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-rw-r--r--web/include/downloads.php2
-rw-r--r--web/include/get.php4
-rw-r--r--web/include/help.php173
-rw-r--r--web/include/home.php8
-rw-r--r--web/include/status.php20
-rw-r--r--web/index.php1
6 files changed, 192 insertions, 16 deletions
diff --git a/web/include/downloads.php b/web/include/downloads.php
index bebb545..d9b4bb4 100644
--- a/web/include/downloads.php
+++ b/web/include/downloads.php
@@ -18,7 +18,7 @@ $downloads = array(
Download for x86</a>, 2.7MB.</p>
<p><a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.x86_64.run">
Download for x86_64</a>, 3.4MB.</p>
- <p><a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ippc.run">
+ <p><a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ppc.run">
Download for PowerPC</a>, 2.7MB.</p>
<p>( Built from Subversion revision 629. )<br />
<em>Thanks to <a href="mailto:ludwig.nussel@suse.de">Ludwig
diff --git a/web/include/get.php b/web/include/get.php
index 79bc32d..0f02a96 100644
--- a/web/include/get.php
+++ b/web/include/get.php
@@ -1,6 +1,6 @@
<p class="angryzakk">The Quake 3 engine is open source, this does <strong>not</strong>
-mean that Quake 3 Arena the game is free. You must purchase the game to use the data!</p>
+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>
@@ -86,7 +86,7 @@ client.</em></p>
</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 Quake 3:
+ <li>Compile and install icculus.org/quake3:
<ul>
<li><h3>Linux and friends</h3>
<p>We all can compile it ourselves:</p>
diff --git a/web/include/help.php b/web/include/help.php
index 9c23193..7aa6417 100644
--- a/web/include/help.php
+++ b/web/include/help.php
@@ -13,6 +13,177 @@ 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 &amp; 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>&lt;filename&gt;</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 &lt;stdint.h&gt;
+#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
@@ -28,7 +199,7 @@ 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 to when it horribly breaks things</del> credit to.</p>
+<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 10ยข
diff --git a/web/include/home.php b/web/include/home.php
index 14c46f8..5aae6b7 100644
--- a/web/include/home.php
+++ b/web/include/home.php
@@ -1,5 +1,5 @@
-<p>Quake 3 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
+<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" />
@@ -8,9 +8,9 @@ is without fault.</p>
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
+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 Quake 3</a>, etc)
+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.
diff --git a/web/include/status.php b/web/include/status.php
index 3745b5e..66268b7 100644
--- a/web/include/status.php
+++ b/web/include/status.php
@@ -1,11 +1,13 @@
<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:
-</p>
+<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>
@@ -118,8 +120,8 @@ Web interface</a>.</p>
<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.
- (set <tt>ttycon_ansicolor</tt> to 1 to enable this.)</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>
@@ -127,18 +129,20 @@ Web interface</a>.</p>
<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 3: Arena</em> single- and multi-player.</li>
- <li>Testing of <em>Quake 3: Team Arena</em> single- and multi-player.</li>
+ <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 Quake 3</a>, or any other popular
+ <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">to-date id <tt>pk3</tt>
+ <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>
diff --git a/web/index.php b/web/index.php
index c11606b..50e06fd 100644
--- a/web/index.php
+++ b/web/index.php
@@ -1,6 +1,7 @@
<?php
set_include_path("include");
require("thebrain.php");
+include("downloads.php");
ob_start();
?>
<?php //hawhaw