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- | _ _ ____ |
- | (_)___ __ _ _ _ __ _| |_____|__ / |
- | | / _ \/ _` | || / _` | / / -_)|_ \ |
- | |_\___/\__, |\_,_\__,_|_\_\___|___/ |
- | |_| |
- | |
- `---------- http://ioquake3.org --------'
-
-The intent of this project is to provide a baseline Quake 3 which may be used
-for further development. Some of the major features currently implemented are:
-
- * SDL backend for unix-like operating systems
- * OpenAL sound API support (multiple speaker support and better sound
- quality)
- * Full x86_64 support on Linux
- * MinGW compilation support on Windows and cross compilation support on Linux
- * AVI video capture of demos
- * Much improved console autocompletion
- * Persistent console history
- * Colorized terminal output
- * Optional Ogg Vorbis support
- * Much improved QVM tools
- * Support for various esoteric operating systems (see
- http://ioquake3.org/?page=status)
- * HTTP/FTP download redirection (using cURL)
- * Multiuser support on Windows systems (user specific game data
- is stored in "%APPDATA%\Quake3")
- * Many, many bug fixes
-
-The map editor and associated compiling tools are not included. We suggest you
-use a modern copy from http://www.qeradiant.com/.
-
-The original id software readme that accompanied the Q3 source release has been
-renamed to id-readme.txt so as to prevent confusion. Please refer to the
-web-site for updated status.
-
-
---------------------------------------------- Compilation and installation -----
-
-For *nix
- 1. Change to the directory containing this readme.
- 2. Run 'make'.
-
-For Windows, using MinGW
- 1. Download and install MinGW and MSys from http://www.mingw.org/.
- 2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz
- and untar it into your MinGW directory (usually C:\MinGW).
- 3. Open an MSys terminal, and follow the instructions for compiling on *nix.
-
-For Windows, using MSVC
- 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc
- directory.
- 2. Build.
- 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if
- you want to keep your original. If you wish to use native libraries, copy
- the resultant dlls to your baseq3 directory.
-
-For Mac OS X, building a Universal Binary
- 1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in
- XCode 2.2 and newer.
- 2. Change to the directory containing this README file.
- 3. Run './make-macosx-ub.sh'
- 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
- /Applications/ioquake3 folder.
-
-Installation, for *nix
- 1. 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.
- This is the path as used by the original Linux Q3 installer and subsequent
- point releases.
- 2. Run 'make copyfiles'.
-
-It is also possible to cross compile for Windows under *nix using MinGW. A
-script is available to build a cross compilation environment from
-http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils
-version numbers that the script downloads may need to be altered. After you
-have successfully run this script cross compiling is simply a case of using
-'./cross-make-mingw.sh' in place of 'make'.
-
-If the make based build system is being used (i.e. *nix or MinGW), the
-following variables may be set, either on the command line or in
-Makefile.local:
-
- OPTIMIZE - use this for custom CFLAGS
- DEFAULT_BASEDIR - extra path to search for baseq3 and such
- BUILD_SERVER - build the 'ioq3ded' server binary
- BUILD_CLIENT - build the 'ioquake3' client binary
- BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
- BUILD_GAME_SO - build the game shared libraries
- BUILD_GAME_QVM - build the game qvms
- USE_SDL - use the SDL backend where available
- USE_OPENAL - use OpenAL where available
- USE_OPENAL_DLOPEN - link with OpenAL at runtime
- USE_CURL - use libcurl for http/ftp download support
- USE_CURL_DLOPEN - link with libcurl at runtime
- USE_CODEC_VORBIS - enable Ogg Vorbis support
- USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
- USE_CCACHE - use ccache compiler caching tool
- COPYDIR - the target installation directory
-
-The defaults for these variables differ depending on the target platform.
