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-rw-r--r--web/include/discuss.php41
-rw-r--r--web/include/downloads.php52
-rw-r--r--web/include/errors.php24
-rw-r--r--web/include/get.php164
-rw-r--r--web/include/getdata.php34
-rw-r--r--web/include/help.php253
-rw-r--r--web/include/home.php31
-rw-r--r--web/include/id_patch_pk3s_Q3A_EULA.txt219
-rw-r--r--web/include/media.php32
-rw-r--r--web/include/news.php53
-rw-r--r--web/include/status.php189
-rw-r--r--web/include/thebrain.php42
12 files changed, 0 insertions, 1134 deletions
diff --git a/web/include/discuss.php b/web/include/discuss.php
deleted file mode 100644
index 8b87454..0000000
--- a/web/include/discuss.php
+++ /dev/null
@@ -1,41 +0,0 @@
-<h2>Web Forums</h2>
-<p>We provide web forums to facilitate the desire for a place to discuss this project
-and seek help from peers online. Please be courteous!</p>
-<p><a href="http://boards.chatbear.com/quake3/">Enter the icculus.org/quake3 forums.</a><br />
-If you need more technical help, or have a bug to report, please consult the mailing lists
-and Bugzilla.</p>
-
-<h2>Mailing Lists</h2>
-<p>There are two mailing lists used by this project. Here's a description and instructions
-for each.</p>
-<h3 class="shell">quake3@icculus.org</h3>
-<p>There is a general discussion mailing list where you can discuss this project,
-ask for help, announce patches, and anything else that could possibly be talked
-about with the developers and users of icculus.org/quake3.</p>
-<p>To join the list, send a blank e-mail to
-<a href="mailto:quake3-subscribe@icculus.org" class="shell">quake3-subscribe@icculus.org</a>.
-<br />
-To send an e-mail to the list, address it to
-<a href="mailto:quake3@icculus.org" class="shell">quake3@icculus.org</a>.
-<br />
-To unsubscribe, send a blank e-mail to
-<a href="mailto:quake3-unsubscribe@icculus.org" class="shell">quake3-unsubscribe@icculus.org</a>.
-<br />
-For more help, send a blank email to
-<a href="mailto:quake3-help@icculus.org" class="shell">quake3-help@icculus.org</a>.
-All of the above information plus more will be sent to you.
-</p>
-<h3 class="shell">quake3-commits@icculus.org</h3>
-<p>There is also this read-only mailing list which tracks changes to the
-<acronym title="Subversion">SVN</acronym> tree. You'll be sent an email each time
-someone commits a change. This is not normally a high-volume list, but it certainly
-can be at times. The instructions for this list are identical to the instructions
-for regular list, just change the <tt>quake3</tt> part of the
-e-mail addresses to <tt>quake3-commits</tt>.</p>
-
-<h2 title="Internet Relay Chat">IRC</h2>
-<p>To join the <acronym title="Internet Relay Chat">IRC</acronym> channel, aim
-your client at <tt>#icculus.org/quake3</tt> on <tt>irc.freenode.net</tt>
-Please make sure you've read the <a href="?page=help">Help</a> page before
-you start wasting your time bugging people!
-</p>
diff --git a/web/include/downloads.php b/web/include/downloads.php
deleted file mode 100644
index e3c5b94..0000000
--- a/web/include/downloads.php
+++ /dev/null
@@ -1,52 +0,0 @@
-<?php
-$downloads = array(
- "windows" => '<h3 class="windows">Windows (x86)</h3>
- <p>Provides latest patch <tt>pk3</tt> data from
- id. You need to copy your <tt>pak0.pk3</tt> from the CD-ROM
- when the installation process is completed.</p>
- <p><a href="http://icculus.org/~zakk/q3run/ioquake3_setup.exe">
- Download for Windows x86</a>, 26MB.
- <em>MD5: <tt>cd1298f0430ec9b040f2c855d78363c5</tt></em><br />
- <em>Built from Subversion
- <a href="http://svn.icculus.org/quake3/trunk/?rev=647">revision 647</a>.</em>
- </p><p>
- Thanks to <a href="mailto:phatfil@optusnet.com.au">Philip
- Nelson</a>.</p>',
-
- "linux" => '<h3 class="linux">Linux (x86, x86_64, PowerPC)</h3>
- <p>You must <a href="?page=getdata">download patch data seperately</a>
- with these installers. When the installation is complete,
- you need to copy your <tt>pak0.pk3</tt> from your legal CD-ROM.
- Execute the <tt>.run</tt> file as root with something like
- <tt>sh <em>ioquake3-version_etc.run</em></tt></p>
- <p>
- <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.i386.run">
- Download for x86</a>, 2.7MB.
- <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.i386.run.asc">
- <tt>1f77f6afb2b6428e8e47ddc3d8bc8b98</tt></a></em><br />
- <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.x86_64.run">
- Download for x86_64</a>, 3.4MB.
- <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.x86_64.run.asc">
- <tt>bf338d31d40991e0e8f930a0e5b078c7</tt></a></em><br />
- <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ppc.run">
- Download for PowerPC</a>, 2.7MB.
