This repository has been archived by the owner on Oct 16, 2021. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 2
/
README
654 lines (546 loc) · 33.1 KB
/
README
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
,-----------------------------------------------.
| |
_________ _ __
/ _____/_____ ____ __ _______ _____ (_) _____/ |
\_____ \ | _ \/ __ \ / \\_ __ \/ \| |/ \ __\
/ \| |_) ___// () \| | '/ | | \ | || \ |
/_________/| __/\____/__/\__\__| |__|_|__/_|__||__/__|
| |_| |
`------ http://code.google.com/p/ioq3ztm -------'
The intent of this project is to provide a version of ioquake3 which may be used
for further development of standalone games.
Some of the major Spearmint features currently implemented are:
* Four player splitscreen, with support for connecting to network servers
* Improvements not compatible with quake3 1.32b
* Better Virtual Machine (QVM/DLL/SO/DYLIB) API handling
* Improved Virtual Machine system calls (unified shared calls and acos)
* Modified pure pk3 system
* Removed code not needed for standalone games
(CD Key handling, authentication server code, and punkbuster ui code)
* Ogg Vorbis support enabled by default, with headers and libraries for
easy compiling using MinGW
* FreeType support enabled by default, source and headers included in local
source tree for easy compiling
Some of the major ioquake3 features currently implemented are:
* SDL backend
* OpenAL sound API support (multiple speaker support and better sound
quality)
* Full x86_64 support on Linux
* VoIP support, both in-game and external support through Mumble.
* 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
* cl_guid support
* HTTP/FTP download redirection (using cURL)
* Multiuser support on Windows systems (user specific game data
is stored in "%APPDATA%\Spearmint")
* PNG support
* 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,
1. Please refer to the excellent instructions here:
http://wiki.ioquake3.org/Building_ioquake3
For Mac OS X, building a Universal Binary
1. Install MacOSX SDK packages from XCode. For maximum compatibility,
install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.sdk.
2. Change to the directory containing this README file.
3. Run './make-macosx-ub.sh'
4. Copy the resulting ioquake3.app in /build/release-darwin-ub to your
/Applications/ioquake3 folder.
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.
Alternatively, your distribution may have mingw32 packages available. On
debian/Ubuntu, these are mingw32, mingw32-runtime and mingw32-binutils. Cross
compiling is simply a case of using './cross-make-mingw.sh' in place of 'make',
though you may find you need to change the value of the variables in this
script to match your environment.
The following variables may be set, either on the command line or in
Makefile.local:
CFLAGS - use this for custom CFLAGS
V - set to show cc command line when building
DEFAULT_BASEDIR - extra path to search for baseq3 and such
BUILD_SERVER - build the 'spearmint-server' server binary
BUILD_CLIENT - build the 'spearmint' client binary
BUILD_CLIENT_SMP - build the 'spearmint-smp' client binary
BUILD_BASEGAME - build the 'baseq3' binaries, what is built depends on BUILD_GAME_SO/QVM
BUILD_MISSIONPACK - build the 'missionpack' binaries, what is built depends on BUILD_GAME_SO/QVM
BUILD_GAME_SO - build the game shared libraries
BUILD_GAME_QVM - build the game qvms
SERVERBIN - rename 'spearmint-server' server binary
CLIENTBIN - rename 'spearmint' client binary
BASEGAME - rename 'baseq3'
BASEGAME_CFLAGS - custom CFLAGS for basegame
MISSIONPACK - rename 'missionpack'
MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK -DMISSIONPACK_HUD')
USE_OPENAL - use OpenAL where available
USE_OPENAL_DLOPEN - link with OpenAL at runtime
USE_CURL - use libcurl for http/ftp download support
USE_CURL_DLOPEN - link with libcurl at runtime
USE_CODEC_VORBIS - enable Ogg Vorbis support
USE_MUMBLE - enable Mumble support
USE_VOIP - enable built-in VoIP support
USE_FREETYPE - enable FreeType support for rendering fonts
USE_OLD_VM64 - use Ludwig Nussel's old JIT compiler implementation
for x86_64
USE_INTERNAL_SPEEX - build internal speex library instead of dynamically
linking against system libspeex
USE_INTERNAL_FREETYPE - build and link against internal FreeType library
USE_INTERNAL_ZLIB - build and link against internal zlib
USE_INTERNAL_JPEG - build and link against internal JPEG library
USE_INTERNAL_OGG - build and link against internal Ogg library
USE_INTERNAL_VORBIS - build and link against internal Vorbis library
USE_LOCAL_HEADERS - use headers local to ioq3 instead of system ones
DEBUG_CFLAGS - C compiler flags to use for building debug version
COPYDIR - the target installation directory
TEMPDIR - specify user defined directory for temp files
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
cl_guidServerUniq - makes cl_guid unique for each server
cl_cURLLib - filename of cURL library to load
cl_consoleKeys - space delimited list of key names or
characters that toggle the console
cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
behaviour, 0 for standard q3
cl_mouseAccelOffset - Tuning the acceleration curve, see below
in_joystickUseAnalog - Do not translate joystick axis events
to keyboard commands
j_forward - Joystick analogue to m_forward,
for forward movement speed/direction.
