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authorludwig <ludwig@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-11-13 19:02:23 +0000
committerludwig <ludwig@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-11-13 19:02:23 +0000
commit94ed6cce2384918b5f20b152305e9268eb66db4c (patch)
tree79688b7ed737fe7be71a3f01615b4b23db105498 /i_o-q3-readme
parent38baaa2274a458f03f576dea5a6d3cd9e25f8063 (diff)
downloadioquake3-aero-94ed6cce2384918b5f20b152305e9268eb66db4c.tar.gz
ioquake3-aero-94ed6cce2384918b5f20b152305e9268eb66db4c.zip
README is better
git-svn-id: svn://svn.icculus.org/quake3/trunk@344 edf5b092-35ff-0310-97b2-ce42778d08ea
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-Name of this project: icculus.org/quake3
-URL: http://www.icculus.org/quake3
-Hello and welcome to the Quake 3 source repository on icculus.org
-I'll be your maintainer, zakk@icculus.org, please send all your patches to
-the bugzilla: https://bugzilla.icculus.org, or join the mailing list
-(quake3-subscribe@icculus.org) and submit your patch there.
-Best case scenario is you subscribe to the ml, submit your patch to
-bugzilla, and then post the url to the mailing list.
-
-If you're too lazy for either method, then I would rather
-you e-mailed your patches to me directly than not at all.
-
-The intent of this is to give people a baseline Quake 3.
-Bug fixes, SDL port, OpenAL, security, etc.
-Extra graphics and sound will be accepted as long as they are entirely
-optional and off by default.
-
-The map editor isn't included, get a modern copy from here:
-http://www.qeradiant.com/
-
-The id software readme has been renamed to id-readme.txt
-so as to prevent confusion.
-
-Refer to the web-site for updated status, enjoy!
-
-Compiling (Under Windows)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Run Space Visual Dot Net 2040 Extra Entropy Edition under your BeOS emulator.
-Open the quake3.vcproj file in the win32 directory.
-Build.
-Copy the resultant Quake3.exe to your quake 3 directory, make a backup if you want to keep
-your original.
-
-Copy the resultant dlls to your baseq3 directory, backup etc.
-
-Run, enjoy!
-
-
-Compiling (Under Linux)
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-1. If not already there, change to the directory containing this readme
-2. Run 'make'
-
-For distro maintainers, you can set some make variables:
- OPTIMIZE - use this for custom CFLAGS
- DEFAULT_BASEDIR - extra path to search for baseq3 and such
- BUILD_SERVER - build the 'q3ded' server binary (1 = build it, default = 1)
- BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1)
-
-Installing under Linux
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-Set the COPYDIR variable in the shell to be where you installed
-Quake 3 to. By default it will be /usr/local/games/quake3 if you
-haven't set it.
-
-Then run "make copyfiles", beware that this will overwrite any binaries
-installed previously, even official id ones.
-
-Using shared libraries instead of qvm
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-To make quake3 prefer shared libraries instead of qvm run it with
-the following parameters:
-+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
-
-Using Demo Data Files
-~~~~~~~~~~~~~~~~~~~~~
-you only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
-pak0.pk3 will not work, you have to use the native shared libraries from this
-project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
-demoq3 and run quake3 with the parameters described above.
-
-64bit mods
-~~~~~~~~~~
-To compile working(!) shared libraries for 64bit mods the vmMain and
-dllEntry functions as well as the syscall pointer have to be changed
-to accept and return long instead of int.
-
-Compiling under windows using MinGW
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
-toolset. It's a little more involved than compiling for linux; steps are as
-follows:
-
-1. Download and install MinGW and MSys from http://www.mingw.org/.
-2. Download and install the DirectX 9 SDK from
- http://msdn.microsoft.com/directx/. Previous versions of the SDK will
- probably work, but they have not been tested.
-3. Find the following in DXSDK/Include/dinput.h...
-
- } DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW;
- #ifdef UNICODE
- typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
- typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE;
- #else
- typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
- typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE;
- #endif // UNICODE
-
- typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA;
- typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW;
- > #ifdef UNICODE
- > typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE;
- > typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE;
- > #else
- > typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE;
- > typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE;
- > #endif // UNICODE
- typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE;
-
- ...and comment out/remove the duplicated code marked by '>'.
-
-4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to
- code/unix/Makefile.local to reflect the new location.
-5. If you want OpenAL support, aquire some OpenAL headers and put them in
- /include/AL/ beneath your MinGW dir. If not, add "USE_OPENAL=0" to
- code/unix/Makefile.local.
-6. Perform the usual precompilation sacrificial ritual.
-7. Open an MSys terminal, and follow the instructions for compiling on Linux.
-8. Steal underpants
-9. ?????
-10. Profit!
-
-Creating mods compatible with Q3 1.32b
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-If you're using this package to create mods for the last official release of
-Q3, it is necessary to pass the commandline option '-vq3' to your invocation
-of q3asm. This is because by default q3asm outputs an updated qvm format that
-is necessary to fix a bug involving the optimising pass of the x86 vm JIT
-compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it still
-exists when you read this) for more details.