- <em>MD5: <a href="http://icculus.org/~zakk/q3run/ioquake3-1.33_SVN629-0.1.ppc.run.asc">
- <tt>cefbaca88dd5c5cd8b151f21f38f20df</tt></a></em><br />
- <em>Built from Subversion
- <a href="http://svn.icculus.org/quake3/trunk/?rev=629">revision 629</a>.</em>
- </p><p>
- Thanks to <a href="mailto:ludwig.nussel@suse.de">Ludwig
- Nussel</a>.
- </p>',
-
- "mac" => '<h3 class="apple">Mac OS X (PowerPC)</h3>
- <p>You must <a href="http://icculus.org/quake3/?page=getdata">download patch data seperately</a>
- with this <tt>dmg</tt>. When the installation is complete,
- you need to copy your <tt>pak0.pk3</tt> from your legal CD-ROM.
- Further instruction is in the <tt>ReadMe.rtf</tt> included in
- the <tt>dmg</tt>. Intel binaries will be coming shortly.</p>
- <p><a href="http://icculus.org/~zakk/q3run/ioquake3.dmg">
- Download for OS X (PowerPC)</a>, 5.5MB.<br />
- <em>Built from Subversion <a href="http://svn.icculus.org/quake3/trunk/?rev=653">revision 653</a>.</em></p><p>Thanks to Vincent Morenas for help in creating this <tt>dmg</tt>.</p> '
-);
-?>
diff --git a/web/include/errors.php b/web/include/errors.php
deleted file mode 100644
index 7db28b4..0000000
--- a/web/include/errors.php
+++ /dev/null
@@ -1,24 +0,0 @@
-<?php
-if (!$code) { $code = $_GET['code']; }
-if (!$detail) { $error['detail'] = $_GET['detail']; }
-
-switch($code)
-{
- case 403:
- $error['name'] = "Forbidden";
- $error['description'] = "You don't have permission to be here. Go away!";
- break;
- case 404:
- $error['name'] = "Not Found";
- $error['description'] = "The file was not found. We probably screwed up.";
- break;
- case 500:
- $error['name'] = "Internal Server Error";
- $error['description'] = "Oh, crap. Something is broke and it's almost definitely our fault!";
- break;
-}
-
-header("HTTP/1.0 $code" . $error['name']);
-echo "<h2>$error[name]</h2>
-<p>$error[description] $error[detail]</p>";
-?>
diff --git a/web/include/get.php b/web/include/get.php
deleted file mode 100644
index 0f02a96..0000000
--- a/web/include/get.php
+++ /dev/null
@@ -1,164 +0,0 @@
-
-<p class="angryzakk">The Quake 3 engine is open source, this does <strong>not</strong>
-mean that Quake III: Arena the game is free. You must purchase the game to use the data!</p>
-<h2>Get icculus.org/quake3</h2>
-<p>There are three methods of installation. The preffered way is to use an official
-installer.</p>
-<ul>
- <li><a href="?page=get&amp;method=official">Offical Installers</a></li>
- <li><a href="?page=get&amp;method=unofficial">Unofficial installers and packages</a></li>
- <li><a href="?page=get&amp;method=source">Build from source-code</a></li>
-</ul>
-<?php
-include("downloads.php");
-
-foreach ($downloads as $os => $desc) {
- $installers .= "<li>$desc</li>\n";
-}
-
-$official ="
-<h2>Sanctioned Installers</h2>
-<p>We have provided installers for the most popular platforms icculus.org/quake3
-supports. These have been tested, and if they do not work you can report bugs to us
-about them.</p>
-<ul>
- $installers
-</ul>";
-
-$unofficial = '<h2>Using packages for your Operating System</h2>
-<p>If you\'re lucky your Operating System provider or someone else using it may have already
-done all of the work for you. Please report problems with these to those who are
-guilty.</p>
-<ul>
- <li>
- <h3>Debian &amp; Ubuntu</h3>
- <p>There are packages for the i386 and amd64 versions of
- Ubuntu and Debian Linux, thanks to <a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/">
- Bruno "Fuddl" Kleinert</a>.</p>
- <ul>
- <li><a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/debian/unstable/">
- Packages for Debian Linux.</a> These are intended for Debian unstable.</li>
- <li><a href="http://wwwcip.informatik.uni-erlangen.de/~sibrklei/ubuntu/breezy">
- Packages for Ubuntu Linux.</a> These are intended for Ubuntu Breezy.</li>
- </ul>
- <p>To install these, as root run <tt>dpkg -i
- <em>package.deb</em></tt>.</p>
- <p>There are also i686 <a href="http://www.xs4all.nl/~bruijn9/quake3/breezy/">binaries
- built on Ubuntu</a> made by Pascal de Bruijn. Untar this into /opt/
- or where ever you keep weird isolated installs. There is a decent
- chance these will work on most distributions, these are not
- <tt>.deb</tt>s.</p>
- </li>
- <li>
- <h3>Fedora Core, RHEL</h3>
- <p>Ed "Sketch" Byrne has been so kind as to provide i386 RPMs for
- <a href="http://www.openverse.com/quake3/"> Fedora Core 3, Fedora
- Core 4, and RedHat Enterprise Linux 4</a>. Be sure to read his
- <a href="http://www.openverse.com/quake3/Readme.html">Readme</a>
- to learn how to install it.</p>
- </li>
- <li>
- <h3>Gentoo</h3>
- <p><a href="http://www.gentoo.org/">Gentoo</a> users can just <tt>
- emerge quake3</tt> to get a recent snapshot of our Subversion repository.</p>
- </li>
-</ul>';
-
-$source =
-'<h2>Check out and build from Subversion</h2>
-<h3>Prerequisites</h3>
-<ul>
- <li><a href="http://libsdl.org/">SDL</a> is required (everywhere but Windows), Linux users need development packages if they want to compile the game. You can optionally disable SDL in the Makefile but this configuration is currently untested.</li>
- <li><a href="http://www.openal.org/">OpenAL</a> is optionally disable-able. Apple Mac OS X 10.4 comes with OpenAL.</li>
- <li><a href="http://subversion.tigris.org/">Subversion</a> is used for acquiring our modified version of the id source code. If you\'re using a binary package, then you won\'t need this.</li>
- <li><a href="http://www.apple.com/">Apple Mac OS X</a> users need X Code installed for gcc, and <a href="http://metissian.com/projects/macosx/subversion/">subversion</a> and other interesting things.</li>
-</ul>
-<p><em>This part assumes Windows users are using <a href="http://www.cygwin.com">Cygwin</a>.
