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 and baseq3 fun. 12Some of the major features currently implemented are: 13 14 * SDL backend 15 * OpenAL sound API support (multiple speaker support and better sound 16 quality) 17 * Full x86_64 support on Linux 18 * VoIP support, both in-game and external support through Mumble. 19 * MinGW compilation support on Windows and cross compilation support on Linux 20 * AVI video capture of demos 21 * Much improved console autocompletion 22 * Persistent console history 23 * Colorized terminal output 24 * Optional Ogg Vorbis support 25 * Much improved QVM tools 26 * Support for various esoteric operating systems 27 * cl_guid support 28 * HTTP/FTP download redirection (using cURL) 29 * Multiuser support on Windows systems (user specific game data 30 is stored in "%APPDATA%\Quake3") 31 * PNG support 32 * Many, many bug fixes 33 34The map editor and associated compiling tools are not included. We suggest you 35use a modern copy from http://www.qeradiant.com/. 36 37The original id software readme that accompanied the Q3 source release has been 38renamed to id-readme.txt so as to prevent confusion. Please refer to the 39web-site for updated status. 40 41 42--------------------------------------------- Compilation and installation ----- 43 44For *nix 45 1. Change to the directory containing this readme. 46 2. Run 'make'. 47 48For Windows, 49 1. Please refer to the excellent instructions here: 50 http://wiki.ioquake3.org/Building_ioquake3 51 52For Mac OS X, building a Universal Binary 53 1. Install MacOSX SDK packages from XCode. For maximum compatibility, 54 install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk. 55 2. Change to the directory containing this README file. 56 3. Run './make-macosx-ub.sh' 57 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your 58 /Applications/ioquake3 folder. 59 60Installation, for *nix 61 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 62 to. By default it will be /usr/local/games/quake3 if you haven't set it. 63 This is the path as used by the original Linux Q3 installer and subsequent 64 point releases. 65 2. Run 'make copyfiles'. 66 67It is also possible to cross compile for Windows under *nix using MinGW. A 68script is available to build a cross compilation environment from 69http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils 70version numbers that the script downloads may need to be altered. 71Alternatively, your distribution may have mingw32 packages available. On 72debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross 73compiling is simply a case of using './cross-make-mingw.sh' in place of 'make', 74though you may find you need to change the value of the variables in this 75script to match your environment. 76 77The following variables may be set, either on the command line or in 78Makefile.local: 79 80 CFLAGS - use this for custom CFLAGS 81 V - set to show cc command line when building 82 DEFAULT_BASEDIR - extra path to search for baseq3 and such 83 BUILD_SERVER - build the 'ioq3ded' server binary 84 BUILD_CLIENT - build the 'ioquake3' client binary 85 BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary 86 BUILD_GAME_SO - build the game shared libraries 87 BUILD_GAME_QVM - build the game qvms 88 BUILD_STANDALONE - build binaries suited for stand-alone games 89 USE_OPENAL - use OpenAL where available 90 USE_OPENAL_DLOPEN - link with OpenAL at runtime 91 USE_CURL - use libcurl for http/ftp download support 92 USE_CURL_DLOPEN - link with libcurl at runtime 93 USE_CODEC_VORBIS - enable Ogg Vorbis support 94 USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones 95 COPYDIR - the target installation directory 96 TEMPDIR - specify user defined directory for temp files 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 cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration 112 behaviour, 0 for standard q3 113 cl_mouseAccelOffset - Tuning the acceleration curve, see below 114 cl_gamename - Gamename sent to master server in 115 getserversExt query 116 117 s_useOpenAL - use the OpenAL sound backend if available 118 s_alPrecache - cache OpenAL sounds before use 119 s_alGain - the value of AL_GAIN for each source 120 s_alSources - the total number of sources (memory) to 121 allocate 122 s_alDopplerFactor - the value passed to alDopplerFactor 123 s_alDopplerSpeed - the value passed to alDopplerVelocity 124 s_alMinDistance - the value of AL_REFERENCE_DISTANCE for 125 each source 126 s_alMaxDistance - the maximum distance before sounds start 127 to become inaudible. 