From 147db6f24a38f039ccafd8e1879343058544c745 Mon Sep 17 00:00:00 2001 From: tma Date: Tue, 24 Jan 2006 23:12:18 +0000 Subject: * Updated the ChangeLog * Reorganised the README git-svn-id: svn://svn.icculus.org/quake3/trunk@523 edf5b092-35ff-0310-97b2-ce42778d08ea --- README | 316 ++++++++++++++++++++++++++++++++++++++--------------------------- 1 file changed, 185 insertions(+), 131 deletions(-) (limited to 'README') diff --git a/README b/README index 443b502..208a70e 100644 --- a/README +++ b/README @@ -1,143 +1,197 @@ -Name of this project: icculus.org/quake3 -URL: http://www.icculus.org/quake3 -Hello and welcome to the Quake 3 source repository on icculus.org -I'll be your maintainer, zakk@icculus.org, please send all your patches to -the bugzilla: https://bugzilla.icculus.org, or join the mailing list -(quake3-subscribe@icculus.org) and submit your patch there. -Best case scenario is you subscribe to the ml, submit your patch to -bugzilla, and then post the url to the mailing list. - -If you're too lazy for either method, then I would rather -you e-mailed your patches to me directly than not at all. - -The intent of this is to give people a baseline Quake 3. -Bug fixes, SDL port, OpenAL, security, etc. -Extra graphics and sound will be accepted as long as they are entirely -optional and off by default. - -The map editor isn't included, get a modern copy from here: -http://www.qeradiant.com/ - -The id software readme has been renamed to id-readme.txt -so as to prevent confusion. - -Refer to the web-site for updated status, enjoy! - -Compiling (Under Windows) -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Run Visual Studio, open the quake3.sln file in the win32/msvc -directory. Build. Copy the resultant Quake3.exe to your quake 3 -directory, make a backup if you want to keep your original. - -Copy the resultant dlls to your baseq3 directory, backup etc. - -Run, enjoy! - - -Compiling (Under Linux) -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -1. If not already there, change to the directory containing this readme -2. Run 'make' - -For distribution maintainers, you can set some make variables: - OPTIMIZE - use this for custom CFLAGS - DEFAULT_BASEDIR - extra path to search for baseq3 and such - BUILD_SERVER - build the 'q3ded' server binary (1 = build it, default = 1) - BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1) - USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3 - -Installing under Linux -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -Set the COPYDIR variable in the shell to be where you installed -Quake 3 to. By default it will be /usr/local/games/quake3 if you -haven't set it. Which is where the id patch installs by default. - -Then run "make copyfiles", beware that this will overwrite any binaries -installed previously, even official id ones. - -Compiling under Windows using MinGW -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows) -toolset. It's a little more involved than compiling for Linux; steps are as -follows: - -1. Download and install MinGW and MSys from http://www.mingw.org/. -2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz - and untar in into your MinGW directory (usually C:\MinGW). -3. Perform the usual precompilation sacrificial ritual. -4. Open an MSys terminal, and follow the instructions for compiling on Linux. -5. Steal underpants -6. ????? -7. Profit! - -It is also possible to cross compile for Windows using MinGW. A script is -available to build a cross compilation environment from +,------------------------------------------------------------------------------. +| _ _ __ _ ____ | +| (_)__ __ _ _| |_ _ ___ ___ _ _ __ _ / /_ _ _ _ __ _| |_____|__ / | +| | / _/ _| || | | || (_-<_/ _ \ '_/ _` |/ / _` | || / _` | / / -_)|_ \ | +| |_\__\__|\_,_|_|\_,_/__(_)___/_| \__, /_/\__, |\_,_\__,_|_\_\___|___/ | +| |___/ |_| | +| | +`------------------------------------------ http://icculus.org/quake3 ---------' + +The intent of this project is to provide a baseline Quake 3 which may be used +for further development. Some of the major features currently implemented are: + + * SDL backend for unix-like operating systems + * OpenAL sound API support (multiple speaker support and better sound + quality) + * Full x86_64 support on Linux + * MinGW compilation support on Windows and cross compilation support on Linux + * AVI video capture of demos + * Much improved console autocompletion + * Persistent console history + * Colorized terminal output + * Optional Ogg Vorbis support + * Much improved QVM tools + * Support for various esoteric operating systems (see + http://icculus.org/quake3/?page=status) + * Many, many bug fixes + +The map editor and associated compiling tools are not included. We suggest you +use a modern copy from http://www.qeradiant.com/. + +The original id software readme that accompanied the Q3 source release has been +renamed to id-readme.txt so as to prevent confusion. Please refer to the +web-site for updated status. + + +--------------------------------------------- Compilation and installation ----- + +For *nix + 1. Change to the directory containing this readme. + 2. Run 'make'. + +For Windows, using MinGW + 1. Download and install MinGW and MSys from http://www.mingw.org/. + 2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz + and untar in into your MinGW directory (usually C:\MinGW). + 3. Open an MSys terminal, and follow the instructions for compiling on *nix. + +For Windows, using MSVC + 1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc + directory. + 2. Build. + 3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if + you want to keep your original. If you wish to use native libraries, copy + the resultant dlls to your baseq3 directory. + +Installation, for *nix + 1. Set the COPYDIR variable in the shell to be where you installed Quake 3 + to. By default it will be /usr/local/games/quake3 if you haven't set it. + This is the path as used by the original Linux Q3 installer and subsequent + point releases. + 2. Run 'make copyfiles'. + +It is also possible to cross compile for Windows under *nix using MinGW. A +script is available to build a cross compilation environment from http://www.libsdl.org/extras/win32/cross/build-cross.sh. The gcc/binutils version numbers that the script downloads may need to be altered. After you have successfully run this script cross compiling is simply a case of using './cross-make-mingw.sh' in place of 'make'. +If the make based build system is being used (i.e. *nix or MinGW), the +following variables may be set, either on the command line or in +Makefile.local: + + OPTIMIZE - use this for custom CFLAGS + DEFAULT_BASEDIR - extra path to search for baseq3 and such + BUILD_SERVER - build the 'ioq3ded' server binary + BUILD_CLIENT - build the 'ioquake3' client binary + BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary + BUILD_GAME_SO - build the game shared libraries + BUILD_GAME_QVM - build the game qvms + USE_SDL - use the SDL backend where available + USE_OPENAL - use OpenAL where available + USE_OPENAL_DLOPEN - link with OpenAL at runtime + USE_CODEC_VORBIS - enable Ogg Vorbis support + USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones + USE_CCACHE - use ccache compiler caching tool + COPYDIR - the target installation directory + +The defaults for these variables differ depending on the target platform. + + +------------------------------------------------------------------ Console ----- + +New cvars + cl_autoRecordDemo - record a new demo on each map change + cl_aviFrameRate - the framerate to use when capturing video + cl_aviMotionJpeg - use the mjpeg codec when capturing video + + s_useOpenAL - use the OpenAL sound backend if available + s_alPrecache - cache OpenAL sounds before use + s_alGain - the value of AL_GAIN for each source + s_alSources - the total number of sources (memory) to allocate + s_alDopplerFactor - the value passed to alDopplerFactor + s_alDopplerSpeed - the value passed to alDopplerVelocity + s_alMinDistance - the value of AL_REFERENCE_DISTANCE for each source + s_alRolloff - the value of AL_ROLLOFF_FACTOR for each source + s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are culled + s_alDriver - which OpenAL library to use + + s_sdlBits - SDL bit resolution + s_sdlSpeed - SDL sample rate + s_sdlChannels - SDL number of channels + s_sdlDevSamps - SDL DMA buffer size override + s_sdlMixSamps - SDL mix buffer size override + + ttycon_ansicolor - enable use of ANSI escape codes in the tty + r_GLlibCoolDownMsec - wait for some milliseconds to close GL library + com_altivec - enable use of altivec on PowerPC systems + s_backend - read only, indicates the current sound backend + cl_consoleHistory - read only, stores the console history + cl_platformSensitivity - read only, indicates the mouse input scaling + +New commands + video [filename] - start video capture (use with demo command) + stopvideo - stop video capture + + +------------------------------------------------------------ Miscellaneous ----- + Using shared libraries instead of qvm -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -To make quake3 prefer shared libraries instead of qvm run it with -the following parameters: -+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 + To force Q3 to use shared libraries instead of qvms run it with the following + parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0 Using Demo Data Files -~~~~~~~~~~~~~~~~~~~~~ -You only need demoq3/pak0.pk3 from the demo installer. The qvm files inside -pak0.pk3 will not work, you have to use the native shared libraries from this -project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to -demoq3 and run quake3 with the parameters described above. - -64bit mods -~~~~~~~~~~ -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 _syscalls.c and change every -instance of int to long in the declaration of the syscall function pointer and -the dllEntry function. Also find the vmMain function for each module (usually -in cg_main.c g_main.c etc.) and similarly replace every instance of int in the -prototype with long. - -Note if you simply wish to run mods on a 64bit platform you do not need to -recompile anything since by default Q3 uses a virtual machine system. - -Creating mods compatible with Q3 1.32b -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -If you're using this package to create mods for the last official release of -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. - -New Cvars -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -cl_autoRecordDemo - when enabled automatically records a new demo - on each map change - -seta s_alDriver "libopenal.so.0" - Describes which OpenAL library to use. - -seta s_alRolloff "0.8" + Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The + qvm files in this pak0.pk3 will not work, so you have to use the native + shared libraries or qvms from this project. To use the new qvms, they must be + put into a pk3 file. A pk3 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. Use the instructions above to use them. -seta s_alMinDistance "120" + 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. -seta s_alDopplerSpeed "2200" - -seta s_alDopplerFactor "1.0" - -seta s_alSources "64" - -seta s_alGain "0.4" - -seta s_alPrecache "0" - -seta s_useOpenAL "1" - When set to true, enables OpenAL audio instead of SDL audio. +64bit mods + 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 _syscalls.c and change + every instance of int to long in the declaration of the syscall function + pointer and the dllEntry function. Also find the vmMain function for each + module (usually in cg_main.c g_main.c etc.) and similarly replace every + instance of int in the prototype with long. -seta sdlmixsamps "0" + Note if you simply wish to run mods on a 64bit platform you do not need to + recompile anything since by default Q3 uses a virtual machine system. -seta sdldevsamps "0" +Creating mods compatible with Q3 1.32b + If you're using this package to create mods for the last official release of + 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. + + +------------------------------------------------------------- Contributing ----- + +Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the +mailing list (quake3-subscribe@icculus.org) and submit your patch there. The +best case scenario is that you submit your patch to bugzilla, and then post the +URL to the mailing list. If you're too lazy for either method, then it would be +better if you emailed your patches to zakk@icculus.org directly than not at +all. + +The focus for ioq3 to develop a stable base suitable for further development. +As such ioq3 does not have any significant graphical enhancements and none are +planned at this time. However, improved graphics and sound patches will be +accepted as long as they are entirely optional, do not require new media and +off by default. + + +------------------------------------------------------------------ Credits ----- + +Maintainers + Aaron Gyes + Ludwig Nussel + Ryan C. Gordon + Tim Angus + Zachary J. Slater + +Significant contributions from + Andreas Kohn + Joerg Dietrich + Stuart Dalton + Vincent S. Cojot + optical -- cgit v1.2.3