-If you aren\'t, <a href="http://tortoisesvn.tigris.org/">TortoiseSVN</a> is a good
-client.</em></p>
-<ol>
- <li>Change into a directory that you want the tree to be kept in.</li>
- <li>Check out the source tree:<br />
- <tt>svn co svn://svn.icculus.org/quake3/trunk quake3</tt>
- <br />
- (You can check out a specific revision with the -r option, like this:
- <tt>svn co svn://svn.icculus.org/quake3/trunk quake3 -r100</tt>)
- </li>
- <li>Read the <a href="http://svn.icculus.org/*checkout*/quake3/trunk/README">README</a>
- file. Really. Do it.</li>
- <li>Compile and install icculus.org/quake3:
- <ul>
- <li><h3>Linux and friends</h3>
- <p>We all can compile it ourselves:</p>
- <ol>
- <li>Agree to the EULA and grab the <a href="?page=getdata">
- updated <tt>pk3</tt> files</a>. Extract it to someplace like
- <tt>/opt/quake3</tt>.</li>
- <li>Change into the top level directory (it contains
- the <tt>ui</tt> and
- <tt>code</tt> directories.)</li>
- <li>Run <tt>make</tt>.</li>
- <li>Set <tt>$COPYDIR</tt> to the
- directory you installed Quake3 to and make
- the copyfiles target. Make sure you are
- changed to the owner of this path (probably
- root).<br />
- <tt>COPYDIR="/opt/quake3" make copyfiles</tt>
- </li>
- </ol>
- </li>
- <li><h3>Mac OS X</h3>
- <ol>
- <li>Change into the top level directory (it contains
- the <tt>ui</tt> and
- <tt>code</tt> directories.)</li>
- <li>Run <tt>make</tt>.</li>
- <li>Install the latest point release for OS X.</li>
- <li>Copy <tt>ioquake3.ppc</tt>
- in <tt>build/release-darwin-ppc/</tt>
- to <tt>/Applications/Quake3/Quake3.app/Contents/MacOS/Quake3</tt>.</li>
- <li>You need a libSDL-1.2.0.dylib in that .app\'s
- MacOS directory.</li>
- <li>You need to copy your <tt>pak0.pk3</tt>
- from your Quake 3 CD-ROM\'s <tt>/baseq3</tt>
- directory to your <tt>/Applications/Quake3/baseq3</tt>
- directory.</li>
- <li>Ditto for the Team Arena mission pack, though
- you would be substituting <tt>baseq3</tt>
- in the above example for <tt>missionpack</tt>.</li>
- </ol>
- <p>After you\'ve done all of that, you can double click
- on the <tt>.app</tt> file, or change to
- the <tt>/Applications/Quake3/</tt> directory in a terminal
- and run the binary.
- </p>
- </li>
- <li><h3>Windows</h3>
- <p>Building on Windows is slightly complicated.
- You can either use Microsoft Visual C++ or MinGW.
- MinGW works better currently; both methods are described
- in the
- <a href="http://svn.icculus.org/*checkout*/quake3/trunk/README">README</a>
- that you already are supposed to have read.</p>
- </li>
- </ul>
- </li>
- <li>If everything has gone well, you should have a binary that works! If not, seek
- <a href="?page=help">help</a>.</li>
-</ol>';
-
-switch ($_GET['method']){
- case "official":
- echo $official;
- break;
- case "unofficial":
- echo $unofficial;
- break;
- case "source":
- echo $source;
- break;
- default:
- echo $official;
- break;
-}
-?>
diff --git a/web/include/getdata.php b/web/include/getdata.php
deleted file mode 100644
index fc35804..0000000
--- a/web/include/getdata.php
+++ /dev/null
@@ -1,34 +0,0 @@
-<?php
-
-switch ($_POST['agree']) {
- case "I Do Not Agree":
- $html = "<h2>KEINE DATEN FÜR SIE!</h2>
- <p>You'll need to agree to the EULA if you want the
- updated data.</p>"; //nazi-german for "NO DATA FOR YOU!"