128 s_alRolloff - the value of AL_ROLLOFF_FACTOR for each 129 source 130 s_alGraceDistance - after having passed MaxDistance, length 131 until sounds are completely inaudible 132 s_alDriver - which OpenAL library to use 133 s_alDevice - which OpenAL device to use 134 s_alAvailableDevices - list of available OpenAL devices 135 s_sdlBits - SDL bit resolution 136 s_sdlSpeed - SDL sample rate 137 s_sdlChannels - SDL number of channels 138 s_sdlDevSamps - SDL DMA buffer size override 139 s_sdlMixSamps - SDL mix buffer size override 140 s_backend - read only, indicates the current sound 141 backend 142 s_muteWhenMinimized - mute sound when minimized 143 s_muteWhenUnfocused - mute sound when window is unfocused 144 145 com_ansiColor - enable use of ANSI escape codes in the tty 146 com_altivec - enable use of altivec on PowerPC systems 147 com_standalone (read only) - If set to 1, quake3 is running in 148 standalone mode 149 com_basegame - Use a different base than baseq3. If no 150 original Quake3 or TeamArena pak files 151 are found, this will enable running in 152 standalone mode 153 com_homepath - Specify name that is to be appended to the 154 home path 155 com_maxfpsUnfocused - Maximum frames per second when unfocused 156 com_maxfpsMinimized - Maximum frames per second when minimized 157 com_busyWait - Will use a busy loop to wait for rendering 158 next frame when set to non-zero value 159 160 in_joystickNo - select which joystick to use 161 in_keyboardDebug - print keyboard debug info 162 163 sv_dlURL - the base of the HTTP or FTP site that 164 holds custom pk3 files for your server 165 sv_banFile - Name of the file that is used for storing 166 the server bans 167 sv_heartbeat - Heartbeat string sent to master server 168 sv_flatline - Heartbeat string sent to master server 169 when server is killed 170 171 net_ip6 - IPv6 address to bind to 172 net_port6 - port to bind to using the ipv6 address 173 net_enabled - enable networking, bitmask. Add up 174 number for option to enable it: 175 enable ipv4 networking: 1 176 enable ipv6 networking: 2 177 prioritise ipv6 over ipv4: 4 178 disable multicast support: 8 179 net_mcast6addr - multicast address to use for scanning for 180 ipv6 servers on the local network 181 net_mcastiface - outgoing interface to use for scan 182 183 protocol - Allow changing protocol version 184 (startup only) 185 186 r_allowResize - make window resizable (SDL only) 187 r_ext_texture_filter_anisotropic - anisotropic texture filtering 188 r_zProj - distance of observer camera to projection 189 plane in quake3 standard units 190 r_greyscale - desaturate textures, useful for anaglyph, 191 supports values in the range of 0 to 1 192 r_stereoEnabled - enable stereo rendering for techniques 193 like shutter glasses (untested) 194 r_anaglyphMode - Enable rendering of anaglyph images 195 red-cyan glasses: 1 196 red-blue: 2 197 red-green: 3 198 To swap the colors for left and right eye 199 just add 3 to the value for the wanted 200 color combination. For red-blue and 201 red-green you probably want to enable 202 r_greyscale 203 r_stereoSeparation - Control eye separation. Resulting 204 separation is r_zProj divided by this 205 value in quake3 standard units. 206 See also 207 http://wiki.ioquake3.org/Stereo_Rendering 208 for more information 209 r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD 210 developers should increase the mark 211 triangle limits in cg_marks.c if they 212 intend to use this. 213 r_sdlDriver - read only, indicates the SDL driver 214 backend being used 215 r_noborder - Remove window decoration from window 216 managers, like borders and titlebar. 217 r_screenshotJpegQuality - Controls quality of jpeg screenshots 218 captured using screenshotJPEG 219 r_aviMotionJpegQuality - Controls quality of video capture when 220 cl_aviMotionJpeg is enabled 221 222New commands 223 video [filename] - start video capture (use with demo command) 224 stopvideo - stop video capture 225 stopmusic - stop background music 226 minimize - Minimize the game and show desktop 227 228 print - print out the contents of a cvar 229 unset - unset a user created cvar 230 231 banaddr <range> - ban an ip address range from joining a game on this 232 server, valid <range> is either playernum or CIDR 233 notation address range. 