diff options
Diffstat (limited to 'README')
| -rw-r--r-- | README | 83 | 
1 files changed, 49 insertions, 34 deletions
| @@ -192,43 +192,58 @@ Creating mods compatible with Q3 1.32b    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. - -Creating stand-alone games -  Have you finished the daunting task of removing all dependencies on the -  quake3 game data? Well, you probably now want to give your users the -  opportunity to play the game without owning a copy of quake3, which -  consequently means removing cd-key and auth server checks. As ioquake3 is -  meant to be a reliable and stable code base for your game project, too, we -  have included means to do that. +  compiler. + +Creating standalone games +  Have you finished the daunting task of removing all dependencies on the Q3 +  game data? You probably now want to give your users the opportunity to play +  the game without owning a copy of Q3, which consequently means removing cd-key +  and authentication server checks. In addition to being a straightforward Q3 +  client, ioquake3 also purports to be a reliable and stable code base on which +  to base your game project. +    However, before you start compiling your own version of ioquake3, you have to -  ask youself: Have we changed anything of importance in the engine at all? - -  If you must answer that question with "no", it probably makes no sense to -  build your own binaries. You can still use the pre-built binaries on the -  website. Just make sure the game is called with -  +set com_standalone 1 +set fs_game <yourgamedir> -  in links/scripts you install for your users to start the game. Note that the -  com_standalone setting is rendered ineffective, if the binary detects pak +  ask yourself: Have we changed or will we need to change anything of importance +  in the engine? + +  If your answer to this question is "no", it probably makes no sense to build +  your own binaries. Instead, you can just use the pre-built binaries on the +  website. Just make sure the game is called with: + +    +set com_standalone 1 +set fs_game <yourgamedir> + +  in any links/scripts you install for your users to start the game. Note that +  the com_standalone setting is rendered ineffective, if the binary detects pk3    files in the directory "baseq3", so you cannot use that one as game dir. -  If you really changed parts that would make vanilla ioquake3 incompatible -  with your mod, we have included another way to conveniently build a -  stand-alone binary. Just run make with the option BUILD_STANDALONE=1 -  Don't forget to edit the PRODUCT_NAME and subsequent #defines in -  qcommon/q_shared.h and fill in your project info! - -  While a lot of work has been put into ioquake3 that you can benefit from -  free of charge, it does not mean that you have no obligations to fulfill. -  Be aware that as soon as you start distributing your game with an engine -  based on our sources we expect you to fully comply with the requirements -  as stated in the GPL. That includes making sources and modifications you made -  to the ioquake3 engine as well as the game-code used to compile the .qvm -  files for the game logic freely available to everyone. -  This does NOT mean that you cannot market this game commercially. All assets -  (e.g. textures, sounds, maps) created by yourself are your property and can -  be sold like every other game you find in stores. +  If you really changed parts that would make vanilla ioquake3 incompatible with +  your mod, we have included another way to conveniently build a stand-alone +  binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit +  the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with +  information appropriate for your project. + +  While a lot of work has been put into ioquake3 that you can benefit from free +  of charge, it does not mean that you have no obligations to fulfil. Please be +  aware that as soon as you start distributing your game with an engine based on +  our sources we expect you to fully comply with the requirements as stated in +  the GPL. That includes making sources and modifications you made to the +  ioquake3 engine as well as the game-code used to compile the .qvm files for +  the game logic freely available to everyone. Furthermore, note that the "QIIIA +  Game Source License" prohibits distribution of mods that are intended to +  operate on a version of Q3 not sanctioned by id software: + +    "with this Agreement, ID grants to you the non-exclusive and limited right +    to distribute copies of the Software ... for operation only with the full +    version of the software game QUAKE III ARENA" + +  This means that if you're creating a standalone game, you cannot use said +  license on any portion of the product. As the only other license this code has +  been released under is the GPL, this is the only option. + +  This does NOT mean that you cannot market this game commercially. The GPL does +  not prohibit commercial exploitation and all assets (e.g. textures, sounds, +  maps) created by yourself are your property and can be sold like every other +  game you find in stores.  cl_guid Support    cl_guid is a cvar which is part of the client's USERINFO string.  Its value | 