- break;
-
- case "I Agree":
- $html = "<h2>You agree!</h2>
- <p>Good for you. You can
- <a rel=\"nofollow\" href=\"http://www.icculus.org/~zakk/quake3-latest-pk3s.zip\">
- download the <tt>pk3</tt>s</a> now.</p>";
- break;
- default:
- $eula = file_get_contents("include/id_patch_pk3s_Q3A_EULA.txt");
- $html = "<p>Newer <tt>pk3</tt> files from id point release patches
-are required to play Quake III: Arena on icculus.org/quake3.</p>
-<h2>EULA</h2>
-<p>In order for us to distribute the updated pk3 files from id
-Software, you need to agree to their EULA. Read through it, then click Agree if
-you Agree.</p>
-<pre>
-$eula
-</pre>
-<form method=\"post\" action=\"?page=getdata\">
- <fieldset>
- <input type=\"submit\" name=\"agree\" value=\"I Agree\" />
- <input type=\"submit\" name=\"agree\" value=\"I Do Not Agree\" />
- </fieldset>
-</form>";
-}
-echo $html;
diff --git a/web/include/help.php b/web/include/help.php
deleted file mode 100644
index 8b8fd96..0000000
--- a/web/include/help.php
+++ /dev/null
@@ -1,253 +0,0 @@
-<h2>Something isn't working right. Heeeeeeeelp!</h2>
-<p>You have four choices for help: documentation, You can try asking on th
-<a href="?page=discuss"> the mailing list, the IRC channel,</a>
-and Bugzilla. There is some great documentation for Linux users at the
-<a href="http://www.icculus.org/lgfaq/">Linux Gamers' FAQ</a>, and also at
-id's <a href="http://zerowing.idsoftware.com/linux/q3a/">original page</a> (though you
-should no-longer contact them for support). Windows users and Mac users should just
-<a href="http://www.google.com/">Google</a> their errors to check for preexisting solutions.
-You can try asking on the <a href="?page=discuss">mailing list and
-<acronym title="Internet Relay Chat">IRC</acronym> channel.</a>. To file a bug report
-with Bugzilla, check out our <a href="http://bugzilla.icculus.org/">Bugzilla website</a>.
-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
-require everyone to be decorated Geniuses, but do attempt to produce a patch that you've
-tested and at list sort-of understand what you're doing.</p>
-
-<p>The preferred way to get the ball rolling on a patch is to file a
-<a href="http://bugs.icculus.org">Bugzilla bug</a> for your request with the patch attached
-to it and then send a notice to the <a href="?page=discuss">mailing list</a>
-about it. If you're really so lazy that you can't do this, we would prefer you at
-least <a href="mailto:zakk@icculus.org">mail it to zakk@icculus.org</a> rather than
-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</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 10¢
-survival guide to generating patches.</p>
-<ul>
- <li>
- <h3>From <acronym title="Subversion">SVN</acronym></h3>
- <p>If you checked the source code out with <acronym title="Subversion">SVN</acronym>,
- the client makes it rather easy to generate patches. In fact it's a function
- of the client itself. Once you've made a change in your checkout that is
- not upstream, here is how you use it:</p>
- <ul>
- <li>Create a patch named <em class="shell">amazing_new_feature.patch</em>:<br />
- <tt>svn diff &gt; <em>amazing_new_feature.patch</em></tt></li>
- <li id="patch">Apply a patch <em class="shell">amazing_new_feature.patch</em>:<br />
- <tt>patch -p0 -i <em>amazing_new_feature.patch</em></tt></li>
- </ul>
- </li>
- <li>
- <h3>From a tarball or other release</h3>
- <p>If you didn't get the source code via <acronym title="Subversion">SVN</acronym>,
- or for some reason that doesn't work for your situations, here's how to generate
- them using the tried-and-trusted <tt>diff</tt> tool between
- two files:</p>
- <ul>
- <li>Create a patch named <em class="shell">amazing_new_feature.patch</em> between <em class="shell">oldfile</em> and <em class="shell">newfile</em>:<br />
- <tt>diff -u <em>oldfile</em> <em>newfile</em> &gt; <em>amazing_new_feature.patch</em></tt></li>
- <li>Create a patch named <em class="shell">amazing_new_features.patch</em> between directory <em class="shell">olddir</em> and <em class="shell">newdir</em>:<br />
- <tt>diff -Naur <em>olddir</em> <em>newdir</em> &gt; <em>amazing_new_features.patch</em></tt></li>
- <li>Applying a patch is the same as with SVN, see <a href="#patch">above</a>.</li>
- </ul>
- </li>
-</ul>
-<p>For more information on <tt>diff</tt>, <tt>patch</tt>,
-and <tt>svn</tt>, read their respective <tt>man</tt>
-and <tt>info</tt> pages. For a more in-depth guide on Subversion take
-a look at the <a href="http://svnbook.red-bean.com/"><acronym title="Subversion">SVN</acronym>
-Book</a>.</p>
-
-
-<h2>Will you guys remove the CD-key check?</h2>
-<p>
-This is literally the only frequenty asked question we get, and it's starting to
-wear on us. <strong>No,</strong> we will not be removing the CD-key check. The
-Quake III: Arena data is <em>not</em> free, and you <strong>must</strong> purchase
-a CD to play it! Don't let this confuse you, the engine is open source, and is absolutely
-100% free. If someone makes a new game based on the source code that does not use
-the pay-for game data, they of course don't need to and should not require a CD
-key in their game.
