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Diffstat (limited to 'web')
-rw-r--r-- | web/include/home.php | 45 | ||||
-rw-r--r-- | web/include/instruc.php | 69 | ||||
-rw-r--r-- | web/include/status.php | 10 |
3 files changed, 84 insertions, 40 deletions
diff --git a/web/include/home.php b/web/include/home.php index 78b5919..371f756 100644 --- a/web/include/home.php +++ b/web/include/home.php @@ -1,25 +1,36 @@ -<p>Quake 3 source code was released on August 20th 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> +<p>Quake 3 source code was released on August 20th 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/thenameofthisprojectis3.jpg" 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 was released on August 20, 2005 under the GPL license. Since then, we have -been feverishly cleaning up, fixing bugs, and adding features. Our eventual -goal is to have created <strong>the</strong> Quake 3 source code distribution upon which people -base their games and mods. Our focus is initially -to get the game working with our updates on Mac OS X, Windows, and Linux. Sane new features are also welcome. Modern graphical upgrades (bloom lighting, etc) would have to be disabled by default. +<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 feverishly cleaning up, fixing bugs, and adding features. Our +eventual goal is to have created <em>the</em> Quake 3 source code distribution upon which +people base their games, ports, and mods. Our focus initially is to get the game working +with our updates on Mac OS X, Windows, and Linux. Sane new features are also welcome. +Modern graphical upgrades (ie. bloom lighting) would have to be disabled by default. </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 FreeBSD. SDL 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 is in the <a href="?page=status">Status</a> section.</p> +now works native on x86_64 and PowerPC architectures, plus the game builds and runs +on <a href="http://www.freebsd.org/">FreeBSD</a>. +<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 is +on the <a href="?page=status">Status</a> section.</p> + <h2>The future</h2> -<p>Current goals for 1.34 (SVN is 1.33, last id build was 1.32) include:</p> +<p>Current goals for 1.34 (<acronym title="Subversion">SVN</acronym> is 1.33, last id +build was 1.32) include:</p> <ul> - <li> OpenAL support</li> - <li> Binaries for Windows XP and Mac OS X at release.</li> - <li> Linux will just get source unless somebody feels like setting up a new installer.</li> - <li> Removal of DirectX for MSVC and MinGW builds.</li> + <li>OpenAL support</li> + <li>Binaries for Windows XP and Mac OS X at release. Linux will just get a source + package unless somebody feels inclined to set up a new installer.</li> + <li>Removal of DirectX for <acronym title="Microsoft Visual C++">MSVC</acronym> + and <a href="http://mingw.org" title="Minimalist GNU for Windows">MinGW</a> builds.</li> </ul> diff --git a/web/include/instruc.php b/web/include/instruc.php index 8770037..6e67169 100644 --- a/web/include/instruc.php +++ b/web/include/instruc.php @@ -1,6 +1,6 @@ <h2>Check out and build from Subversion</h2> -<p>(This part assumes Windows users are using Cygwin. If you aren't, -<a href="http://tortoisesvn.tigris.org/">TortoiseSVN</a> is a good client.)</p> +<p>( This part assumes Windows users are using Cygwin. If you aren't, +<a href="http://tortoisesvn.tigris.org/">TortoiseSVN</a> is a good client. )</p> <ol> <li>Change into a directory that you want the tree to be kept in.</li> <li>Check out the source tree:<br /> @@ -9,7 +9,8 @@ (You can check out a specific revision with the -r option, like this: <span class="shell">svn co svn://svn.icculus.org/quake3/trunk quake3 -r100</span>) </li> - <li>Read the <a href="http://svn.icculus.org/*checkout*/quake3/trunk/i_o-q3-readme">readme</a> file. Really. Do it.</li> + <li>Read the <a href="http://svn.icculus.org/*checkout*/quake3/trunk/i_o-q3-readme">readme</a> + file. Really. Do it.</li> <li>Compile and install Quake 3: <ul> <li><h3>Linux and friends</h3> @@ -44,21 +45,51 @@ 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>Not everyone who knows C knows how to use <span class="shell">diff</span> (the tool -you need to create patches with), and not everyone is making patches against the C code. -That's okay, here's the 10¢ survival guide to making patches:</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 mailing list 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 don't send in patches that you didn't create. You can feel free to alert people +and discuss anything on the mailing list, but please <strong>only submit patches for +inclusion if you are the original creator</strong>!</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>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 /> - <span class="shell">diff -u <em>oldfile</em> <em>newfile</em> > <em>amazing_new_feature.patch</em></span></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 /> - <span class="shell">diff -Naur <em>olddir</em> <em>newdir</em> > <em>amazing_new_features.patch</em></span></li> - <li>Apply a patch <em class="shell">amazing_new_feature.patch</em>:<br /> - <span class="shell">patch -p0 -i <em>amazing_new_feature.patch</em></span></li> + <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>:</li> + <li><span class="shell">svn diff > <em>amazing_new_feature.patch</em></span></li> + <li id="patch">Apply a patch <em class="shell">amazing_new_feature.patch</em>:<br /> + <span class="shell">patch -p0 -i <em>amazing_new_feature.patch</em></span></li> + </ul> + <p>For more information on SVN take a look at the + <a href="http://svnbook.red-bean.com/">SVN book</a> and the info pages for + <span class="shell">svn</span>.</p> + </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 <span class="shell">diff</span> 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 /> + <span class="shell">diff -u <em>oldfile</em> <em>newfile</em> > <em>amazing_new_feature.patch</em></span></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 /> + <span class="shell">diff -Naur <em>olddir</em> <em>newdir</em> > <em>amazing_new_features.patch</em></span></li> + <li>Applying a patch is the same as with SVN, see <a href="#patch">above</a>.</li> + </ul> + <p>For more information on <span class="shell">diff</span> and <span class="shell">patch</span>, + read their man-pages.</p> + </li> </ul> -<p>For more information on <span class="shell">diff</span> and <span class="shell">patch</span>, -read their man-pages.</p> -<p>The prefered way to get the ball rolling on a patch is to file a <a href="http://bugs.icculus.org">bug</a> -for your request with the patch attached to it and then send a notice to the mailing list -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.</p> diff --git a/web/include/status.php b/web/include/status.php index 2f42343..07971ba 100644 --- a/web/include/status.php +++ b/web/include/status.php @@ -48,7 +48,7 @@ <td></td> <!--Notes--> </tr> <tr> - <td scope="row" rowspan="2">Max OSX</td> <!--OS--> + <td scope="row" rowspan="2">Max OS X</td> <!--OS--> <td>xcode-G3</td> <!--Platform--> <td>working</td> <!--Status--> <td></td> <!--LKWR--> @@ -88,10 +88,12 @@ <td>Doesn't exist. Should we drop it?</td> <!--Notes--> </tr> </table> + <h2>Implemented Features</h2> <ul> - <li>SDL being used for sound, input. Though not on Windows.</li> - <li>Colors converted to BASH colors!111</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 <span class="shell">ttycon_ansicolor</span> to 1 to enable this.)</li> <li>More supported platforms, see the table above.</li> </ul> -<h2>Planned/Wanted features</h2> |