From 94ed6cce2384918b5f20b152305e9268eb66db4c Mon Sep 17 00:00:00 2001 From: ludwig Date: Sun, 13 Nov 2005 19:02:23 +0000 Subject: README is better git-svn-id: svn://svn.icculus.org/quake3/trunk@344 edf5b092-35ff-0310-97b2-ce42778d08ea --- i_o-q3-readme | 130 ---------------------------------------------------------- 1 file changed, 130 deletions(-) delete mode 100644 i_o-q3-readme (limited to 'i_o-q3-readme') diff --git a/i_o-q3-readme b/i_o-q3-readme deleted file mode 100644 index 9ba1ae6..0000000 --- a/i_o-q3-readme +++ /dev/null @@ -1,130 +0,0 @@ -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 Space Visual Dot Net 2040 Extra Entropy Edition under your BeOS emulator. -Open the quake3.vcproj file in the win32 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 distro 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) - -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. - -Then run "make copyfiles", beware that this will overwrite any binaries -installed previously, even official id ones. - -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 - -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 -~~~~~~~~~~ -To compile working(!) shared libraries for 64bit mods the vmMain and -dllEntry functions as well as the syscall pointer have to be changed -to accept and return long instead of int. - -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 and install the DirectX 9 SDK from - http://msdn.microsoft.com/directx/. Previous versions of the SDK will - probably work, but they have not been tested. -3. Find the following in DXSDK/Include/dinput.h... - - } DIDEVICEINSTANCEW, *LPDIDEVICEINSTANCEW; - #ifdef UNICODE - typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE; - typedef LPDIDEVICEINSTANCEW LPDIDEVICEINSTANCE; - #else - typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE; - typedef LPDIDEVICEINSTANCEA LPDIDEVICEINSTANCE; - #endif // UNICODE - - typedef const DIDEVICEINSTANCEA *LPCDIDEVICEINSTANCEA; - typedef const DIDEVICEINSTANCEW *LPCDIDEVICEINSTANCEW; - > #ifdef UNICODE - > typedef DIDEVICEINSTANCEW DIDEVICEINSTANCE; - > typedef LPCDIDEVICEINSTANCEW LPCDIDEVICEINSTANCE; - > #else - > typedef DIDEVICEINSTANCEA DIDEVICEINSTANCE; - > typedef LPCDIDEVICEINSTANCEA LPCDIDEVICEINSTANCE; - > #endif // UNICODE - typedef const DIDEVICEINSTANCE *LPCDIDEVICEINSTANCE; - - ...and comment out/remove the duplicated code marked by '>'. - -4. If you didn't install the DirectX SDK in C:\DXSDK\, add DXSDK_DIR to - code/unix/Makefile.local to reflect the new location. -5. If you want OpenAL support, aquire some OpenAL headers and put them in - /include/AL/ beneath your MinGW dir. If not, add "USE_OPENAL=0" to - code/unix/Makefile.local. -6. Perform the usual precompilation sacrificial ritual. -7. Open an MSys terminal, and follow the instructions for compiling on Linux. -8. Steal underpants -9. ????? -10. Profit! - -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 optimising 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. -- cgit v1.2.3