-</p>
-
diff --git a/web/include/home.php b/web/include/home.php
deleted file mode 100644
index 5aae6b7..0000000
--- a/web/include/home.php
+++ /dev/null
@@ -1,31 +0,0 @@
-<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" />
-
-<h2>What's the point?</h2>
-<p>This project aims to build upon id Software's Quake 3 source code release. The source
-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
-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 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.
-</p>
-<p>
-As an Open-Source project we expect comments and criticism to go the either the maintainer
-<a href="mailto:zakk@timedoctor.org">zakk@timedoctor.org</a>, or more preferably
-to the <a href="http://icculus.org/quake3/?page=discuss">mailing list</a>.
-</p>
-<h2>Progress</h2>
-<p>While a lot is left to be done, quite a few goals have been met already. Quake 3
-now works natively on x86-64 and PowerPC architectures, plus the game builds and runs
-on <a href="http://www.freebsd.org/">FreeBSD</a>, and OS X/x86!
-<a href="http://libsdl.org" title="Simple DirectMedia Layer">SDL</a> is now used for input,
-OpenGL context management, and sound, making the game a lot easier to port to new platforms
-and architectures than it was before. Security holes and other problems have been repaired.
-A more in-depth database of new features and working status on different platforms, plus a roadmap, are all
-on the <a href="?page=status">Status</a> section.</p>
diff --git a/web/include/id_patch_pk3s_Q3A_EULA.txt b/web/include/id_patch_pk3s_Q3A_EULA.txt
deleted file mode 100644
index f8cdde3..0000000
--- a/web/include/id_patch_pk3s_Q3A_EULA.txt
+++ /dev/null
@@ -1,219 +0,0 @@
-LIMITED USE SOFTWARE LICENSE AGREEMENT
-
-
-
-This Limited Use Software License Agreement (the "Agreement") is a legal
-agreement between you, the end-user, and Id Software, Inc. ("ID"). BY
-CONTINUING THE INSTALLATION OF THIS GAME DEMO PROGRAM ENTITLED QUAKE III:
-ARENA (THE "SOFTWARE"), BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING
-OR COPYING THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE, COMPUTER RAM OR
-OTHER STORAGE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS
-AGREEMENT.
-
-
-
-1. Grant of License. Subject to the terms and provisions of this
-Agreement, ID grants to you the non-exclusive and limited right to use the
-Software only in executable or object code form. The term "Software"
-includes all elements of the Software, including, without limitation, data
-files and screen displays. You are not receiving any ownership or
-proprietary right, title or interest in or to the Software or the
-copyright, trademarks, or other rights related thereto. For purposes of
-this section, "use" means loading the Software into RAM and/or onto
-computer hard drive, as well as installation of the Software on a hard
-disk or other storage device and means the uses permitted in section 3.
-hereinbelow. You agree that the Software will not be shipped,
-transferred or exported into any country in violation of the U.S. Export
-Administration Act (or any other law governing such matters) by you or
-anyone at your direction and that you will not utilize and will not
-authorize anyone to utilize, in any other manner, the Software in
-violation of any applicable law. The Software may not be downloaded
-or otherwise exported or exported into (or to a national or resident
-of) any country to which the U.S. has embargoed goods or to anyone
-or into any country who/which are prohibited, by applicable law, from
-receiving such property.
-
-
-
-2. Prohibitions. You, either directly or indirectly, shall not do
-any of the following acts:
-
-
-
-a. rent the Software;
-
-
-
-b. sell the Software;
-
-
-
-c. lease or lend the Software;
-
-
-
-d. offer the Software on a "pay-per-play" basis;
-
-
-
-e. distribute the Software (except as permitted by section 3.
-hereinbelow);
-
-
-
-f. in any other manner and through any medium whatsoever
-commercially exploit the Software or use the Software for any commercial
-purpose;
-
-
-
-g. disassemble, reverse engineer, decompile, modify or alter the
-Software including, without limitation, creating or developing extra or
-add-on levels for the Software;
-
-
-
-h. translate the Software;
-
-
-
-i. reproduce or copy the Software (except as permitted by section
-3. hereinbelow);
-
-
-
-j. publicly display the Software;
-
-
-
-k. prepare or develop derivative works based upon the Software; or
-
-
-
-l. remove or alter any legal notices or other markings or
-legends, such as trademark and copyright notices, affixed on or within
-the Software.
