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Diffstat (limited to 'README')
-rw-r--r-- | README | 20 |
1 files changed, 20 insertions, 0 deletions
@@ -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 |