-
-
------------------------------------------------------------------- Console -----
-
-New cvars
- cl_autoRecordDemo - record a new demo on each map change
- cl_aviFrameRate - the framerate to use when capturing video
- cl_aviMotionJpeg - use the mjpeg codec when capturing video
-
- s_useOpenAL - use the OpenAL sound backend if available
- s_alPrecache - cache OpenAL sounds before use
- s_alGain - the value of AL_GAIN for each source
- s_alSources - the total number of sources (memory) to
- allocate
- s_alDopplerFactor - the value passed to alDopplerFactor
- s_alDopplerSpeed - the value passed to alDopplerVelocity
- s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
- each source
- s_alMaxDistance - the maximum distance before sounds start
- to become inaudible.
- s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
- source
- s_alGraceDistance - after having passed MaxDistance, length
- until sounds are completely inaudible.
- s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are
- culled
- s_alDriver - which OpenAL library to use
- s_alDevice - which OpenAL device to use
- s_alAvailableDevices - list of available OpenAL devices
-
- s_sdlBits - SDL bit resolution
- s_sdlSpeed - SDL sample rate
- s_sdlChannels - SDL number of channels
- s_sdlDevSamps - SDL DMA buffer size override
- s_sdlMixSamps - SDL mix buffer size override
-
- ttycon_ansicolor - enable use of ANSI escape codes in the tty
- r_GLlibCoolDownMsec - wait for some milliseconds to close GL
- library
- com_altivec - enable use of altivec on PowerPC systems
- s_backend - read only, indicates the current sound
- backend
- in_shiftedKeys - non-SDL Linux only; enables binding to
- shifted keys
- in_joystickNo - SDL only; select which joystick to use
- cl_consoleHistory - read only, stores the console history
- cl_platformSensitivity - read only, indicates the mouse input
- scaling
- r_ext_texture_filter_anisotropic - anisotropic texture filtering
- cl_cURLLib - filename of cURL library to load
- sv_dlURL - the base of the HTTP or FTP site that
- holds custom pk3 files for your server
-
-New commands
- video [filename] - start video capture (use with demo command)
- stopvideo - stop video capture
-
-
------------------------------------------------------------- Miscellaneous -----
-
-Using shared libraries instead of qvm
- To force Q3 to use shared libraries instead of qvms 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
- Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
- qvm files in this pak0.pk3 will not work, so you have to use the native
- shared libraries or qvms from this project. To use the new qvms, they must be
- put into a pk3 file. A pk3 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. Use the instructions above to use them.
-
- 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.
-
-64bit mods
- 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 _syscalls.c and change
- every instance of int to intptr_t in the declaration of the syscall function
- pointer and the dllEntry function. Also find the vmMain function for each
- module (usually in cg_main.c g_main.c etc.) and similarly replace the return
- value in the prototype with intptr_t (arg0, arg1, ...stay int).
-
- Add the following code snippet to q_shared.h:
-
- #ifdef Q3_VM
- typedef int intptr_t;
- #else
- #include <stdint.h>
- #endif
-
- Note if you simply wish to run mods on a 64bit platform you do not need to
- recompile anything since by default Q3 uses a virtual machine system.
-
-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 optimizing 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.
-
-Using HTTP/FTP Download Support (Server)
- You can enable redirected downloads on your server even if it's not
- an ioquake3 server. You simply need to use the 'sets' command to put
- the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
- is set to 1
-
- sv_dlURL is the base of the URL that contains your custom .pk3 files
- the client will append both fs_game and the filename to the end of
- this value. For example, if you have sv_dlURL set to
- "http://ioquake3.org", fs_game is "baseq3", and the client is
- missing "test.pk3", it will attempt to download from the URL
- "http://ioquake3.org/baseq3/test.pk3"
-
- sv_allowDownload's value is now a bitmask made up of the following
- flags:
- 1 - ENABLE
- 2 - do not use HTTP/FTP downloads
- 4 - do not use UDP downloads
- 8 - do not ask the client to disconnect when using HTTP/FTP
-
- Server operators who are concerned about potential "leeching" from their
- HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
- that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
- example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
-
-Using HTTP/FTP Download Support (Client)
- Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
- assuming ioquake3 was compiled with USE_CURL=1 (the default).