j_side - Joystick analogue to m_side,
for side movement speed/direction.
j_up - Joystick up movement speed/direction.
j_pitch - Joystick analogue to m_pitch,
for pitch rotation speed/direction.
j_yaw - Joystick analogue to m_yaw,
for yaw rotation speed/direction.
j_forward_axis - Selects which joystick axis
controls forward/back.
j_side_axis - Selects which joystick axis
controls left/right.
j_up_axis - Selects which joystick axis
controls up/down.
j_pitch_axis - Selects which joystick axis
controls pitch.
j_yaw_axis - Selects which joystick axis
controls yaw.
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_alMaxDistance - the maximum distance before sounds start
to become inaudible.
s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
source
s_alGraceDistance - after having passed MaxDistance, length
until sounds are completely inaudible
s_alDriver - which OpenAL library to use
s_alDevice - which OpenAL device to use
s_alAvailableDevices - list of available OpenAL devices
s_alInputDevice - which OpenAL input device to use
s_alAvailableInputDevices - list of available OpenAL input devices
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
s_backend - read only, indicates the current sound
backend
s_muteWhenMinimized - mute sound when minimized
s_muteWhenUnfocused - mute sound when window is unfocused
sv_dlRate - bandwidth allotted to PK3 file downloads
via UDP, in kbyte/s
com_ansiColor - enable use of ANSI escape codes in the tty
com_altivec - enable use of altivec on PowerPC systems
com_basegame - Use a different base than baseq3.
com_homepath - Specify name that is to be appended to the
home path
com_legacyprotocol - Specify protocol version number for
legacy Quake3 1.32c protocol, see
"Network protocols" section below
(startup only)
com_maxfpsUnfocused - Maximum frames per second when unfocused
com_maxfpsMinimized - Maximum frames per second when minimized
com_busyWait - Will use a busy loop to wait for rendering
next frame when set to non-zero value
com_pipefile - Specify filename to create a named pipe
through which other processes can control
the server while it is running.
Nonfunctional on Windows.
com_gamename - Gamename sent to master server in
getservers[Ext] query and infoResponse
"gamename" infostring value. Also used
for filtering local network games.
com_protocol - Specify protocol version number for
current ioquake3 protocol, see
"Network protocols" section below
(startup only)
in_joystickNo - select which joystick to use
in_availableJoysticks - list of available Joysticks
in_keyboardDebug - print keyboard debug info
sv_dlURL - the base of the HTTP or FTP site that
holds custom pk3 files for your server
sv_banFile - Name of the file that is used for storing
the server bans
sv_public - controls infomation sent to master server
and game server browsers
1: send info to masters and game browsers
0: send info to game browsers
-1: don't send any info
-2: don't send any info or allow joining
net_ip6 - IPv6 address to bind to
net_port6 - port to bind to using the ipv6 address
net_enabled - enable networking, bitmask. Add up
number for option to enable it:
enable ipv4 networking: 1
enable ipv6 networking: 2
prioritise ipv6 over ipv4: 4
disable multicast support: 8
net_mcast6addr - multicast address to use for scanning for
ipv6 servers on the local network
net_mcastiface - outgoing interface to use for scan
r_allowResize - make window resizable (SDL only)
r_ext_texture_filter_anisotropic - anisotropic texture filtering
r_zProj - distance of observer camera to projection
plane in quake3 standard units
r_greyscale - desaturate textures, useful for anaglyph,
supports values in the range of 0 to 1
r_stereoEnabled - enable stereo rendering for techniques
like shutter glasses (untested)
r_anaglyphMode - Enable rendering of anaglyph images
red-cyan glasses: 1
red-blue: 2
red-green: 3
green-magenta: 4
To swap the colors for left and right eye
just add 4 to the value for the wanted
color combination. For red-blue and
red-green you probably want to enable
r_greyscale
r_stereoSeparation - Control eye separation. Resulting
separation is r_zProj divided by this
value in quake3 standard units.
