From e68012962993b2542c0b0dc18d0f5a2b01050817 Mon Sep 17 00:00:00 2001
From: floam
Download for x86_64, 3.4MB.
-
+
Download for PowerPC, 2.7MB. ( Built from Subversion revision 629. ) The Quake 3 engine is open source, this does not
-mean that Quake 3 Arena the game is free. You must purchase the game to use the data! There are three methods of installation. The preffered way is to use an official
installer.
Thanks to Ludwig
diff --git a/web/include/get.php b/web/include/get.php
index 79bc32d..0f02a96 100644
--- a/web/include/get.php
+++ b/web/include/get.php
@@ -1,6 +1,6 @@
Get icculus.org/quake3
We all can compile it ourselves:
diff --git a/web/include/help.php b/web/include/help.php index 9c23193..7aa6417 100644 --- a/web/include/help.php +++ b/web/include/help.php @@ -13,6 +13,177 @@ Make sure that you check documentation, and read the Linux Gamers' FAQ before asking for help! Most questions people have are not unique! +Icculus.org/quake3 has introduced a number of new cvars and commands, mostly +because of new features.
+Cvar | +Type | +Description | +
---|---|---|
cl_autoRecordDemo | Boolean | +Record a new demo on each map change. | +
cl_aviFrameRate | Integer | +The framerate to use when capturing video. | +
cl_aviMotionJpeg | Boolean | +Use the mjpeg codec when capturing video. | +
s_useOpenAL | Boolean | +Use the OpenAL sound backend if it's available. | +
s_alPrecache | Boolean | +Cache OpenAL sounds before use. | +
s_alGain | Float | +The value of AL_GAIN for each source. | +
s_alSources | Integer | +The total number of sources (memory) to allocate. | +
s_alDopplerFactor | Float | +The value passed to alDopplerFactor(). | +
s_alDopplerSpeed | Float | +The value passed to alDopplerVelocity(). | +
s_alMinDistance | Float | +The value of AL_REFERENCE_DISTANCE for each source. | +
s_alRolloff | Float | +The value of AL_ROLLOFF_FACTOR for each source. | +
s_alMaxSpeakerDistance | Float | +ET_SPEAKERS beyond this distance are culled. | +
s_alDriver | String | +Which OpenAL library to use. | +
s_sdlBits | Integer | +SDL bit resolution. | +
s_sdlSpeed | Integer | +SDL sample rate. | +
s_sdlChannels | Integer | +SDL number of channels. | +
s_sdlDevSamps | Integer | +SDL DMA buffer size override. | +
s_sdlMixSamps | Integer | +SDL mix buffer size override. | +
ttycon_ansicolor | Boolean | +Enable the addition of ANSI escape codes for colors in the tty. | +
r_GLlibCoolDownMsec | Integer | +Wait for a number of milliseconds to close GL library. | +
com_altivec | Boolean | +Enable the use of Altivec on PowerPC systems. | +
s_backend | RO String | +Indicates the current sound backend. | +
cl_consoleHistory | RO String | +Stores the console history. | +
cl_platformSensitivity | RO Float | +Indicates the mouse input scaling. | +
Command | +Description | +
---|---|
video <filename> | +Start video capture (use with demo command). Outputs to + filename. | +
stopvidep | +Stop the video capture. | +
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
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.
+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.
+ +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 intptr_t 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 the return value in the prototype with intptr_t (arg0, arg1, ...stay int). +
+Add the following code snippet to q_shared.h: +
#ifdef Q3_VM +typedef int intptr_t; +#else +#include <stdint.h> +#endif+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. + +
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 -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. Read +the web-forum post +about this issue for more details.
+If you've come up with an improvement or fixed something, we'd love to hear about it! Firstly, try to make sure that the patch breaks less than it fixes. We don't @@ -28,7 +199,7 @@ not do anything at all.
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
-blame to when it horribly breaks things credit to.
If you know how to code, but never made a patch before, that's okay. Here's the 10ยข diff --git a/web/include/home.php b/web/include/home.php index 14c46f8..5aae6b7 100644 --- a/web/include/home.php +++ b/web/include/home.php @@ -1,5 +1,5 @@ -
Quake 3 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 +
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.
@@ -8,9 +8,9 @@ is without fault. code was released on August 20, 2005 under the GPL. Since then, we have been cleaning up, fixing bugs, and adding features. Our -eventual goal is to have created the Open-Source Quake 3 distribution upon which +eventual goal is to have created the 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 (Urban Terror, Reaction Quake 3, etc) +in perpetuity, for both single player and multiplayer, plus mods (Urban Terror, Reaction Quake3, 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. diff --git a/web/include/status.php b/web/include/status.php index 3745b5e..66268b7 100644 --- a/web/include/status.php +++ b/web/include/status.php @@ -1,11 +1,13 @@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: -
+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: