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author | floam <floam@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2006-03-24 07:06:02 +0000 |
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committer | floam <floam@edf5b092-35ff-0310-97b2-ce42778d08ea> | 2006-03-24 07:06:02 +0000 |
commit | f499058467a91b1db84891b2afeb540dc7d85ae1 (patch) | |
tree | 19e4441c7f4338f759349780cb018d6f1f211e89 | |
parent | 210510938b89c936dfd45f90f6076f86b8b88a6a (diff) | |
download | ioquake3-aero-f499058467a91b1db84891b2afeb540dc7d85ae1.tar.gz ioquake3-aero-f499058467a91b1db84891b2afeb540dc7d85ae1.zip |
Changes!
git-svn-id: svn://svn.icculus.org/quake3/trunk@657 edf5b092-35ff-0310-97b2-ce42778d08ea
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diff --git a/web/images/apple.png b/web/images/apple.png Binary files differdeleted file mode 100644 index 25cfa0e..0000000 --- a/web/images/apple.png +++ /dev/null diff --git a/web/images/icon.png b/web/images/icon.png Binary files differdeleted file mode 100644 index c308d49..0000000 --- a/web/images/icon.png +++ /dev/null diff --git a/web/images/linux.png b/web/images/linux.png Binary files differdeleted file mode 100644 index 97341c7..0000000 --- a/web/images/linux.png +++ /dev/null diff --git a/web/images/quake3_logo_web.png b/web/images/quake3_logo_web.png Binary files differdeleted file mode 100644 index 9c1f8ff..0000000 --- a/web/images/quake3_logo_web.png +++ /dev/null diff --git a/web/images/quake3cdkey.jpg b/web/images/quake3cdkey.jpg Binary files differdeleted file mode 100644 index 5647a17..0000000 --- a/web/images/quake3cdkey.jpg +++ /dev/null diff --git a/web/images/talkingheadsjoke.jpg b/web/images/talkingheadsjoke.jpg Binary files differdeleted file mode 100644 index 2c2a18f..0000000 --- a/web/images/talkingheadsjoke.jpg +++ /dev/null diff --git a/web/images/windows.png b/web/images/windows.png Binary files differdeleted file mode 100644 index 5fda4fc..0000000 --- a/web/images/windows.png +++ /dev/null diff --git a/web/include/discuss.php b/web/include/discuss.php deleted file mode 100644 index 8b87454..0000000 --- a/web/include/discuss.php +++ /dev/null @@ -1,41 +0,0 @@ -<h2>Web Forums</h2> -<p>We provide web forums to facilitate the desire for a place to discuss this project -and seek help from peers online. Please be courteous!</p> -<p><a href="http://boards.chatbear.com/quake3/">Enter the icculus.org/quake3 forums.</a><br /> -If you need more technical help, or have a bug to report, please consult the mailing lists -and Bugzilla.</p> - -<h2>Mailing Lists</h2> -<p>There are two mailing lists used by this project. Here's a description and instructions -for each.</p> -<h3 class="shell">quake3@icculus.org</h3> -<p>There is a general discussion mailing list where you can discuss this project, -ask for help, announce patches, and anything else that could possibly be talked -about with the developers and users of icculus.org/quake3.</p> -<p>To join the list, send a blank e-mail to -<a href="mailto:quake3-subscribe@icculus.org" class="shell">quake3-subscribe@icculus.org</a>. -<br /> -To send an e-mail to the list, address it to -<a href="mailto:quake3@icculus.org" class="shell">quake3@icculus.org</a>. -<br /> -To unsubscribe, send a blank e-mail to -<a href="mailto:quake3-unsubscribe@icculus.org" class="shell">quake3-unsubscribe@icculus.org</a>. -<br /> -For more help, send a blank email to -<a href="mailto:quake3-help@icculus.org" class="shell">quake3-help@icculus.org</a>. -All of the above information plus more will be sent to you. -</p> -<h3 class="shell">quake3-commits@icculus.org</h3> -<p>There is also this read-only mailing list which tracks changes to the -<acronym title="Subversion">SVN</acronym> tree. You'll be sent an email each time -someone commits a change. This is not normally a high-volume list, but it certainly -can be at times. The instructions for this list are identical to the instructions -for regular list, just change the <tt>quake3</tt> part of the -e-mail addresses to <tt>quake3-commits</tt>.</p> - -<h2 title="Internet Relay Chat">IRC</h2> -<p>To join the <acronym title="Internet Relay Chat">IRC</acronym> channel, aim -your client at <tt>#icculus.org/quake3</tt> on <tt>irc.freenode.net</tt> -Please make sure you've read the <a href="?page=help">Help</a> page before -you start wasting your time bugging people! -</p> diff --git a/web/include/downloads.php b/web/include/downloads.php deleted file mode 100644 index e3c5b94..0000000 --- a/web/include/downloads.php +++ /dev/null @@ -1,52 +0,0 @@ -<?php -$downloads = array( - "windows" => '<h3 class="windows">Windows (x86)</h3> - <p>Provides latest patch <tt>pk3</tt> data from - id. You need to copy your <tt>pak0.pk3</tt> from the CD-ROM - when the installation process is completed.</p> - <p><a href="http://icculus.org/~zakk/q3run/ioquake3_setup.exe"> - Download for Windows x86</a>, 26MB. - <em>MD5: <tt>cd1298f0430ec9b040f2c855d78363c5</tt></em><br /> - <em>Built from Subversion - <a href="http://svn.icculus.org/quake3/trunk/?rev=647">revision 647</a>.</em> - </p><p> - Thanks to <a href="mailto:phatfil@optusnet.com.au">Philip - Nelson</a>.</p>', - - "linux" => '<h3 class="linux">Linux (x86, x86_64, PowerPC)</h3> - <p>You must <a href="?page=getdata">download patch data seperately</a> - with these installers. When the installation is complete, - you need to copy your <tt>pak0.pk3</tt> from your legal CD-ROM. - Execute the <tt>.run</tt> file as root with something like - <tt>sh <em>ioquake3-version_etc.run</em></tt></p> - <p> - <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.i386.run"> - Download for x86</a>, 2.7MB. - <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.i386.run.asc"> - <tt>1f77f6afb2b6428e8e47ddc3d8bc8b98</tt></a></em><br /> - <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.x86_64.run"> - Download for x86_64</a>, 3.4MB. - <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.x86_64.run.asc"> - <tt>bf338d31d40991e0e8f930a0e5b078c7</tt></a></em><br /> - <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ppc.run"> - Download for PowerPC</a>, 2.7MB. - <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ppc.run.asc"> - <tt>cefbaca88dd5c5cd8b151f21f38f20df</tt></a></em><br /> - <em>Built from Subversion - <a href="http://svn.icculus.org/quake3/trunk/?rev=629">revision 629</a>.</em> - </p><p> - Thanks to <a href="mailto:ludwig.nussel@suse.de">Ludwig - Nussel</a>. - </p>', - - "mac" => '<h3 class="apple">Mac OS X (PowerPC)</h3> - <p>You must <a href="http://icculus.org/quake3/?page=getdata">download patch data seperately</a> - with this <tt>dmg</tt>. When the installation is complete, - you need to copy your <tt>pak0.pk3</tt> from your legal CD-ROM. - Further instruction is in the <tt>ReadMe.rtf</tt> included in - the <tt>dmg</tt>. Intel binaries will be coming shortly.</p> - <p><a href="http://icculus.org/~zakk/q3run/ioquake3.dmg"> - Download for OS X (PowerPC)</a>, 5.5MB.<br /> - <em>Built from Subversion <a href="http://svn.icculus.org/quake3/trunk/?rev=653">revision 653</a>.</em></p><p>Thanks to Vincent Morenas for help in creating this <tt>dmg</tt>.</p> ' -); -?> diff --git a/web/include/errors.php b/web/include/errors.php deleted file mode 100644 index 7db28b4..0000000 --- a/web/include/errors.php +++ /dev/null @@ -1,24 +0,0 @@ -<?php -if (!$code) { $code = $_GET['code']; } -if (!$detail) { $error['detail'] = $_GET['detail']; } - -switch($code) -{ - case 403: - $error['name'] = "Forbidden"; - $error['description'] = "You don't have permission to be here. Go away!"; - break; - case 404: - $error['name'] = "Not Found"; - $error['description'] = "The file was not found. We probably screwed up."; - break; - case 500: - $error['name'] = "Internal Server Error"; - $error['description'] = "Oh, crap. Something is broke and it's almost definitely our fault!"; - break; -} - -header("HTTP/1.0 $code" . $error['name']); -echo "<h2>$error[name]</h2> -<p>$error[description] $error[detail]</p>"; -?> diff --git a/web/include/get.php b/web/include/get.php deleted file mode 100644 index 0f02a96..0000000 --- a/web/include/get.php +++ /dev/null @@ -1,164 +0,0 @@ - -<p class="angryzakk">The Quake 3 engine is open source, this does <strong>not</strong> -mean that Quake III: Arena the game is free. You must purchase the game to use the data!</p> -<h2>Get icculus.org/quake3</h2> -<p>There are three methods of installation. The preffered way is to use an official -installer.</p> -<ul> - <li><a href="?page=get&method=official">Offical Installers</a></li> - <li><a href="?page=get&method=unofficial">Unofficial installers and packages</a></li> - <li><a href="?page=get&method=source">Build from source-code</a></li> -</ul> -<?php -include("downloads.php"); - -foreach ($downloads as $os => $desc) { - $installers .= "<li>$desc</li>\n"; -} - -$official =" -<h2>Sanctioned Installers</h2> -<p>We have provided installers for the most popular platforms icculus.org/quake3 -supports. These have been tested, and if they do not work you can report bugs to us -about them.</p> -<ul> - $installers -</ul>"; - -$unofficial = '<h2>Using packages for your Operating System</h2> -<p>If you\'re lucky your Operating System provider or someone else using it may have already -done all of the work for you. Please report problems with these to those who are -guilty.</p> -<ul> - <li> - <h3>Debian & Ubuntu</h3> - <p>There are packages for the i386 and amd64 versions of - Ubuntu and Debian Linux, thanks to <a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/"> - Bruno "Fuddl" Kleinert</a>.</p> - <ul> - <li><a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/debian/unstable/"> - Packages for Debian Linux.</a> These are intended for Debian unstable.</li> - <li><a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/ubuntu/breezy"> - Packages for Ubuntu Linux.</a> These are intended for Ubuntu Breezy.</li> - </ul> - <p>To install these, as root run <tt>dpkg -i - <em>package.deb</em></tt>.</p> - <p>There are also i686 <a href="http://www.xs4all.nl/~bruijn9/quake3/breezy/">binaries - built on Ubuntu</a> made by Pascal de Bruijn. Untar this into /opt/ - or where ever you keep weird isolated installs. There is a decent - chance these will work on most distributions, these are not - <tt>.deb</tt>s.</p> - </li> - <li> - <h3>Fedora Core, RHEL</h3> - <p>Ed "Sketch" Byrne has been so kind as to provide i386 RPMs for - <a href="http://www.openverse.com/quake3/"> Fedora Core 3, Fedora - Core 4, and RedHat Enterprise Linux 4</a>. Be sure to read his - <a href="http://www.openverse.com/quake3/Readme.html">Readme</a> - to learn how to install it.</p> - </li> - <li> - <h3>Gentoo</h3> - <p><a href="http://www.gentoo.org/">Gentoo</a> users can just <tt> - emerge quake3</tt> to get a recent snapshot of our Subversion repository.</p> - </li> -</ul>'; - -$source = -'<h2>Check out and build from Subversion</h2> -<h3>Prerequisites</h3> -<ul> - <li><a href="http://libsdl.org/">SDL</a> is required (everywhere but Windows), Linux users need development packages if they want to compile the game. You can optionally disable SDL in the Makefile but this configuration is currently untested.</li> - <li><a href="http://www.openal.org/">OpenAL</a> is optionally disable-able. Apple Mac OS X 10.4 comes with OpenAL.</li> - <li><a href="http://subversion.tigris.org/">Subversion</a> is used for acquiring our modified version of the id source code. If you\'re using a binary package, then you won\'t need this.</li> - <li><a href="http://www.apple.com/">Apple Mac OS X</a> users need X Code installed for gcc, and <a href="http://metissian.com/projects/macosx/subversion/">subversion</a> and other interesting things.</li> -</ul> -<p><em>This part assumes Windows users are using <a href="http://www.cygwin.com">Cygwin</a>. -If you aren\'t, <a href="http://tortoisesvn.tigris.org/">TortoiseSVN</a> is a good -client.</em></p> -<ol> - <li>Change into a directory that you want the tree to be kept in.</li> - <li>Check out the source tree:<br /> - <tt>svn co svn://svn.icculus.org/quake3/trunk quake3</tt> - <br /> - (You can check out a specific revision with the -r option, like this: - <tt>svn co svn://svn.icculus.org/quake3/trunk quake3 -r100</tt>) - </li> - <li>Read the <a href="http://svn.icculus.org/*checkout*/quake3/trunk/README">README</a> - file. Really. Do it.</li> - <li>Compile and install icculus.org/quake3: - <ul> - <li><h3>Linux and friends</h3> - <p>We all can compile it ourselves:</p> - <ol> - <li>Agree to the EULA and grab the <a href="?page=getdata"> - updated <tt>pk3</tt> files</a>. Extract it to someplace like - <tt>/opt/quake3</tt>.</li> - <li>Change into the top level directory (it contains - the <tt>ui</tt> and - <tt>code</tt> directories.)</li> - <li>Run <tt>make</tt>.</li> - <li>Set <tt>$COPYDIR</tt> to the - directory you installed Quake3 to and make - the copyfiles target. Make sure you are - changed to the owner of this path (probably - root).<br /> - <tt>COPYDIR="/opt/quake3" make copyfiles</tt> - </li> - </ol> - </li> - <li><h3>Mac OS X</h3> - <ol> - <li>Change into the top level directory (it contains - the <tt>ui</tt> and - <tt>code</tt> directories.)</li> - <li>Run <tt>make</tt>.</li> - <li>Install the latest point release for OS X.</li> - <li>Copy <tt>ioquake3.ppc</tt> - in <tt>build/release-darwin-ppc/</tt> - to <tt>/Applications/Quake3/Quake3.app/Contents/MacOS/Quake3</tt>.</li> - <li>You need a libSDL-1.2.0.dylib in that .app\'s - MacOS directory.</li> - <li>You need to copy your <tt>pak0.pk3</tt> - from your Quake 3 CD-ROM\'s <tt>/baseq3</tt> - directory to your <tt>/Applications/Quake3/baseq3</tt> - directory.</li> - <li>Ditto for the Team Arena mission pack, though - you would be substituting <tt>baseq3</tt> - in the above example for <tt>missionpack</tt>.</li> - </ol> - <p>After you\'ve done all of that, you can double click - on the <tt>.app</tt> file, or change to - the <tt>/Applications/Quake3/</tt> directory in a terminal - and run the binary. - </p> - </li> - <li><h3>Windows</h3> - <p>Building on Windows is slightly complicated. - You can either use Microsoft Visual C++ or MinGW. - MinGW works better currently; both methods are described - in the - <a href="http://svn.icculus.org/*checkout*/quake3/trunk/README">README</a> - that you already are supposed to have read.</p> - </li> - </ul> - </li> - <li>If everything has gone well, you should have a binary that works! If not, seek - <a href="?page=help">help</a>.</li> -</ol>'; - -switch ($_GET['method']){ - case "official": - echo $official; - break; - case "unofficial": - echo $unofficial; - break; - case "source": - echo $source; - break; - default: - echo $official; - break; -} -?> diff --git a/web/include/getdata.php b/web/include/getdata.php deleted file mode 100644 index fc35804..0000000 --- a/web/include/getdata.php +++ /dev/null @@ -1,34 +0,0 @@ -<?php - -switch ($_POST['agree']) { - case "I Do Not Agree": - $html = "<h2>KEINE DATEN FÜR SIE!</h2> - <p>You'll need to agree to the EULA if you want the - updated data.</p>"; //nazi-german for "NO DATA FOR YOU!" - break; - - case "I Agree": - $html = "<h2>You agree!</h2> - <p>Good for you. You can - <a rel=\"nofollow\" href=\"http://www.icculus.org/~zakk/quake3-latest-pk3s.zip\"> - download the <tt>pk3</tt>s</a> now.</p>"; - break; - default: - $eula = file_get_contents("include/id_patch_pk3s_Q3A_EULA.txt"); - $html = "<p>Newer <tt>pk3</tt> files from id point release patches -are required to play Quake III: Arena on icculus.org/quake3.</p> -<h2>EULA</h2> -<p>In order for us to distribute the updated pk3 files from id -Software, you need to agree to their EULA. Read through it, then click Agree if -you Agree.</p> -<pre> -$eula -</pre> -<form method=\"post\" action=\"?page=getdata\"> - <fieldset> - <input type=\"submit\" name=\"agree\" value=\"I Agree\" /> - <input type=\"submit\" name=\"agree\" value=\"I Do Not Agree\" /> - </fieldset> -</form>"; -} -echo $html; diff --git a/web/include/help.php b/web/include/help.php deleted file mode 100644 index 8b8fd96..0000000 --- a/web/include/help.php +++ /dev/null @@ -1,253 +0,0 @@ -<h2>Something isn't working right. Heeeeeeeelp!</h2> -<p>You have four choices for help: documentation, You can try asking on th -<a href="?page=discuss"> the mailing list, the IRC channel,</a> -and Bugzilla. There is some great documentation for Linux users at the -<a href="http://www.icculus.org/lgfaq/">Linux Gamers' FAQ</a>, and also at -id's <a href="http://zerowing.idsoftware.com/linux/q3a/">original page</a> (though you -should no-longer contact them for support). Windows users and Mac users should just -<a href="http://www.google.com/">Google</a> their errors to check for preexisting solutions. -You can try asking on the <a href="?page=discuss">mailing list and -<acronym title="Internet Relay Chat">IRC</acronym> channel.</a>. To file a bug report -with Bugzilla, check out our <a href="http://bugzilla.icculus.org/">Bugzilla website</a>. -Make sure that you check documentation, and read the -<a href="http://www.icculus.org/lgfaq/">Linux Gamers' FAQ</a> before asking for -help! Most questions people have are not unique!</p> - -<h2 id="cvar">New Cvars & Commands</h2> -<p>Icculus.org/quake3 has introduced a number of new cvars and commands, mostly -because of new features.</p> -<table> - <caption>Cvar Additions</caption> - <tr> - <th scope="col">Cvar</th> - <th scope="col">Type</th> - <th scope="col">Description</th> - </tr> - <tr> - <td class="shell">cl_autoRecordDemo</td> <td>Boolean</td> - <td>Record a new demo on each map change.</td> - </tr> - <tr> - <td class="shell">cl_aviFrameRate</td> <td>Integer</td> - <td>The framerate to use when capturing video.</td> - </tr> - <tr> - <td class="shell">cl_aviMotionJpeg</td> <td>Boolean</td> - <td>Use the mjpeg codec when capturing video.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell">s_useOpenAL</td> <td>Boolean</td> - <td>Use the OpenAL sound backend if it's available.</td> - </tr> - <tr> - <td class="shell">s_alPrecache</td> <td>Boolean</td> - <td>Cache OpenAL sounds before use.</td> - </tr> - <tr> - <td class="shell">s_alGain</td> <td>Float</td> - <td>The value of <tt>AL_GAIN</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alSources</td> <td>Integer</td> - <td>The total number of sources (memory) to allocate.</td> - </tr> - <tr> - <td class="shell">s_alDopplerFactor</td> <td>Float</td> - <td>The value passed to <tt>alDopplerFactor()</tt>.</td> - </tr> - <tr> - <td class="shell">s_alDopplerSpeed</td> <td>Float</td> - <td>The value passed to <tt>alDopplerVelocity()</tt>.</td> - </tr> - <tr> - <td class="shell">s_alMinDistance</td> <td>Float</td> - <td>The value of <tt>AL_REFERENCE_DISTANCE</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alRolloff</td> <td>Float</td> - <td>The value of <tt>AL_ROLLOFF_FACTOR</tt> for each source.</td> - </tr> - <tr> - <td class="shell">s_alMaxSpeakerDistance</td> <td>Float</td> - <td><tt>ET_SPEAKERS</tt> beyond this distance are culled.</td> - </tr> - <tr> - <td class="shell">s_alDriver</td> <td>String</td> - <td>Which OpenAL library to use.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell">s_sdlBits</td> <td>Integer</td> - <td>SDL bit resolution.</td> - </tr> - <tr> - <td class="shell">s_sdlSpeed</td> <td>Integer</td> - <td>SDL sample rate.</td> - </tr> - <tr> - <td class="shell">s_sdlChannels</td> <td>Integer</td> - <td>SDL number of channels.</td> - </tr> - <tr> - <td class="shell">s_sdlDevSamps</td> <td>Integer</td> - <td>SDL DMA buffer size override.</td> - </tr> - <tr> - <td class="shell">s_sdlMixSamps</td> <td>Integer</td> - <td>SDL mix buffer size override.</td> - </tr> - <tr><td colspan="3"></td></tr> <!-- Space --> - <tr> - <td class="shell" id="ttycon">ttycon_ansicolor</td> <td>Boolean</td> - <td>Enable the addition of <tt>ANSI</tt> escape codes for colors in the tty.</td> - </tr> - <tr> - <td class="shell">r_GLlibCoolDownMsec</td> <td>Integer</td> - <td>Wait for a number of milliseconds to close GL library.</td> - </tr> - <tr> - <td class="shell">com_altivec</td> <td>Boolean</td> - <td>Enable the use of Altivec on PowerPC systems.</td> - </tr> - <tr> - <td class="shell">s_backend</td> <td><dfn title="Read Only">RO</dfn> String</td> - <td>Indicates the current sound backend.</td> - </tr> - <tr> - <td class="shell">cl_consoleHistory</td> <td><dfn title="Read Only">RO</dfn> String</td> - <td>Stores the console history.</td> - </tr> - <tr> - <td class="shell">cl_platformSensitivity</td> <td><dfn title="Read Only">RO</dfn> Float</td> - <td>Indicates the mouse input scaling.</td> - </tr> -</table> -<table> - <caption>New Commands</caption> - <tr> - <th scope="col">Command</th> - <th scope="col">Description</th> - </tr> - <tr> - <td class="shell">video <em><filename></em></td> - <td>Start video capture (use with <tt>demo</tt> command). Outputs to - <tt><em>filename</em></tt>.</td> - </tr> - <tr> - <td class="shell">stopvidep</td> - <td>Stop the video capture.</td> - </tr> -</table> - -<h2 id="native">Using shared libraries instead of <acronym title="Quake Virtual Machine">QVM</acronym>s</h2> -<p>To force Q3 to use shared libraries instead of -<acronym title="Quake Virtual Machine">QVM</acronym>s run it with the following parameters: -<br /><tt>+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0</tt></p> - -<h2>Using Demo Data Files</h2> -<p>Copy <tt>demoq3/pak0.pk3</tt> from the demo installer to your <tt>baseq3</tt> -directory. The <acronym title="Quake Virtual Machine">QVM</acronym> files in this -<tt>pak0.pk3</tt> will not work, so you have to use the <a href="#native">native -shared libraries</a> or <acronym title="Quake Virtual Machine">QVM</acronym>s from -this project. To use the new <acronym title="Quake Virtual Machine">QVM</acronym>s, -they must be put into a <tt>.pk3</tt> file. A <tt>pk3</tt> file is just a zip file, -so any compression tool that can create such files will work. The shared libraries -should already be in the correct place.</p> -<p>Please bear in mind that you will not be able to play online using the demo data, -nor is it something that we like to spend much time maintaining or supporting.</p> - -<h2>64-bit Mods</h2> -<p>If you wish to compile external mods as shared libraries on a 64bit platform, -and the mod source is derived from the id Q3 SDK, you will need to modify the -interface code a little. Open the files ending in <tt>_syscalls.c</tt> and change -every instance of <tt>int</tt> to intptr_t in the declaration of the <tt>syscall</tt> -function pointer and the <tt>dllEntry</tt> function. Also find the vmMain function -for each module (usually in <tt>cg_main.c</tt>, <tt>g_main.c</tt>, etc.) and similarly -replace the return value in the prototype with <tt>intptr_t (arg0, arg1, ...stay int)</tt>. -</p><p> -Add the following code snippet to <tt>q_shared.h</tt>: -<pre>#ifdef Q3_VM -typedef int intptr_t; -#else -#include <stdint.h> -#endif</pre> -<em>Note: if you simply wish to run mods on a 64bit platform, you do <strong>not</strong> -need to recompile anything since by default Q3 uses a virtual machine system.</em></p> - -<h2>Creating Mods Compatible With Quake III 1.32b</h2> -<p>If you're using this package to create mods for the last official release of -Quake III, it is necessary to pass the command-line option <tt>-vq3</tt> to your -invocation of <tt>q3asm</tt>. This is because by default <tt>q3asm</tt> outputs -an updated <acronym title="Quake Virtual Machine">QVM</acronym> format that is necessary -to fix a bug involving the optimizing pass of the x86 vm JIT compiler. Read -<a href="http://www.quakesrc.org/forums/viewtopic.php?t=5665">the web-forum post</a> -about this issue for more details.</p> - -<h2>Pay your dues, contribute!</h2> -<p>If you've come up with an improvement or fixed something, we'd love to hear about it! -Firstly, <em>try</em> to make sure that the patch breaks less than it fixes. We don't -require everyone to be decorated Geniuses, but do attempt to produce a patch that you've -tested and at list sort-of understand what you're doing.</p> - -<p>The preferred way to get the ball rolling on a patch is to file a -<a href="http://bugs.icculus.org">Bugzilla bug</a> for your request with the patch attached -to it and then send a notice to the <a href="?page=discuss">mailing list</a> -about it. If you're really so lazy that you can't do this, we would prefer you at -least <a href="mailto:zakk@icculus.org">mail it to zakk@icculus.org</a> rather than -not do anything at all.</p> - -<p>Please make it clear if the patch you're submitting for inclusion isn't yours. Point -out where you found it and who authored it. This is so we know who to attribute -<del>blame</del> credit to.</p> - -<h2>Generating Patches</h2> -<p>If you know how to code, but never made a patch before, that's okay. Here's the 10¢ -survival guide to generating patches.</p> -<ul> - <li> - <h3>From <acronym title="Subversion">SVN</acronym></h3> - <p>If you checked the source code out with <acronym title="Subversion">SVN</acronym>, - the client makes it rather easy to generate patches. In fact it's a function - of the client itself. Once you've made a change in your checkout that is - not upstream, here is how you use it:</p> - <ul> - <li>Create a patch named <em class="shell">amazing_new_feature.patch</em>:<br /> - <tt>svn diff > <em>amazing_new_feature.patch</em></tt></li> - <li id="patch">Apply a patch <em class="shell">amazing_new_feature.patch</em>:<br /> - <tt>patch -p0 -i <em>amazing_new_feature.patch</em></tt></li> - </ul> - </li> - <li> - <h3>From a tarball or other release</h3> - <p>If you didn't get the source code via <acronym title="Subversion">SVN</acronym>, - or for some reason that doesn't work for your situations, here's how to generate - them using the tried-and-trusted <tt>diff</tt> tool between - two files:</p> - <ul> - <li>Create a patch named <em class="shell">amazing_new_feature.patch</em> between <em class="shell">oldfile</em> and <em class="shell">newfile</em>:<br /> - <tt>diff -u <em>oldfile</em> <em>newfile</em> > <em>amazing_new_feature.patch</em></tt></li> - <li>Create a patch named <em class="shell">amazing_new_features.patch</em> between directory <em class="shell">olddir</em> and <em class="shell">newdir</em>:<br /> - <tt>diff -Naur <em>olddir</em> <em>newdir</em> > <em>amazing_new_features.patch</em></tt></li> - <li>Applying a patch is the same as with SVN, see <a href="#patch">above</a>.</li> - </ul> - </li> -</ul> -<p>For more information on <tt>diff</tt>, <tt>patch</tt>, -and <tt>svn</tt>, read their respective <tt>man</tt> -and <tt>info</tt> pages. For a more in-depth guide on Subversion take -a look at the <a href="http://svnbook.red-bean.com/"><acronym title="Subversion">SVN</acronym> -Book</a>.</p> - - -<h2>Will you guys remove the CD-key check?</h2> -<p> -This is literally the only frequenty asked question we get, and it's starting to -wear on us. <strong>No,</strong> we will not be removing the CD-key check. The -Quake III: Arena data is <em>not</em> free, and you <strong>must</strong> purchase -a CD to play it! Don't let this confuse you, the engine is open source, and is absolutely -100% free. If someone makes a new game based on the source code that does not use -the pay-for game data, they of course don't need to and should not require a CD -key in their game. -</p> - diff --git a/web/include/home.php b/web/include/home.php deleted file mode 100644 index 5aae6b7..0000000 --- a/web/include/home.php +++ /dev/null @@ -1,31 +0,0 @@ -<p>Quake 3 engine source code was released on August 20, 2005 by the fine folks -at id Software. We thank them for that, and are continuing the mission of producing a Quake 3 that -is without fault.</p> -<img src="images/quake3_logo_web.png" class="right" alt="Logo" /> - -<h2>What's the point?</h2> -<p>This project aims to build upon id Software's Quake 3 source code release. The source -code was released on August 20, 2005 under the -<a href="http://www.gnu.org/copyleft/gpl.html" title="General Public License">GPL</a>. -Since then, we have been cleaning up, fixing bugs, and adding features. Our -eventual goal is to have created <em>the</em> open source Quake 3 distribution upon which -people base their games, ports, and mods. We also aim to keep compatibility with the id data -in perpetuity, for both single player and multiplayer, plus mods (<a href="http://www.urbanterror.net/">Urban Terror</a>, <a href="http://www.rq3.com/">Reaction Quake3</a>, etc) -Our focus initially is to get the game working with our updates on Mac OS X, Windows, and Linux. -Other platforms are a bonus. Sane new features are also welcome. Modern graphical upgrades -(ie. bloom lighting) would have to be disabled by default. -</p> -<p> -As an Open-Source project we expect comments and criticism to go the either the maintainer -<a href="mailto:zakk@timedoctor.org">zakk@timedoctor.org</a>, or more preferably -to the <a href="http://icculus.org/quake3/?page=discuss">mailing list</a>. -</p> -<h2>Progress</h2> -<p>While a lot is left to be done, quite a few goals have been met already. Quake 3 -now works natively on x86-64 and PowerPC architectures, plus the game builds and runs -on <a href="http://www.freebsd.org/">FreeBSD</a>, and OS X/x86! -<a href="http://libsdl.org" title="Simple DirectMedia Layer">SDL</a> is now used for input, -OpenGL context management, and sound, making the game a lot easier to port to new platforms -and architectures than it was before. Security holes and other problems have been repaired. -A more in-depth database of new features and working status on different platforms, plus a roadmap, are all -on the <a href="?page=status">Status</a> section.</p> diff --git a/web/include/id_patch_pk3s_Q3A_EULA.txt b/web/include/id_patch_pk3s_Q3A_EULA.txt deleted file mode 100644 index f8cdde3..0000000 --- a/web/include/id_patch_pk3s_Q3A_EULA.txt +++ /dev/null @@ -1,219 +0,0 @@ -LIMITED USE SOFTWARE LICENSE AGREEMENT - - - -This Limited Use Software License Agreement (the "Agreement") is a legal -agreement between you, the end-user, and Id Software, Inc. ("ID"). BY -CONTINUING THE INSTALLATION OF THIS GAME DEMO PROGRAM ENTITLED QUAKE III: -ARENA (THE "SOFTWARE"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING -OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR -OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS -AGREEMENT. - - - -1. Grant of License. Subject to the terms and provisions of this -Agreement, ID grants to you the non-exclusive and limited right to use the -Software only in executable or object code form. The term "Software" -includes all elements of the Software, including, without limitation, data -files and screen displays. You are not receiving any ownership or -proprietary right, title or interest in or to the Software or the -copyright, trademarks, or other rights related thereto. For purposes of -this section, "use" means loading the Software into RAM and/or onto -computer hard drive, as well as installation of the Software on a hard -disk or other storage device and means the uses permitted in section 3. -hereinbelow. You agree that the Software will not be shipped, -transferred or exported into any country in violation of the U.S. Export -Administration Act (or any other law governing such matters) by you or -anyone at your direction and that you will not utilize and will not -authorize anyone to utilize, in any other manner, the Software in -violation of any applicable law. The Software may not be downloaded -or otherwise exported or exported into (or to a national or resident -of) any country to which the U.S. has embargoed goods or to anyone -or into any country who/which are prohibited, by applicable law, from -receiving such property. - - - -2. Prohibitions. You, either directly or indirectly, shall not do -any of the following acts: - - - -a. rent the Software; - - - -b. sell the Software; - - - -c. lease or lend the Software; - - - -d. offer the Software on a "pay-per-play" basis; - - - -e. distribute the Software (except as permitted by section 3. -hereinbelow); - - - -f. in any other manner and through any medium whatsoever -commercially exploit the Software or use the Software for any commercial -purpose; - - - -g. disassemble, reverse engineer, decompile, modify or alter the -Software including, without limitation, creating or developing extra or -add-on levels for the Software; - - - -h. translate the Software; - - - -i. reproduce or copy the Software (except as permitted by section -3. hereinbelow); - - - -j. publicly display the Software; - - - -k. prepare or develop derivative works based upon the Software; or - - - -l. remove or alter any legal notices or other markings or -legends, such as trademark and copyright notices, affixed on or within -the Software. - - - -3. Permitted Distribution and Copying. So long as this Agreement -accompanies each copy you make of the Software, and so long as you fully -comply, at all times, with this Agreement, ID grants to you the -non-exclusive and limited right to copy the Software and to distribute -such copies of the Software free of charge for non-commercial purposes -which shall include the free of charge distribution of copies of the -Software as mounted on the covers of magazines; provided, however, you -shall not copy or distribute the Software in any infringing manner or -in any manner which violates any law or third party right and you shall -not distribute the Software together with any material which is -infringing, libelous, defamatory, obscene, false, misleading, or -otherwise illegal or unlawful. You agree to label conspicuously as -"SHAREWARE" or "DEMO" each CD or other non-electronic copy of the -Software that you make and distribute. ID reserves all rights not -granted in this Agreement. You shall not commercially distribute the -Software unless you first enter into a separate contract with ID, a -copy of which you may request, but which ID may decline to execute. -For more information visit www.quake3arena.com. - - - -4. Intellectual Property Rights. The Software and all copyrights, -trademarks and all other conceivable intellectual property rights related -to the Software are owned by ID and are protected by United States -copyright laws, international treaty provisions and all applicable law, -such as the Lanham Act. You must treat the Software like any other -copyrighted material, as required by 17 U.S.C., §101 et seq. and other -applicable law. You agree to use your best efforts to see that any user -of the Software licensed hereunder complies with this Agreement. You -agree that you are receiving a copy of the Software by license only -and not by sale and that the "first sale" doctrine of 17 U.S.C. §109 -does not apply to your receipt or use of the Software. - - - -5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR -IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE -SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE -UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC -REQUIREMENTS. ADDITIONAL STATEMENTS SUCH AS PRESENTATIONS, WHETHER ORAL -OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED -UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS -AGREEMENT. - - - -6. Governing Law, Venue, Indemnity and Liability Limitation. This -Agreement shall be construed in accordance with and governed by the -applicable laws of the State of Texas and applicable United States federal -law. Copyright and other proprietary matters will be governed by United -States laws and international treaties. Exclusive venue for all -litigation regarding this Agreement shall be in Dallas County, Texas -and you agree to submit to the jurisdiction of the courts in Dallas, -Texas for any such litigation. You agree to indemnify, defend and hold -harmless ID and ID's officers, employees, directors, agents, licensees -(excluding you), successors and assigns from and against all losses, -lawsuits, damages, causes of action and claims relating to and/or -arising from your breach of this Agreement. You agree that your -unauthorized use of the Software, or any part thereof, may immediately -and irreparably damage ID such that ID could not be adequately -compensated solely by a monetary award and that at ID's option ID shall -be entitled to an injunctive order, in addition to all other available -remedies including a monetary award, appropriately restraining and/or -prohibiting such unauthorized use without the necessity of ID posting -bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES, -DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS -SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS, -SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR -DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH -OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL -THEORY EVEN IF ID OR ITS AGENT HAVE BEEN ADVISED OF THE POSSIBILITY -OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE -FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow -the exclusion or limitation of incidental or consequential damages, -so the above limitation or exclusion may not apply to you. This -Section 6. shall survive cancellation or termination of this Agreement. - - - -7. U.S. Government Restricted Rights. To the extent applicable, -the United States Government shall only have those rights to use the -Software as expressly stated and expressly limited and restricted in -this Agreement, as provided in 48 C.F.R. §§ 227.7201 through 227.7204, -inclusive. - - - -8. General Provisions. Neither this Agreement nor any part or -portion hereof shall be assigned or sublicensed by you. ID may assign its -rights under this Agreement in ID's sole discretion. Should any provision -of this Agreement be held to be void, invalid, unenforceable or illegal by -a court of competent jurisdiction, the validity and enforceability of the -other provisions shall not be affected thereby. If any provision is -determined to be unenforceable by a court of competent jurisdiction, you -agree to a modification of such provision to provide for enforcement of -the provision's intent, to the extent permitted by applicable law. -Failure of ID to enforce any provision of this Agreement shall not -constitute or be construed as a waiver of such provision or of the right -to enforce such provision. Immediately upon your failure to comply with -or breach of any term or provision of this Agreement, THIS AGREEMENT -AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID -MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER -APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is -terminated, you shall have no right to use the Software, in any manner, -and you shall immediately destroy all copies of the Software in your -possession, custody or control. - - - -YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS -AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE -SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING -THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE OR RAM, YOU AGREE TO BE BOUND -BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT, -EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS -AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND -LIABILITIES OF THE PARTIES HERETO. THIS AGREEMENT SUPERSEDES ALL PRIOR -ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER -COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF -THIS AGREEMENT. diff --git a/web/include/media.php b/web/include/media.php deleted file mode 100644 index 517a7fc..0000000 --- a/web/include/media.php +++ /dev/null @@ -1,32 +0,0 @@ -<h2>Screenshots</h2> -<p>Here be some screenshots of icculus.org/quake3 in action on different platforms and games.</p> -<ul> - <li> - <h3>Quake 3 Arena</h3> - <ul> - <li> - On Linux/x86_64:<br /> - <img src="/images/screenshots/arenalinux.png" /> - </li> - <li> - On Mac OS X:<br /> - <img src="/images/screenshots/arenaosx.png" /> - </li> - </ul> - </li> - <li> - <h3>Tremulous</h3> - <p><a href="http://tremulous.net/">Tremulous</a> is the first Quake3 mod to evolve - into it's very own standalone game, based upon our engine.</p> - <ul> - <li> - On Linux/x86:<br /> - <img src="/images/screenshots/tremlinux.png" /> - </li> - </ul> - </li> -</ul> - -<h2>Logo</h2> -<p>Put some information here like most places do with links to big versions of the -logo and talk about general asshattery.</p> diff --git a/web/include/news.php b/web/include/news.php deleted file mode 100644 index fe1a2c8..0000000 --- a/web/include/news.php +++ /dev/null @@ -1,53 +0,0 @@ -<?php -require("/webspace/icculus.org/news/IcculusNews.php"); - -$id = $_GET['id']; -if (empty($_GET['news_index'])) - $news_index = false; -else - $news_index = $_GET['news_index']; -$news_queue = 2; -$news_item_max = 5; - -if ($err = news_login($sock, 'localhost', 263, NULL, NULL, $news_queue)) - $err = "Failed to log in: $err"; -else -{ - if ($err = news_digest($sock, $digestarray, $news_index, $news_item_max)) - { - $err = "Failed to get news digest: $err"; - } - - $current_post = 0; - $news_item_count = count($digestarray); - - if (!isset($err)) - { - foreach($digestarray as $digestItem) - { - if ($err = news_get($sock, $digestItem['id'], $item)) - { - $err = "Failed to grab news item: $err"; - break; - } - echo "<h3>" . $item['title'] . " - <em>" . date("F j, Y", strtotime($item['postdate'])) . "</em></h3>\n<p>" . $item['text'] . "</p>"; - if ($current_post++ == $news_item_count - 1) - $lastid = $digestItem['id']; - } - } - echo "<p>"; - if ($news_item_count == $news_item_max) - echo "<a class=\"left\" href=\"?page=news&news_index=$lastid\">←Backpedal</a>"; - if ($news_index != false) - echo "<a class=\"right\" href=\"?page=news\">To Newest→</a>"; - echo "</p>"; -} - -news_logout($sock); - -if ($err) { - $code = 500; - $detail = $err; - require("errors.php"); -} -?> diff --git a/web/include/status.php b/web/include/status.php deleted file mode 100644 index 66268b7..0000000 --- a/web/include/status.php +++ /dev/null @@ -1,189 +0,0 @@ -<h2>Port Status</h2> -<p>Here is a table of the most up to date information we have regarding -icculus.org/quake3's working status on different operating systems. There are things -to bear in mind when viewing this: -<ul> - <li>The status column refers only to the latest information we are given, so it may be out of date.</li> - <li>"Working" doesn't always imply "usable", see the <em>Notes</em> column.</li> - <li>Status is one of <em>working</em>, <em>broken</em> or <em>unknown</em>.</li> -</ul> -</p> -<table> - <caption>Status of Port Targets</caption> - <tr> - <th scope="col"><acronym title="Operating System">OS</acronym></th> - <th scope="col">Platform</th> - <th scope="col">Status</th> - <th scope="col"><acronym title="Last Known Working Revision">LKWR</acronym></th> - <th scope="col">Notes</th> - </tr> - <tr> - <td scope="row" rowspan="4">Linux</td> <!--OS--> - <td>gcc-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td>gcc-x86_64</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td>JIT bytecode compiler requires GNU <tt>as</tt>.</td> <!--Notes--> - </tr> - <tr> - <td>gcc-ppc</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td>JIT compiler does not work.</td> <!--Notes--> - </tr> - <tr> - <td>gcc-alpha</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td>Dedicated server only with VM interpreter.</td> <!--Notes--> - </tr> - <tr> - <td scope="row" rowspan="2">Windows</td> <!--OS--> - <td>mingw-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td>MSVC-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td scope="row" rowspan="3">Mac OS X</td> <!--OS--> - <td>gcc-ppcG3</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td>gcc-ppcG4</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td>JIT compiler does not work.</td> <!--Notes--> - </tr> - <tr> - <td>gcc-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td scope="row">FreeBSD</td> <!--OS--> - <td>gcc-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td scope="row">NetBSD</td> <!--OS--> - <td>gcc-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td>Dedicated server only with native libs.</td> <!--Notes--> - </tr> - <tr> - <td scope="row" rowspan="2">Solaris</td> <!--OS--> - <td>gcc-x86</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td>gcc-sparc</td> <!--Platform--> - <td>working</td> <!--Status--> - <td></td> <!--LKWR--> - <td></td> <!--Notes--> - </tr> - <tr> - <td scope="row">IRIX</td> <!--OS--> - <td>cc-*</td> <!--Platform--> - <td>broken</td> <!--Status--> - <td></td> <!--LKWR--> - <td>Patch pending, I think.</td> <!--Notes--> - </tr> -</table> -<p>You can keep an eye on the Subversion repository via the <a href="http://svn.icculus.org/quake3/trunk/"> -Web interface</a>.</p> - -<h2>Implemented Features</h2> -<ul> - <li><a href="http://www.openal.org/">OpenAL</a> support for sound. Surround - sound supported.</li> - <li>AVI video capture of demos.</li> - <li><a href="http://www.vorbis.com/">Ogg Vorbis</a> support.</li> - <li><a href="http://libsdl.org" title="Simple DirectMedia Layer">SDL</a> being used - for input, OpenGL context management, and sound. Though not on Windows yet.</li> - <li>Colors converted to ANSI escape codes in terminal output. See the entry on - <a href="?page=help#ttycon">the cvar listing</a> for usage.</li> - <li>Much improved autocompletion on the console.</li> - <li>Persistent console history.</li> - <li>Much improved <acronym title="Quake Virtual Machine">QVM</acronym> tools.</li> - <li>MinGW compilation support on Windows and cross-compilation on Linux</li> - <li>More supported platforms, see the table above.</li> - <li>Lots and lots of bug fixes.</li> -</ul> -<p>There is a listing on the <a href="?page=help#cvar">Help</a> section with information -on new cvars and commands introduced in this project.</p> - -<h2>The Future</h2> -<h3>Release Criteria</h3> -<p>Before a release can occur, the following must occur for each platform:</p> -<ol> - <li>Testing of <em>Quake III: Arena</em> single- and multi-player.</li> - <li>Testing of <em>Quake III: Team Arena</em> single- and multi-player.</li> - <li>Testing of at least one other Quake 3 modification. Possibly - <a href="http://www.urbanterror.net/">Urban Terror</a>, - <a href="http://www.rq3.com/">Reaction Quake3</a>, or any other popular - modification that puts the engine through it's paces.</li> - <li>An installer which includes all <a href="?page=getdata">up-to-date id <tt>pk3</tt> - files</a>, requires original CD-ROM. Users might need to copy the - <tt>pak0.pk3</tt> file themselves.</li> -</ol> - -<h3>Roadmap</h3> -<ul> - <li> - <h4>For 1.34:</h4> - <ul> - <li>Features implemented, ready for release.</li> - <li>Meet release criteria (see above) for Win32, Linux, and - Mac OS X.</li> - </ul> - </li> - <li> - <h4>For 1.35+:</h4> - <ul> - <li><a href="http://en.wikipedia.org/wiki/IPv6" title="Internet Protocol version 6">IPv6</a> support.