234 exceptaddr <range> - exempt an ip address range from a ban. 235 bandel <range> - delete ban (either range or ban number) 236 exceptdel <range> - delete exception (either range or exception number) 237 listbans - list all currently active bans and exceptions 238 rehashbans - reload the banlist from serverbans.dat 239 flushbans - delete all bans 240 241 net_restart - restart network subsystem to change latched settings 242 game_restart <fs_game> - Switch to another mod 243 244 which <filename/path> - print out the path on disk to a loaded item 245 246------------------------------------------------------------ Miscellaneous ----- 247 248Using shared libraries instead of qvm 249 To force Q3 to use shared libraries instead of qvms run it with the following 250 parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 251 252Using Demo Data Files 253 Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The 254 qvm files in this pak0.pk3 will not work, so you have to use the native 255 shared libraries or qvms from this project. To use the new qvms, they must be 256 put into a pk3 file. A pk3 file is just a zip file, so any compression tool 257 that can create such files will work. The shared libraries should already be 258 in the correct place. Use the instructions above to use them. 259 260 Please bear in mind that you will not be able to play online using the demo 261 data, nor is it something that we like to spend much time maintaining or 262 supporting. 263 264Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps! 265 Ioquake3 now uses the select() system call to wait for the rendering of the 266 next frame when com_maxfps was hit. This will improve your CPU load 267 considerably in these cases. However, not all systems may support a 268 granularity for its timing functions that is required to perform this waiting 269 correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but 270 really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms. 271 In this case you can always revert back to the old behaviour by setting the 272 cvar com_busyWait to 1. 273 274QuakeLive mouse acceleration (patch and this text written by TTimo from id) 275 I've been using an experimental mouse acceleration code for a while, and 276 decided to make it available to everyone. Don't be too worried if you don't 277 understand the explanations below, this is mostly intended for advanced 278 players: 279 To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior) 280 281 New style is controlled with 3 cvars: 282 283 sensitivity 284 cl_mouseAccel 285 cl_mouseAccelOffset 286 287 The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if 288 you have a base sensitivity setup, as soon as you set a non zero acceleration 289 your base sensitivity at low speeds will change as well. The other problem 290 with style 0 is that you are stuck on a square (power of two) acceleration 291 curve. 292 293 The new code tries to solve both problems: 294 295 Once you setup your sensitivity to feel comfortable and accurate enough for 296 low mouse deltas with no acceleration (cl_mouseAccel 0), you can start 297 increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the 298 amplification you want for high deltas with little effect on low mouse deltas. 299 300 cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve 301 as style 0. The higher the value, the faster the amplification grows with the 302 mouse delta. 303 304 cl_mouseAccelOffset sets how much base mouse delta will be doubled by 305 acceleration. The closer to zero you bring it, the more acceleration will 306 happen at low speeds. This is also very useful if you are changing to a new 307 mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your 308 cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely 309 gain in precision when you do that, but that is not related to mouse 310 acceleration). 311 312 Mouse acceleration is tricky to configure, and when you do you'll have to 313 re-learn your aiming. But you will find that it's very much forth it in the 314 long run. 315 316 If you try the new acceleration code and start using it, I'd be very 317 interested by your feedback. 318 31964bit mods 320 If you wish to compile external mods as shared libraries on a 64bit platform, 321 and the mod source is derived from the id Q3 SDK, you will need to modify the 322 interface code a little. Open the files ending in _syscalls.c and change 323 every instance of int to intptr_t in the declaration of the syscall function 324 pointer and the dllEntry function. Also find the vmMain function for each 325 module (usually in cg_main.c g_main.c etc.) and similarly replace the return 326 value in the prototype with intptr_t (arg0, arg1, ...stay int). 327 328 Add the following code snippet to q_shared.h: 329 330 #ifdef Q3_VM 331 typedef int intptr_t; 332 #else 333 #include <stdint.h> 334 #endif 335 336 Note if you simply wish to run mods on a 64bit platform you do not need to 337 recompile anything since by default Q3 uses a virtual machine system. 338 339Creating mods compatible with Q3 1.32b 340 If you're using this package to create mods for the last official release of 341 Q3, it is necessary to pass the commandline option '-vq3' to your invocation 342 of q3asm. This is because by default q3asm outputs an updated qvm format that 343 is necessary to fix a bug involving the optimizing pass of the x86 vm JIT 344 compiler. 