- like sv_allowDownload, cl_allowDownload also uses a bitmask value
- supporting the following flags:
- 1 - ENABLE
- 2 - do not use HTTP/FTP downloads
- 4 - do not use UDP downloads
-
- When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
- it will use the value of the cvar cl_cURLLib as the filename of the cURL
- library to dynamically load.
-
-Multiuser Support on Windows systems
- On Windows, all user specific files such as autogenerated configuration,
- demos, videos, screenshots, and autodownloaded pk3s are now saved in a
- directory specific to the user who is running ioquake3.
-
- On NT-based such as Windows XP, this is usually a directory named:
- "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"
-
- Windows 95, Windows 98, and Windows ME will use a directory like:
- "C:\Windows\Application Data\Quake3"
- in single-user mode, or:
- "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"
- if multiple logins have been enabled.
-
- In order to access this directory more easily, the installer may create a
- Shortcut which has its target set to:
- "%APPDATA%\Quake3\"
- This Shortcut would work for all users on the system regardless of the
- locale settings. Unfortunately, this environment variable is only
- present on Windows NT based systems.
-
- You can revert to the old single-user behaviour by setting the fs_homepath
- cvar to the directory where ioquake3 is installed. For example:
- ioquake3.exe +set fs_homepath "c:\ioquake3"
- Note that this cvar MUST be set as a command line parameter.
-
-------------------------------------------------------------- Contributing -----
-
-Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the
-mailing list (quake3-subscribe@icculus.org) and submit your patch there. The
-best case scenario is that you submit your patch to bugzilla, and then post the
-URL to the mailing list. If you're too lazy for either method, then it would be
-better if you emailed your patches to zakk@icculus.org directly than not at
-all.
-
-The focus for ioquake3 to develop a stable base suitable for further
-development, and provide players with the same Quake 3 experience they've had
-for years. As such ioq3 does not have any significant graphical enhancements
-and none are planned at this time. However, improved graphics and sound
-patches will be accepted as long as they are entirely optional, do not
-require new media and are off by default.
-
-
---------------------------------------------- Building Official Installers -----
-
-We need help getting automated installers on all the platforms that ioquake3
-supports. We don't neccesarily care about all the installers being identical,
-but we have some general guidelines:
-
- * Please include the id patch pk3s in your installer, which are available
- from http://ioquake3.org/?page=getdata subject to agreement to the id
- EULA. Your installer shall also ask the user to agree to this EULA (which
- is in the /web/include directory for your convenience) and subsequently
- refuse to continue the installation of the patch pk3s and pak0.pk3 if they
- do not.
-
- * Please don't require pak0.pk3, since not everyone using the engine
- plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the
- user in copying the file or tell them how.
-
- * It is fine to just install the binaries without requiring id EULA agreement,
- providing pak0.pk3 and the patch pk3s are not refered to or included in the
- installer.
-
- * Please include at least an SDL so/dylib on every platform but Windows
- (which doesn't use it yet).
-
- * Please include an OpenAL so/dylib/dll, since every platform should be using
- it by now.
-
- * We'll bump the version to 1.34 as soon as we get enough people who can
- demonstrate a competent build for Windows and Mac.
-
- * Please contact the mailing list and/or zakk@timedoctor.org after you've
- made your installer.
-
- * Please be prepared to alter your installer on the whim of the maintainers.
-
- * Your installer will be mirrored to an "official" directory, thus making it
- a done deal.