</li> - <li>Merge <a class="shell" href="http://svn.icculus.org/quake3/trunk/code/unix/unix_net.c?view=markup"> - unix_net.c</a> and <a class="shell" href="http://svn.icculus.org/quake3/trunk/code/win32/win_net.c?view=markup"> - win_net.c</a>.</li> - <li>Replace Windows DirectX backend with - <a href="http://libsdl.org" title="Simple DirectMedia Layer">SDL</a>.</li> - </ul> - </li> - <li> - <h4>For 1.39:</h4> - <ul> - <li>Four player split-screen.</li> - </ul> - </li> -</ul> - -<p><em>Note: The above is a list of steps that <strong>remain to be completed</strong>, -so the lists will get shorter as release approaches. Items already completed are -not on the roadmap.</em></p> - -<h2>PunkBuster Support</h2> -<p><a href="http://www.evenbalance.com/">Even Balance</a>'s Punkbuster support can never -be included with any open-source version of Quake 3 due to it being removed from the -source-code before the release, and the binary-only nature of its anti-cheating software. -</p> -<p>While it is possible that someone could write an open-source equivalent of PunkBuster, -it's not very feasible for a number of reasons.</p> diff --git a/web/include/thebrain.php b/web/include/thebrain.php deleted file mode 100644 index 6b95b61..0000000 --- a/web/include/thebrain.php +++ /dev/null @@ -1,42 +0,0 @@ -<?php -if ((strpos($_SERVER['HTTP_ACCEPT'], "application/xhtml+xml")) || ($ua->parent == "Validation Checkers")) { - $content_type = "application/xhtml+xml"; -} - -elseif ((strpos($_SERVER['HTTP_ACCEPT'], "application/xml")) || ($ua->browser == "IE" && $ua->version >= 6)) { - if ($ua->browser == "IE") { - $extradoctype = "<?xml-stylesheet type=\"text/xsl\" href=\"/include/copy.xsl\"?>"; - } - $content_type = "application/xml"; -} -else { - $content_type = "text/html"; -} - -header("Content-type: $content_type; charset=UTF-8"); - -$navlist = array( - "home" => "Home", - "get" => "Get It", - "help" => "Help", - "status" => "Status", - "discuss" => "Discussion", -); - -function include_safe($file) { - if (file_exists("include/$file")) { - include($file); - } - else { - $code = 404; - require("errors.php"); - } -} - -if (!$_GET['page']) { - $page = "home"; -} -else { - $page = $_GET['page']; -} -?> diff --git a/web/index.php b/web/index.php deleted file mode 100644 index 50e06fd..0000000 --- a/web/index.php +++ /dev/null @@ -1,48 +0,0 @@ -<?php -set_include_path("include"); -require("thebrain.php"); -include("downloads.php"); -ob_start(); -?> -<?php //hawhaw - echo "<?xml version=\"1.0\" encoding=\"UTF-8\" ?>"; - echo $extradoctype; -?> - -<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> -<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en"> -<head> - <meta content="<?php echo $content_type; ?> charset=UTF-8" /> - <meta name="description" content="Open Source Quake 3" /> - <title>icculus.org/quake3: <?php echo $navlist[$page]; ?></title> - <link rel="stylesheet" href="ioq3.css" type="text/css" /> - <link rel="icon" type="image/png" href="images/icon.png"/> -</head> -<body> - <div id="header"> - <h1>icculus.org/quake3</h1> - <ul id="navigation"> -<?php -foreach ($navlist as $file => $alias) { - echo "<li>"; - if ($file != $page) { echo "<a href=\"?page=$file\">$alias</a>"; } - else { echo "<span class=\"current\">$alias</span>"; } - echo "</li>\n"; -} -?> - <li><a href="http://svn.icculus.org/quake3/trunk">Subversion Web</a></li> - </ul> - </div> - <div id="content"> -<?php include_safe("$page.php"); ?> - </div> - <div id="footer"> - <a href="http://jigsaw.w3.org/css-validator/validator?uri=http://icculus.org/quake3/ioq3.css&warning=0">Valid CSS</a> | - <a href="http://validator.w3.org/check?uri=referer">Valid XHTML</a> | - <a href="http://icculus.org">icculus.org</a> - <br /> - Website designed and handled by <a href="http://floam.sh.nu" title="floam">Aaron Gyes</a>. - </div> -</body> -</html> -<?php ob_end_flush(); ?> diff --git a/web/ioq3.css b/web/ioq3.css deleted file mode 100644 index 9a31289..0000000 --- a/web/ioq3.css +++ /dev/null @@ -1,180 +0,0 @@ -body, html { - font-family: "Trebuchet MS", "Bitstream Vera Sans", sans-serif; - font-size: 10pt; - color: black; - background-color: #999999; - margin: 0; -} - -#header { - background-color: #aaaaaa; - float: left; - border-bottom: 2px solid black; - padding: .2em; - padding-bottom: .4em; -} - -#content { - float: left; - clear: left; - width: 100%; - padding-bottom: .2em; -} - -#footer { - clear: left; - color: #4d4d4d; - margin-top: .2em; - border-top: 1px dashed #4b4b4b; - font-size: .8em; - padding: .35em; -} - -#footer a { - color: #4b4b4b; -} - -#footer a:hover { - color: black; -} - -#navigation { - float: right; - list-style: none; - background-color: #aaaaaa; - color: black; - margin-bottom: 0; - padding: 0; -} - -#navigation li { - display: inline; - padding: .3em; -} - -:link, :visited { - color: black; - font-weight: bold; - text-decoration: underline;
-}
- -#content :link:hover, #content :visited:hover { - background-color: #a2a2a2;
-} -
-h1, :link:hover, :visited:hover { - color: maroon; - margin: 0; -} - -h1 { - float: left; - font-size: 1.75em; - padding-left: .25em; -} - -h2 { - color: #550000; - font-size: 1.25em; - margin: .75em .5em .75em .5em; - padding: 0; -} - -h3 { - color: #550000; - font-size: 1em; - margin: .5em .8em .5em .8em; - padding: 0; -} - -img, fieldset { - border: 0; - margin: .5em 1em .5em .5em; -} - -table { - border: none; - border-spacing: 0; - border-collapse: collapse; - margin-left: 1em; - empty-cells: show; -} - -caption { - color: maroon; - font-variant: small-caps; -} - -th { - background-color: #777777; - text-align: left; - border-bottom: 1px solid #666666; - border-right: 1px solid #666666; - padding: .5em; -} - -td { - color: black; - background-color: #8f8f8f; - border-bottom: 1px dashed #777777; - border-right: 1px dashed #777777; - padding: .2em; -} - -form, pre, p { - margin: .5em 1em .5em 1em; - text-align: justify; -} - -ul h3 { - margin-left: 0; -} - -.right { - float: right; -} - -.left { - float: left; -} - -tt, .shell { - font-family: "smoothansi", "Bitstream Vera Sans Mono", "Terminal", monospace; -} - -acronym, dfn { - border-bottom: 1px dotted black; - cursor: help; -} - -.angryzakk { - color: black; - background-color: #a0a0a0; - border: 1px solid #909090; - font-style: italic; - font-size: 1.2em; -} - -.current { - font-weight: bold; - color: maroon; -} - -h3.windows, h3.linux, h3.apple { - padding-top: 16px; - padding-left: 50px; - height: 48px; - background-repeat: no-repeat; -} - -h3.windows { - background-image: url('images/windows.png'); -} - -h3.linux { - background-image: url('images/linux.png'); -} - -h3.apple { - background-image: url('images/apple.png'); -} |