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