From 23d2a365bdf5b9e2fdf88809db685512e5fddf7c Mon Sep 17 00:00:00 2001 From: tma Date: Thu, 10 Apr 2008 16:21:49 +0000 Subject: * Fixed up some english in the README * Added some commentary on the Q3 SDK license to the README git-svn-id: svn://svn.icculus.org/quake3/trunk@1310 edf5b092-35ff-0310-97b2-ce42778d08ea --- README | 83 +++++++++++++++++++++++++++++++++++++++--------------------------- 1 file changed, 49 insertions(+), 34 deletions(-) (limited to 'README') diff --git a/README b/README index 57ccf76..dc4131f 100644 --- a/README +++ b/README @@ -192,43 +192,58 @@ Creating mods compatible with Q3 1.32b 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. - -Creating stand-alone games - Have you finished the daunting task of removing all dependencies on the - quake3 game data? Well, you probably now want to give your users the - opportunity to play the game without owning a copy of quake3, which - consequently means removing cd-key and auth server checks. As ioquake3 is - meant to be a reliable and stable code base for your game project, too, we - have included means to do that. + compiler. + +Creating standalone games + Have you finished the daunting task of removing all dependencies on the Q3 + game data? You probably now want to give your users the opportunity to play + the game without owning a copy of Q3, which consequently means removing cd-key + and authentication server checks. In addition to being a straightforward Q3 + client, ioquake3 also purports to be a reliable and stable code base on which + to base your game project. + However, before you start compiling your own version of ioquake3, you have to - ask youself: Have we changed anything of importance in the engine at all? - - If you must answer that question with "no", it probably makes no sense to - build your own binaries. You can still use the pre-built binaries on the - website. Just make sure the game is called with - +set com_standalone 1 +set fs_game - in links/scripts you install for your users to start the game. Note that the - com_standalone setting is rendered ineffective, if the binary detects pak + ask yourself: Have we changed or will we need to change anything of importance + in the engine? + + If your answer to this question is "no", it probably makes no sense to build + your own binaries. Instead, you can just use the pre-built binaries on the + website. Just make sure the game is called with: + + +set com_standalone 1 +set fs_game + + in any links/scripts you install for your users to start the game. Note that + the com_standalone setting is rendered ineffective, if the binary detects pk3 files in the directory "baseq3", so you cannot use that one as game dir. - If you really changed parts that would make vanilla ioquake3 incompatible - with your mod, we have included another way to conveniently build a - stand-alone binary. 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 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. + If you really changed parts that would make vanilla ioquake3 incompatible with + your mod, we have included another way to conveniently build a stand-alone + binary. 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 with + information appropriate for your project. + + While a lot of work has been put into ioquake3 that you can benefit from free + of charge, it does not mean that you have no obligations to fulfil. Please 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. Furthermore, note that the "QIIIA + Game Source License" prohibits distribution of mods that are intended to + operate on a version of Q3 not sanctioned by id software: + + "with this Agreement, ID grants to you the non-exclusive and limited right + to distribute copies of the Software ... for operation only with the full + version of the software game QUAKE III ARENA" + + This means that if you're creating a standalone game, you cannot use said + license on any portion of the product. As the only other license this code has + been released under is the GPL, this is the only option. + + This does NOT mean that you cannot market this game commercially. The GPL does + not prohibit commercial exploitation and 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 -- cgit v1.2.3