345 346Creating standalone games 347 Have you finished the daunting task of removing all dependencies on the Q3 348 game data? You probably now want to give your users the opportunity to play 349 the game without owning a copy of Q3, which consequently means removing cd-key 350 and authentication server checks. In addition to being a straightforward Q3 351 client, ioquake3 also purports to be a reliable and stable code base on which 352 to base your game project. 353 354 However, before you start compiling your own version of ioquake3, you have to 355 ask yourself: Have we changed or will we need to change anything of importance 356 in the engine? 357 358 If your answer to this question is "no", it probably makes no sense to build 359 your own binaries. Instead, you can just use the pre-built binaries on the 360 website. Just make sure the game is called with: 361 362 +set com_basegame <yournewbase> 363 364 in any links/scripts you install for your users to start the game. The 365 binary must not detect any original quake3 game pak files. If this 366 condition is met, the game will set com_standalone to 1 and is then running 367 in stand alone mode. 368 369 If you want the engine to use a different directory in your homepath than 370 e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup 371 by adding 372 373 +set com_homepath <homedirname> 374 375 to the command line. Then you can control which kind of messages to send to 376 the master server: 377 378 +set sv_heartbeat <heartbeat> +set sv_flatline <flatline> 379 +set cl_gamename <gamename> 380 381 The <heartbeat> and <flatline> message can be specific to your game. The 382 flatline message is sent to signal the master server that the game server is 383 quitting. Vanilla quake3 uses "QuakeArena-1" both for the heartbeat and 384 flatline messages. 385 The cl_gamename message is for dpmaster to specify which game the client 386 wants a server list for. It is only used in the new ipv6 based getServersExt 387 query. 388 389 Example line: 390 391 +set com_basegame basefoo +set com_homepath .foo 392 +set sv_heartbeat fooalive +set sv_flatline foodead 393 +set cl_gamename foo 394 395 396 If you really changed parts that would make vanilla ioquake3 incompatible with 397 your mod, we have included another way to conveniently build a stand-alone 398 binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit 399 the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with 400 information appropriate for your project. 401 402 While a lot of work has been put into ioquake3 that you can benefit from free 403 of charge, it does not mean that you have no obligations to fulfil. Please be 404 aware that as soon as you start distributing your game with an engine based on 405 our sources we expect you to fully comply with the requirements as stated in 406 the GPL. That includes making sources and modifications you made to the 407 ioquake3 engine as well as the game-code used to compile the .qvm files for 408 the game logic freely available to everyone. Furthermore, note that the "QIIIA 409 Game Source License" prohibits distribution of mods that are intended to 410 operate on a version of Q3 not sanctioned by id software: 411 412 "with this Agreement, ID grants to you the non-exclusive and limited right 413 to distribute copies of the Software ... for operation only with the full 414 version of the software game QUAKE III ARENA" 415 416 This means that if you're creating a standalone game, you cannot use said 417 license on any portion of the product. As the only other license this code has 418 been released under is the GPL, this is the only option. 419 420 This does NOT mean that you cannot market this game commercially. The GPL does 421 not prohibit commercial exploitation and all assets (e.g. textures, sounds, 422 maps) created by yourself are your property and can be sold like every other 423 game you find in stores. 424 425cl_guid Support 426 cl_guid is a cvar which is part of the client's USERINFO string. Its value 427 is a 32 character string made up of [a-f] and [0-9] characters. This 428 value is pseudo-unique for every player. Id's Quake 3 Arena client also 429 sets cl_guid, but only if Punkbuster is enabled on the client. 430 431 If cl_guidServerUniq is non-zero (the default), then this value is also 432 pseudo-unique for each server a client connects to (based on IP:PORT of 433 the server). 