-
------------------------------------------------------------------- Credits -----
-
-Maintainers
- Aaron Gyes <floam at sh dot nu>
- Ludwig Nussel <ludwig.nussel@suse.de>
- Ryan C. Gordon <icculus@icculus.org>
- Thilo Schulz <arny@ats.s.bawue.de>
- Tim Angus <tim@ngus.net>
- Tony J. White <tjw@tjw.org>
- Zachary J. Slater <zakk@timedoctor.org>
-
-Significant contributions from
- Andreas Kohn <andreas@syndrom23.de>
- Joerg Dietrich <Dietrich_Joerg@t-online.de>
- Stuart Dalton <badcdev@gmail.com>
- Vincent S. Cojot <vincent at cojot dot name>
- optical <alex@rigbo.se>
+ ,---------------------------------------. + | _ _ ____ | + | (_)___ __ _ _ _ __ _| |_____|__ / | + | | / _ \/ _` | || / _` | / / -_)|_ \ | + | |_\___/\__, |\_,_\__,_|_\_\___|___/ | + | |_| | + | | + `---------- http://ioquake3.org --------' + +The intent of this project is to provide a baseline Quake 3 which may be used +for further development. Some of the major features currently implemented are: + + * SDL backend for unix-like operating systems + * OpenAL sound API support (multiple speaker support and better sound + quality) + * Full x86_64 support on Linux + * MinGW compilation support on Windows and cross compilation support on Linux + * AVI video capture of demos + * Much improved console autocompletion + * Persistent console history + * Colorized terminal output + * Optional Ogg Vorbis support + * Much improved QVM tools + * Support for various esoteric operating systems (see + http://ioquake3.org/?page=status) + * HTTP/FTP download redirection (using cURL) + * Multiuser support on Windows systems (user specific game data + is stored in "%APPDATA%\Quake3") + * Many, many bug fixes + +The map editor and associated compiling tools are not included. We suggest you +use a modern copy from http://www.qeradiant.com/. + +The original id software readme that accompanied the Q3 source release has been +renamed to id-readme.txt so as to prevent confusion. Please refer to the +web-site for updated status. + + +--------------------------------------------- Compilation and installation ----- + +For *nix + 1. Change to the directory containing this readme. + 2. Run 'make'. + +For Windows, using MinGW + 1. Download and install MinGW and MSys from http://www.mingw.org/. + 2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz + and untar it into your MinGW directory (usually C:\MinGW). + 3. Open an MSys terminal, and follow the instructions for compiling on *nix. + +For Windows, using MSVC + 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc + directory. + 2. Build. + 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if + you want to keep your original. If you wish to use native libraries, copy + the resultant dlls to your baseq3 directory. + +For Mac OS X, building a Universal Binary + 1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in + XCode 2.2 and newer. + 2. Change to the directory containing this README file. + 3. Run './make-macosx-ub.sh' + 4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your + /Applications/ioquake3 folder. + +Installation, for *nix + 1. 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. + This is the path as used by the original Linux Q3 installer and subsequent + point releases. + 2. Run 'make copyfiles'. + +It is also possible to cross compile for Windows under *nix using MinGW. A +script is available to build a cross compilation environment from +http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils +version numbers that the script downloads may need to be altered. After you +have successfully run this script cross compiling is simply a case of using +'./cross-make-mingw.sh' in place of 'make'. + +If the make based build system is being used (i.e. *nix or MinGW), the +following variables may be set, either on the command line or in +Makefile.local: + + OPTIMIZE - use this for custom CFLAGS + DEFAULT_BASEDIR - extra path to search for baseq3 and such + BUILD_SERVER - build the 'ioq3ded' server binary + BUILD_CLIENT - build the 'ioquake3' client binary + BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary + BUILD_GAME_SO - build the game shared libraries + BUILD_GAME_QVM - build the game qvms + USE_SDL - use the SDL backend where available + USE_OPENAL - use OpenAL where available + USE_OPENAL_DLOPEN - link with OpenAL at runtime + USE_CURL - use libcurl for http/ftp download support + USE_CURL_DLOPEN - link with libcurl at runtime + USE_CODEC_VORBIS - enable Ogg Vorbis support + USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones + USE_CCACHE - use ccache compiler caching tool + COPYDIR - the target installation directory + +The defaults for these variables differ depending on the target platform. + + +------------------------------------------------------------------ Console ----- + +New cvars + cl_autoRecordDemo - record a new demo on each map change + cl_aviFrameRate - the framerate to use when capturing video + cl_aviMotionJpeg - use the mjpeg codec when capturing video + + s_useOpenAL - use the OpenAL sound backend if available + s_alPrecache - cache OpenAL sounds before use + s_alGain - the value of AL_GAIN for each source + s_alSources - the total number of sources (memory) to + allocate + s_alDopplerFactor - the value passed to alDopplerFactor + s_alDopplerSpeed - the value passed to alDopplerVelocity + s_alMinDistance - the value of AL_REFERENCE_DISTANCE for + each source + s_alMaxDistance - the maximum distance before sounds start + to become inaudible. + s_alRolloff - the value of AL_ROLLOFF_FACTOR for each + source + s_alGraceDistance - after having passed MaxDistance, length + until sounds are completely inaudible. + s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are + culled + s_alDriver - which OpenAL library to use + s_alDevice - which OpenAL device to use + s_alAvailableDevices - list of available OpenAL devices + + s_sdlBits - SDL bit resolution + s_sdlSpeed - SDL sample rate + s_sdlChannels - SDL number of channels + s_sdlDevSamps - SDL DMA buffer size override + s_sdlMixSamps - SDL mix buffer size override + + ttycon_ansicolor - enable use of ANSI escape codes in the tty + r_GLlibCoolDownMsec - wait for some milliseconds to close GL + library + com_altivec - enable use of altivec on PowerPC systems + s_backend - read only, indicates the current sound + backend + in_shiftedKeys - non-SDL Linux only; enables binding to + shifted keys + in_joystickNo - SDL only; select which joystick to use + cl_consoleHistory - read only, stores the console history + cl_platformSensitivity - read only, indicates the mouse input + scaling + r_ext_texture_filter_anisotropic - anisotropic texture filtering + cl_cURLLib - filename of cURL library to load + sv_dlURL - the base of the HTTP or FTP site that + holds custom pk3 files for your server + +New commands + video [filename] - start video capture (use with demo command) + stopvideo - stop video capture + + +------------------------------------------------------------ Miscellaneous ----- + +Using shared libraries instead of qvm + To force Q3 to use shared libraries instead of qvms 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 + Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The + qvm files in this pak0.pk3 will not work, so you have to use the native + shared libraries or qvms from this project. To use the new qvms, they must be + put into a pk3 file. A pk3 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. Use the instructions above to use them. + + 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. + +64bit mods + 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 _syscalls.c and change + every instance of int to intptr_t in the declaration of the syscall function + pointer and the dllEntry function. Also find the vmMain function for each + module (usually in cg_main.c g_main.c etc.) and similarly replace the return + value in the prototype with intptr_t (arg0, arg1, ...stay int). + + Add the following code snippet to q_shared.h: + + #ifdef Q3_VM + typedef int intptr_t; + #else + #include <stdint.h> + #endif + + Note if you simply wish to run mods on a 64bit platform you do not need to + recompile anything since by default Q3 uses a virtual machine system. + +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 optimizing 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. + +Using HTTP/FTP Download Support (Server) + You can enable redirected downloads on your server even if it's not + an ioquake3 server. You simply need to use the 'sets' command to put + the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads + is set to 1 + + sv_dlURL is the base of the URL that contains your custom .pk3 files + the client will append both fs_game and the filename to the end of + this value. For example, if you have sv_dlURL set to + "http://ioquake3.org", fs_game is "baseq3", and the client is + missing "test.pk3", it will attempt to download from the URL + "http://ioquake3.org/baseq3/test.pk3" + + sv_allowDownload's value is now a bitmask made up of the following + flags: + 1 - ENABLE + 2 - do not use HTTP/FTP downloads + 4 - do not use UDP downloads + 8 - do not ask the client to disconnect when using HTTP/FTP + + Server operators who are concerned about potential "leeching" from their + HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER + that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For, + example, Apache's mod_rewrite can restrict access based on HTTP_REFERER. + +Using HTTP/FTP Download Support (Client) + Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads + assuming ioquake3 was compiled with USE_CURL=1 (the default). + like sv_allowDownload, cl_allowDownload also uses a bitmask value + supporting the following flags: + 1 - ENABLE + 2 - do not use HTTP/FTP downloads + 4 - do not use UDP downloads + + When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms), + it will use the value of the cvar cl_cURLLib as the filename of the cURL + library to dynamically load. + +Multiuser Support on Windows systems + On Windows, all user specific files such as autogenerated configuration, + demos, videos, screenshots, and autodownloaded pk3s are now saved in a + directory specific to the user who is running ioquake3. + + On NT-based such as Windows XP, this is usually a directory named: + "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\" + + Windows 95, Windows 98, and Windows ME will use a directory like: + "C:\Windows\Application Data\Quake3" + in single-user mode, or: + "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3" + if multiple logins have been enabled. + + In order to access this directory more easily, the installer may create a + Shortcut which has its target set to: + "%APPDATA%\Quake3\" + This Shortcut would work for all users on the system regardless of the + locale settings. Unfortunately, this environment variable is only + present on Windows NT based systems. + + You can revert to the old single-user behaviour by setting the fs_homepath + cvar to the directory where ioquake3 is installed. For example: + ioquake3.exe +set fs_homepath "c:\ioquake3" + Note that this cvar MUST be set as a command line parameter. + +------------------------------------------------------------- Contributing ----- + +Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the +mailing list (quake3-subscribe@icculus.org) and submit your patch there. The +best case scenario is that you submit your patch to bugzilla, and then post the +URL to the mailing list. If you're too lazy for either method, then it would be +better if you emailed your patches to zakk@icculus.org directly than not at +all. + +The focus for ioquake3 to develop a stable base suitable for further +development, and provide players with the same Quake 3 experience they've had +for years. As such ioq3 does not have any significant graphical enhancements +and none are planned at this time. However, improved graphics and sound +patches will be accepted as long as they are entirely optional, do not +require new media and are off by default. + + +--------------------------------------------- Building Official Installers ----- + +We need help getting automated installers on all the platforms that ioquake3 +supports. We don't neccesarily care about all the installers being identical, +but we have some general guidelines: + + * Please include the id patch pk3s in your installer, which are available + from http://ioquake3.org/?page=getdata subject to agreement to the id + EULA. Your installer shall also ask the user to agree to this EULA (which + is in the /web/include directory for your convenience) and subsequently + refuse to continue the installation of the patch pk3s and pak0.pk3 if they + do not. + + * Please don't require pak0.pk3, since not everyone using the engine + plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the + user in copying the file or tell them how. + + * It is fine to just install the binaries without requiring id EULA agreement, + providing pak0.pk3 and the patch pk3s are not refered to or included in the + installer. + + * Please include at least an SDL so/dylib on every platform but Windows + (which doesn't use it yet). + + * Please include an OpenAL so/dylib/dll, since every platform should be using + it by now. + + * We'll bump the version to 1.34 as soon as we get enough people who can + demonstrate a competent build for Windows and Mac. + + * Please contact the mailing list and/or zakk@timedoctor.org after you've + made your installer. + + * Please be prepared to alter your installer on the whim of the maintainers. + + * Your installer will be mirrored to an "official" directory, thus making it + a done deal. + +------------------------------------------------------------------ Credits ----- + +Maintainers + Aaron Gyes <floam at sh dot nu> + Ludwig Nussel <ludwig.nussel@suse.de> + Ryan C. Gordon <icculus@icculus.org> + Thilo Schulz <arny@ats.s.bawue.de> + Tim Angus <tim@ngus.net> + Tony J. White <tjw@tjw.org> + Zachary J. Slater <zakk@timedoctor.org> + +Significant contributions from + Andreas Kohn <andreas@syndrom23.de> + Joerg Dietrich <Dietrich_Joerg@t-online.de> + Stuart Dalton <badcdev@gmail.com> + Vincent S. Cojot <vincent at cojot dot name> + optical <alex@rigbo.se> |