-
-
-
-3. Permitted Distribution and Copying. So long as this Agreement
-accompanies each copy you make of the Software, and so long as you fully
-comply, at all times, with this Agreement, ID grants to you the
-non-exclusive and limited right to copy the Software and to distribute
-such copies of the Software free of charge for non-commercial purposes
-which shall include the free of charge distribution of copies of the
-Software as mounted on the covers of magazines; provided, however, you
-shall not copy or distribute the Software in any infringing manner or
-in any manner which violates any law or third party right and you shall
-not distribute the Software together with any material which is
-infringing, libelous, defamatory, obscene, false, misleading, or
-otherwise illegal or unlawful. You agree to label conspicuously as
-"SHAREWARE" or "DEMO" each CD or other non-electronic copy of the
-Software that you make and distribute. ID reserves all rights not
-granted in this Agreement. You shall not commercially distribute the
-Software unless you first enter into a separate contract with ID, a
-copy of which you may request, but which ID may decline to execute.
-For more information visit www.quake3arena.com.
-
-
-
-4. Intellectual Property Rights. The Software and all copyrights,
-trademarks and all other conceivable intellectual property rights related
-to the Software are owned by ID and are protected by United States
-copyright laws, international treaty provisions and all applicable law,
-such as the Lanham Act. You must treat the Software like any other
-copyrighted material, as required by 17 U.S.C., §101 et seq. and other
-applicable law. You agree to use your best efforts to see that any user
-of the Software licensed hereunder complies with this Agreement. You
-agree that you are receiving a copy of the Software by license only
-and not by sale and that the "first sale" doctrine of 17 U.S.C. §109
-does not apply to your receipt or use of the Software.
-
-
-
-5. NO WARRANTIES. ID DISCLAIMS ALL WARRANTIES, WHETHER EXPRESS OR
-IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF
-MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE WITH RESPECT TO THE
-SOFTWARE. ID DOES NOT WARRANT THAT THE OPERATION OF THE SOFTWARE WILL BE
-UNINTERRUPTED OR ERROR FREE OR THAT THE SOFTWARE WILL MEET YOUR SPECIFIC
-REQUIREMENTS. ADDITIONAL STATEMENTS SUCH AS PRESENTATIONS, WHETHER ORAL
-OR WRITTEN, DO NOT CONSTITUTE WARRANTIES BY ID AND SHOULD NOT BE RELIED
-UPON. THIS SECTION 5. SHALL SURVIVE CANCELLATION OR TERMINATION OF THIS
-AGREEMENT.
-
-
-
-6. Governing Law, Venue, Indemnity and Liability Limitation. This
-Agreement shall be construed in accordance with and governed by the
-applicable laws of the State of Texas and applicable United States federal
-law. Copyright and other proprietary matters will be governed by United
-States laws and international treaties. Exclusive venue for all
-litigation regarding this Agreement shall be in Dallas County, Texas
-and you agree to submit to the jurisdiction of the courts in Dallas,
-Texas for any such litigation. You agree to indemnify, defend and hold
-harmless ID and ID's officers, employees, directors, agents, licensees
-(excluding you), successors and assigns from and against all losses,
-lawsuits, damages, causes of action and claims relating to and/or
-arising from your breach of this Agreement. You agree that your
-unauthorized use of the Software, or any part thereof, may immediately
-and irreparably damage ID such that ID could not be adequately
-compensated solely by a monetary award and that at ID's option ID shall
-be entitled to an injunctive order, in addition to all other available
-remedies including a monetary award, appropriately restraining and/or
-prohibiting such unauthorized use without the necessity of ID posting
-bond or other security. IN ANY CASE, ID AND ID'S OFFICERS, EMPLOYEES,
-DIRECTORS, AGENTS, LICENSEES, SUBLICENSEES, SUCCESSORS AND ASSIGNS
-SHALL NOT BE LIABLE FOR LOSS OF DATA, LOSS OF PROFITS, LOST SAVINGS,
-SPECIAL, INCIDENTAL, CONSEQUENTIAL, INDIRECT, PUNITIVE OR OTHER SIMILAR
-DAMAGES ARISING FROM ANY ALLEGED CLAIM FOR BREACH OF WARRANTY, BREACH
-OF CONTRACT, NEGLIGENCE, STRICT PRODUCT LIABILITY, OR OTHER LEGAL
-THEORY EVEN IF ID OR ITS AGENT HAVE BEEN ADVISED OF THE POSSIBILITY
-OF SUCH DAMAGES OR EVEN IF SUCH DAMAGES ARE FORESEEABLE, OR LIABLE
-FOR ANY CLAIM BY ANY OTHER PARTY. Some jurisdictions do not allow
-the exclusion or limitation of incidental or consequential damages,
-so the above limitation or exclusion may not apply to you. This
-Section 6. shall survive cancellation or termination of this Agreement.
-
-
-
-7. U.S. Government Restricted Rights. To the extent applicable,
-the United States Government shall only have those rights to use the
-Software as expressly stated and expressly limited and restricted in
-this Agreement, as provided in 48 C.F.R. §§ 227.7201 through 227.7204,
-inclusive.
-
-
-
-8. General Provisions. Neither this Agreement nor any part or
-portion hereof shall be assigned or sublicensed by you. ID may assign its
-rights under this Agreement in ID's sole discretion. Should any provision
-of this Agreement be held to be void, invalid, unenforceable or illegal by
-a court of competent jurisdiction, the validity and enforceability of the
-other provisions shall not be affected thereby. If any provision is
-determined to be unenforceable by a court of competent jurisdiction, you
-agree to a modification of such provision to provide for enforcement of
-the provision's intent, to the extent permitted by applicable law.