434 435 The purpose of cl_guid is to add an identifier for each player on 436 a server. This value can be reset by the client at any time so it's not 437 useful for blocking access. However, it can have at least two uses in 438 your mod's game code: 439 1) improve logging to allow statistical tools to index players by more 440 than just name 441 2) granting some weak admin rights to players without requiring passwords 442 443Using HTTP/FTP Download Support (Server) 444 You can enable redirected downloads on your server even if it's not 445 an ioquake3 server. You simply need to use the 'sets' command to put 446 the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads 447 is set to 1 448 449 sv_dlURL is the base of the URL that contains your custom .pk3 files 450 the client will append both fs_game and the filename to the end of 451 this value. For example, if you have sv_dlURL set to 452 "http://ioquake3.org", fs_game is "baseq3", and the client is 453 missing "test.pk3", it will attempt to download from the URL 454 "http://ioquake3.org/baseq3/test.pk3" 455 456 sv_allowDownload's value is now a bitmask made up of the following 457 flags: 458 1 - ENABLE 459 4 - do not use UDP downloads 460 8 - do not ask the client to disconnect when using HTTP/FTP 461 462 Server operators who are concerned about potential "leeching" from their 463 HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER 464 that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For, 465 example, Apache's mod_rewrite can restrict access based on HTTP_REFERER. 466 467Using HTTP/FTP Download Support (Client) 468 Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads 469 assuming ioquake3 was compiled with USE_CURL=1 (the default). 470 like sv_allowDownload, cl_allowDownload also uses a bitmask value 471 supporting the following flags: 472 1 - ENABLE 473 2 - do not use HTTP/FTP downloads 474 4 - do not use UDP downloads 475 476 When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms), 477 it will use the value of the cvar cl_cURLLib as the filename of the cURL 478 library to dynamically load. 479 480Multiuser Support on Windows systems 481 On Windows, all user specific files such as autogenerated configuration, 482 demos, videos, screenshots, and autodownloaded pk3s are now saved in a 483 directory specific to the user who is running ioquake3. 484 485 On NT-based such as Windows XP, this is usually a directory named: 486 "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\" 487 488 Windows 95, Windows 98, and Windows ME will use a directory like: 489 "C:\Windows\Application Data\Quake3" 490 in single-user mode, or: 491 "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" 492 if multiple logins have been enabled. 493 494 In order to access this directory more easily, the installer may create a 495 Shortcut which has its target set to: 496 "%APPDATA%\Quake3\" 497 This Shortcut would work for all users on the system regardless of the 498 locale settings. Unfortunately, this environment variable is only 499 present on Windows NT based systems. 500 501 You can revert to the old single-user behaviour by setting the fs_homepath 502 cvar to the directory where ioquake3 is installed. For example: 503 ioquake3.exe +set fs_homepath "c:\ioquake3" 504 Note that this cvar MUST be set as a command line parameter. 505 506SDL Keyboard Differences 507 ioquake3 clients have different keyboard behaviour compared to the original 508 Quake3 clients. 509 510 * "Caps Lock" and "Num Lock" can not be used as normal binds since they 511 do not send a KEYUP event until the key is pressed again. 512 513 * SDL > 1.2.9 does not support disabling dead key recognition. In order to 514 send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or 515 sometimes the same character again) after the character to send it on 516 many international keyboard layouts. 517 518 * The SDL client supports many more keys than the original Quake3 client. 519 For example the keys: "Windows", "SysReq", "ScrollLock", and "Break". 520 For non-US keyboards, all of the so called "World" keys are now supported 521 as well as F13, F14, F15, and the country-specific mode/meta keys. 522 523 On many international layouts the default console toggle keys are also dead 524 keys, meaning that dropping the console potentially results in 525 unintentionally initiating the keying of a dead key. Futhermore SDL 1.2's 526 dead key support is broken by design and Q3 doesn't support non-ASCII text 527 entry, so the chances are you won't get the correct character anyway. 