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README

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