-Failure of ID to enforce any provision of this Agreement shall not
-constitute or be construed as a waiver of such provision or of the right
-to enforce such provision. Immediately upon your failure to comply with
-or breach of any term or provision of this Agreement, THIS AGREEMENT
-AND YOUR LICENSE SHALL AUTOMATICALLY TERMINATE, WITHOUT NOTICE, AND ID
-MAY PURSUE ALL RELIEF AND REMEDIES AGAINST YOU WHICH ARE AVAILABLE UNDER
-APPLICABLE LAW AND/OR THIS AGREEMENT. In the event this Agreement is
-terminated, you shall have no right to use the Software, in any manner,
-and you shall immediately destroy all copies of the Software in your
-possession, custody or control.
-
-
-
-YOU ACKNOWLEDGE THAT YOU HAVE READ THIS AGREEMENT, YOU UNDERSTAND THIS
-AGREEMENT, AND UNDERSTAND THAT BY CONTINUING THE INSTALLATION OF THE
-SOFTWARE, BY LOADING OR RUNNING THE SOFTWARE, OR BY PLACING OR COPYING
-THE SOFTWARE ONTO YOUR COMPUTER HARD DRIVE OR RAM, YOU AGREE TO BE BOUND
-BY THE TERMS AND CONDITIONS OF THIS AGREEMENT. YOU FURTHER AGREE THAT,
-EXCEPT FOR WRITTEN SEPARATE AGREEMENTS BETWEEN ID AND YOU, THIS
-AGREEMENT IS A COMPLETE AND EXCLUSIVE STATEMENT OF THE RIGHTS AND
-LIABILITIES OF THE PARTIES HERETO. THIS AGREEMENT SUPERSEDES ALL PRIOR
-ORAL AGREEMENTS, PROPOSALS OR UNDERSTANDINGS, AND ANY OTHER
-COMMUNICATIONS BETWEEN ID AND YOU RELATING TO THE SUBJECT MATTER OF
-THIS AGREEMENT.
diff --git a/web/include/media.php b/web/include/media.php
deleted file mode 100644
index 517a7fc..0000000
--- a/web/include/media.php
+++ /dev/null
@@ -1,32 +0,0 @@
-<h2>Screenshots</h2>
-<p>Here be some screenshots of icculus.org/quake3 in action on different platforms and games.</p>
-<ul>
- <li>
- <h3>Quake 3 Arena</h3>
- <ul>
- <li>
- On Linux/x86_64:<br />
- <img src="/images/screenshots/arenalinux.png" />
- </li>
- <li>
- On Mac OS X:<br />
- <img src="/images/screenshots/arenaosx.png" />
- </li>
- </ul>
- </li>
- <li>
- <h3>Tremulous</h3>
- <p><a href="http://tremulous.net/">Tremulous</a> is the first Quake3 mod to evolve
- into it's very own standalone game, based upon our engine.</p>
- <ul>
- <li>
- On Linux/x86:<br />
- <img src="/images/screenshots/tremlinux.png" />
- </li>
- </ul>
- </li>
-</ul>
-
-<h2>Logo</h2>
-<p>Put some information here like most places do with links to big versions of the
-logo and talk about general asshattery.</p>
diff --git a/web/include/news.php b/web/include/news.php
deleted file mode 100644
index fe1a2c8..0000000
--- a/web/include/news.php
+++ /dev/null
@@ -1,53 +0,0 @@
-<?php
-require("/webspace/icculus.org/news/IcculusNews.php");
-
-$id = $_GET['id'];
-if (empty($_GET['news_index']))
- $news_index = false;
-else
- $news_index = $_GET['news_index'];
-$news_queue = 2;
-$news_item_max = 5;
-
-if ($err = news_login($sock, 'localhost', 263, NULL, NULL, $news_queue))
- $err = "Failed to log in: $err";
-else
-{
- if ($err = news_digest($sock, $digestarray, $news_index, $news_item_max))
- {
- $err = "Failed to get news digest: $err";
- }
-
- $current_post = 0;
- $news_item_count = count($digestarray);
-
- if (!isset($err))
- {
- foreach($digestarray as $digestItem)
- {
- if ($err = news_get($sock, $digestItem['id'], $item))
- {
- $err = "Failed to grab news item: $err";
- break;
- }
- echo "<h3>" . $item['title'] . " - <em>" . date("F j, Y", strtotime($item['postdate'])) . "</em></h3>\n<p>" . $item['text'] . "</p>";
- if ($current_post++ == $news_item_count - 1)
- $lastid = $digestItem['id'];
- }
- }
- echo "<p>";
- if ($news_item_count == $news_item_max)
- echo "<a class=\"left\" href=\"?page=news&amp;news_index=$lastid\">&larr;Backpedal</a>";
- if ($news_index != false)
- echo "<a class=\"right\" href=\"?page=news\">To Newest&rarr;</a>";
- echo "</p>";
-}
-
-news_logout($sock);
-
-if ($err) {
- $code = 500;
- $detail = $err;
- require("errors.php");
-}
-?>
diff --git a/web/include/status.php b/web/include/status.php
deleted file mode 100644
index 66268b7..0000000
--- a/web/include/status.php
+++ /dev/null
@@ -1,189 +0,0 @@
-<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:
-<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>
- <th scope="col"><acronym title="Operating System">OS</acronym></th>
- <th scope="col">Platform</th>
- <th scope="col">Status</th>
- <th scope="col"><acronym title="Last Known Working Revision">LKWR</acronym></th>
- <th scope="col">Notes</th>
- </tr>
- <tr>
- <td scope="row" rowspan="4">Linux</td> <!--OS-->
