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@@ -83,6 +83,7 @@ Makefile.local:
BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
BUILD_GAME_SO - build the game shared libraries
BUILD_GAME_QVM - build the game qvms
+ BUILD_STANDALONE - build binaries suited for stand-alone games
USE_OPENAL - use OpenAL where available
USE_OPENAL_DLOPEN - link with OpenAL at runtime
USE_CURL - use libcurl for http/ftp download support
@@ -193,6 +194,25 @@ Creating mods compatible with Q3 1.32b
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
+ As ioquake3 is meant to be a reliable and stable code base, this engine is
+ ideal for your stand-alone game project. We made it easier for you to get a
+ binary that does not look for the original quake3 assets. The auth server
+ specific parts are disabled, too.
+ 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 the 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.
+
cl_guid Support
cl_guid is a cvar which is part of the client's USERINFO string. Its value
is a 32 character string made up of [a-f] and [0-9] characters. This