cd-key and authentication server checks.
384
385
386In addition to being a straightforward RTCW client, iortcw also purports to be a reliable and stable code base on which to base your game project.
387
388
389However, before you start compiling your own version of iortcw, you have to ask yourself: Have we changed or will we need to change anything of importance in the engine?
390
391
392If 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:
393
394    +set com_basegame <yournewbase>
395
396in any links/scripts you install for your users to start the game. The binary must not detect any original RTCW game pak files. If this
397condition is met, the game will set com_standalone to 1 and is then running in stand alone mode.
398
399
400If you want the engine to use a different directory in your homepath than e.g. "My Documents\RTCW" on Windows or ".wolf" on Linux, then set a new name at startup by adding
401
402    +set com_homepath <homedirname>
403
404to the command line. You can also control which game name to use when talking to the master server:
405
406    +set com_gamename <gamename>
407
408So clients requesting a server list will only receive servers that have a matching game name.
409
410Example line:
411
412    +set com_basegame basefoo +set com_homepath .foo
413    +set com_gamename foo
414
415
416If you really changed parts that would make vanilla iortcw 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.
417
418
419While a lot of work has been put into iortcw 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 iortcw engine as well as the game-code used to compile the .qvm/.so files for the game logic freely available to everyone. Furthermore, note that the "RTCW Game Source License" prohibits distribution of mods that are intended to operate on a version of RTCW not sanctioned by id software.
420
421
422This 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.
423
424
425This 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.
426
427
428###### Network protocols
429There are now two cvars that give you some degree of freedom over the reported protocol versions between clients and servers:
430
431	"com_protocol"
432and
433
434	"com_legacyprotocol"
435
436The reason for this is that some standalone games increased the protocol number even though nothing really changed in their protocol and the iortcw engine is still fully compatible.
437
438In order to harden the network protocol against UDP spoofing attacks a new network protocol was introduced that defends against such attacks.
439
440Unfortunately, this protocol will be incompatible to the original RTCW 1.4 which is the latest official release from id.
441
442
443Luckily, iortcw has backwards compatibility, on the client as well as on the server. This means iortcw players can play on old servers just as iortcw servers are able to service old clients.
444
445The 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.
446
447If 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.
448
449Mods 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
450
451	LEGACY_PROTOCOL
452
453
454###### cl_guid Support
455cl_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 RTCW client also sets cl_guid, but only if Punkbuster is enabled on the client. iortcw uses the same method of calculating cl_guid as Punkbuster does by default ( based on cd-key ) So your cl_guid should match what it is in Id's client.
456
457If 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).
458
459The purpose of cl_guid is to add an identifier for each player on
460a 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:
461
4621) improve logging to allow statistical tools to index players by more than just name
4632) granting some weak admin rights to players without requiring passwords
464
465###### PNG support
466iortcw supports the use of PNG (Portable Network Graphic) images as
467textures. 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 RTCW client.
468
469Recent versions of GtkRadiant and q3map2 support PNG images without
470modification. However GtkRadiant is not aware that PNG textures are supported by iortcw. 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:
471
472    texturetypes="tga jpg"
473
474  to
475
476    texturetypes="tga jpg png"
477
478Restart GtkRadiant and PNG textures are now available.
479
480### Contributing
481
482Please send all patches as a pull request on Github:
483(https://github.com/iortcw/iortcw)
484
485The focus for iortcw is to develop a stable base suitable for further development and provide players with the same RTCW experience they've had for years. As such iortcw does not have any significant graphical enhancements and none are planned at this time. However, improved graphics and sound patches will be
486accepted as long as they are entirely optional, do not require new media and are off by default.
487
488
489### Credits
490
491Maintainers
492  * Donny Springer <M4N4T4RMS@gmail.com>
493  * Zack Middleton <zturtleman@gmail.com>
494  * James Canete <use.less01@gmail.com>
495
496Significant contributions from
497  * Ryan C. Gordon <icculus@icculus.org>
498  * Andreas Kohn <andreas@syndrom23.de>
499  * Joerg Dietrich <Dietrich_Joerg@t-online.de>
500  * Stuart Dalton <badcdev@gmail.com>
501  * Vincent S. Cojot <vincent at cojot dot name>
502  * optical <alex@rigbo.se>
503  * Aaron Gyes <floam@aaron.gy>
504  * Ludwig Nussel <ludwig.nussel@suse.de>
505  * Thilo Schulz <arny@ats.s.bawue.de>
506  * Tim Angus <tim@ngus.net>
507  * Tony J. White <tjw@tjw.org>
508  * Zachary J. Slater <zachary@ioquake.org>
509

README_RASPBERRYPI

1To run iortcw on the Raspberry Pi requires SDL2 and at least 128M for GPU memory.
2
3(Under Raspbian, you can set the GPU memory using the raspi-config tool under Advanced Options->Memory Split)
4
5SDL 2.0.8 is required for compatibility with Raspbian stretch.
6
7Download the SDL2 source code (2.0.8 at the time of this writing) from:
8
9http://libsdl.org/release/SDL2-2.0.8.tar.gz
10
11You will need to install the libudev development files for mouse support.
12On the Raspbian distro, this is done by running the command:
13
14sudo apt-get install libudev-dev
15
16Unpack the SDL source and go into the source tree and issue the command:
17
18./configure
19
20After that has completed, type:
21make
22
23If build completes successfully, type:
24sudo make install
25
26
27At this point you can go into the iortcw source tree and type:
28./make-raspberrypi.sh
29
30Output binaries will be located in the 'build' directory, which you can copy
31into your RTCW install directory.
32
33You must exit from the desktop (X11) to the command line before launching
34iortcw to use hardware OpenGL ES acceleration. You can return to the desktop
35using the startx command.
36