528 529 If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This 530 is a space delimited list of key names that will toggle the console. The key 531 names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE", 532 "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal 533 number. Some example values for cl_consoleKeys: 534 535 "~ ` 0x7e 0x60" Toggle on ~ or ` (the default) 536 "WINDOWS" Toggle on the Windows key 537 "c" Toggle on the c key 538 "0x43" Toggle on the C character (Shift-c) 539 "PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys 540 541 Note that when you elect a set of console keys or characters, they cannot 542 then be used for binding, nor will they generate characters when entering 543 text. Also, in addition to the nominated console keys, Shift-ESC is hard 544 coded to always toggle the console. 545 546PNG support 547 ioquake3 supports the use of PNG (Portable Network Graphic) images as 548 textures. It should be noted that the use of such images in a map will 549 result in missing placeholder textures where the map is used with the id 550 Quake 3 client or earlier versions of ioquake3. 551 552 Recent versions of GtkRadiant and q3map2 support PNG images without 553 modification. However GtkRadiant is not aware that PNG textures are supported 554 by ioquake3. To change this behaviour open the file 'q3.game' in the 'games' 555 directory of the GtkRadiant base directory with an editor and change the 556 line: 557 558 texturetypes="tga jpg" 559 560 to 561 562 texturetypes="tga jpg png" 563 564 Restart GtkRadiant and PNG textures are now available. 565 566Building with MinGW for pre Windows XP 567 IPv6 support requires a header named "wspiapi.h" to abstract away from 568 differences in earlier versions of Windows' IPv6 stack. There is no MinGW 569 equivalent of this header and the Microsoft version is obviously not 570 redistributable, so in its absence we're forced to require Windows XP. 571 However if this header is acquired separately and placed in the qcommon/ 572 directory, this restriction is lifted. 573 574 575------------------------------------------------------------- Contributing ----- 576 577Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the 578mailing list (quake3-subscribe@icculus.org) and submit your patch there. The 579best case scenario is that you submit your patch to bugzilla, and then post the 580URL to the mailing list. 581 582The focus for ioq3 is to develop a stable base suitable for further development 583and provide players with the same Quake 3 experience they've had for years. As 584such ioq3 does not have any significant graphical enhancements and none are 585planned at this time. However, improved graphics and sound patches will be 586accepted as long as they are entirely optional, do not require new media and 587are off by default. 588 589 590--------------------------------------------- Building Official Installers ----- 591 592We need help getting automated installers on all the platforms that ioquake3 593supports. We don't neccesarily care about all the installers being identical, 594but we have some general guidelines: 595 596 * Please include the id patch pk3s in your installer, which are available 597 from http://ioquake3.org/patch-data/ subject to agreement to the id 598 EULA. Your installer shall also ask the user to agree to this EULA (which 599 is in the /web/include directory for your convenience) and subsequently 600 refuse to continue the installation of the patch pk3s and pak0.pk3 if they 601 do not. 602 603 * Please don't require pak0.pk3, since not everyone using the engine 604 plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the 605 user in copying the file or tell them how. 606 607 * It is fine to just install the binaries without requiring id EULA agreement, 608 providing pak0.pk3 and the patch pk3s are not refered to or included in the 609 installer. 610 611 * Please include at least an SDL so/dylib/dll on every platform. 612 613 * Please include an OpenAL so/dylib/dll, since every platform should be using 614 it by now. 615 616 * Please contact the mailing list when you've made your installer. 617 618 * Please be prepared to alter your installer on the whim of the maintainers. 619 620 * Your installer will be mirrored to an "official" directory, thus making it 621 a done deal. 622 623------------------------------------------------------------------ Credits ----- 624 625Maintainers 626 Ludwig Nussel <ludwig.nussel@suse.de> 627 Thilo Schulz <arny@ats.s.bawue.de> 628 Tim Angus <tim@ngus.net> 629 Tony J. White <tjw@tjw.org> 630 Zachary J. Slater <zachary@ioquake.org> 631 632Significant contributions from 633 Ryan C. Gordon <icculus@icculus.org> 634 Andreas Kohn <andreas@syndrom23.de> 635 Joerg Dietrich <Dietrich_Joerg@t-online.de> 636 Stuart Dalton <badcdev@gmail.com> 637 Vincent S. Cojot <vincent at cojot dot name> 638 optical <alex@rigbo.se> 639 Aaron Gyes <floam@aaron.gy> 640