- <td>gcc-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-x86_64</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>JIT bytecode compiler requires GNU <tt>as</tt>.</td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-ppc</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>JIT compiler does not work.</td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-alpha</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>Dedicated server only with VM interpreter.</td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row" rowspan="2">Windows</td> <!--OS-->
- <td>mingw-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td>MSVC-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row" rowspan="3">Mac OS X</td> <!--OS-->
- <td>gcc-ppcG3</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-ppcG4</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>JIT compiler does not work.</td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row">FreeBSD</td> <!--OS-->
- <td>gcc-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row">NetBSD</td> <!--OS-->
- <td>gcc-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>Dedicated server only with native libs.</td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row" rowspan="2">Solaris</td> <!--OS-->
- <td>gcc-x86</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td>gcc-sparc</td> <!--Platform-->
- <td>working</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td></td> <!--Notes-->
- </tr>
- <tr>
- <td scope="row">IRIX</td> <!--OS-->
- <td>cc-*</td> <!--Platform-->
- <td>broken</td> <!--Status-->
- <td></td> <!--LKWR-->
- <td>Patch pending, I think.</td> <!--Notes-->
- </tr>
-</table>
-<p>You can keep an eye on the Subversion repository via the <a href="http://svn.icculus.org/quake3/trunk/">
-Web interface</a>.</p>
-
-<h2>Implemented Features</h2>
-<ul>
- <li><a href="http://www.openal.org/">OpenAL</a> support for sound. Surround
- sound supported.</li>
- <li>AVI video capture of demos.</li>
- <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. 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>
- <li>MinGW compilation support on Windows and cross-compilation on Linux</li>
- <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 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 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">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>
-
-<h3>Roadmap</h3>
-<ul>
- <li>
- <h4>For 1.34:</h4>
- <ul>
- <li>Features implemented, ready for release.</li>
- <li>Meet release criteria (see above) for Win32, Linux, and
- Mac OS X.</li>
- </ul>
- </li>
- <li>
- <h4>For 1.35+:</h4>
- <ul>
- <li><a href="http://en.wikipedia.org/wiki/IPv6" title="Internet Protocol version 6">IPv6</a> support.</li>
- <li>Merge <a class="shell" href="http://svn.icculus.org/quake3/trunk/code/unix/unix_net.c?view=markup">
- unix_net.c</a> and <a class="shell" href="http://svn.icculus.org/quake3/trunk/code/win32/win_net.c?view=markup">
- win_net.c</a>.</li>
- <li>Replace Windows DirectX backend with
- <a href="http://libsdl.org" title="Simple DirectMedia Layer">SDL</a>.</li>
- </ul>
- </li>
- <li>
- <h4>For 1.39:</h4>
- <ul>
- <li>Four player split-screen.</li>
- </ul>
- </li>
-</ul>
-
-<p><em>Note: The above is a list of steps that <strong>remain to be completed</strong>,
-so the lists will get shorter as release approaches. Items already completed are
-not on the roadmap.</em></p>
-
-<h2>PunkBuster Support</h2>
-<p><a href="http://www.evenbalance.com/">Even Balance</a>'s Punkbuster support can never
-be included with any open-source version of Quake 3 due to it being removed from the
-source-code before the release, and the binary-only nature of its anti-cheating software.
-</p>
-<p>While it is possible that someone could write an open-source equivalent of PunkBuster,
-it's not very feasible for a number of reasons.</p>
diff --git a/web/include/thebrain.php b/web/include/thebrain.php
deleted file mode 100644
index 6b95b61..0000000
--- a/web/include/thebrain.php
+++ /dev/null
@@ -1,42 +0,0 @@
-<?php
-if ((strpos($_SERVER['HTTP_ACCEPT'], "application/xhtml+xml")) || ($ua->parent == "Validation Checkers")) {
- $content_type = "application/xhtml+xml";
-}
-
-elseif ((strpos($_SERVER['HTTP_ACCEPT'], "application/xml")) || ($ua->browser == "IE" && $ua->version >= 6)) {
- if ($ua->browser == "IE") {
- $extradoctype = "<?xml-stylesheet type=\"text/xsl\" href=\"/include/copy.xsl\"?>";
- }
- $content_type = "application/xml";
-}
-else {
- $content_type = "text/html";
-}
-
-header("Content-type: $content_type; charset=UTF-8");
-
-$navlist = array(
- "home" => "Home",
- "get" => "Get It",
- "help" => "Help",
- "status" => "Status",
- "discuss" => "Discussion",
-);
-
-function include_safe($file) {
- if (file_exists("include/$file")) {
- include($file);
- }
- else {
- $code = 404;
- require("errors.php");
- }
-}
-
-if (!$_GET['page']) {
- $page = "home";
-}
-else {
- $page = $_GET['page'];
-}
-?>