See also
http://wiki.ioquake3.org/Stereo_Rendering
for more information
r_marksOnTriangleMeshes - Support impact marks on md3 models, MOD
developers should increase the mark
triangle limits in cg_marks.c if they
intend to use this.
r_sdlDriver - read only, indicates the SDL driver
backend being used
r_noborder - Remove window decoration from window
managers, like borders and titlebar.
r_screenshotJpegQuality - Controls quality of jpeg screenshots
captured using screenshotJPEG
r_aviMotionJpegQuality - Controls quality of video capture when
cl_aviMotionJpeg is enabled
r_mode -2 - This new video mode automatically uses the
desktop resolution.
r_zfar - sets z far for testing global fog
distances, requires cheats to be enabled
cg_atmosphericEffects - 0.0 to 1.0 scales the amount of rain and
snow. set to 0 to disable rain/snow.
cg_teamDmLeadAnnouncements - Set to 0 to disable the team lead change
announcements in Team Deathmatch (quake3
1.32 had no lead announcements in TDM).
cg_consoleLatency - controls how long messages stay in cgame
notify area in miliseconds (default 3000)
New commands
video [filename] - start video capture (use with demo command)
stopvideo - stop video capture
stopmusic - stop background music
minimize - Minimize the game and show desktop
print - print out the contents of a cvar
unset - unset a user created cvar
banaddr <range> - ban an ip address range from joining a game on this
server, valid <range> is either playernum or CIDR
notation address range.
exceptaddr <range> - exempt an ip address range from a ban.
bandel <range> - delete ban (either range or ban number)
exceptdel <range> - delete exception (either range or exception number)
listbans - list all currently active bans and exceptions
rehashbans - reload the banlist from serverbans.dat
flushbans - delete all bans
net_restart - restart network subsystem to change latched settings
game_restart <fs_game> - Switch to another mod
which <filename/path> - print out the path on disk to a loaded item
execq <filename> - quiet exec command, doesn't print "execing file.cfg"
kicknum <client number> - kick a client off the server using client number
kickall - kick all clients off the server
kickbots - kick all bots off the server
tell <client num> <msg> - send message to a single client (new to server)
Removed cvars
r_customPixelAspect - it had no effect
Removed commands
clientkick <clientkick> - replaced with kicknum command
kick all - replaced with kickall command
kick allbots - replaced with kickbots command
--------------------------------------------------------- README for Users -----
Using shared libraries instead of qvm
To force Spearmint 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 Quake III Arena Demo Data Files
Copy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The
qvm files in this pak0.pk3 are not supported, so you have to use the native
shared libraries or qvms from this project. They should already be in the
correct place and automatically used.
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.
Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!
Ioquake3 now uses the select() system call to wait for the rendering of the
next frame when com_maxfps was hit. This will improve your CPU load
considerably in these cases. However, not all systems may support a
granularity for its timing functions that is required to perform this waiting
correctly. For instance, ioquake3 tells select() to wait 2 milliseconds, but
really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
In this case you can always revert back to the old behaviour by setting the
cvar com_busyWait to 1.
Using HTTP/FTP Download Support (Server)
You can enable redirected downloads on your server even if it's not
an ioquake3 server. You simply need to use the 'sets' command to put
the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
is set to 1
sv_dlURL is the base of the URL that contains your custom .pk3 files
the client will append both fs_game and the filename to the end of
this value. For example, if you have sv_dlURL set to
"http://ioquake3.org", fs_game is "baseq3", and the client is
missing "test.pk3", it will attempt to download from the URL
"http://ioquake3.org/baseq3/test.pk3"
sv_allowDownload's value is now a bitmask made up of the following
flags:
1 - ENABLE
4 - do not use UDP downloads
8 - do not ask the client to disconnect when using HTTP/FTP
Server operators who are concerned about potential "leeching" from their
HTTP servers from other ioquake3 servers can make use of the HTTP_REFERER
that ioquake3 sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}". For,
example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
On a sidenote, downloading via UDP has been improved and yields higher data
rates now. You can configure the maximum bandwidth for UDP downloads via the
cvar sv_dlRate. Due to system-specific limits the download rate is capped
at about 1 Mbyte/s per client, so curl downloading may still be faster.
Using HTTP/FTP Download Support (Client)
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
assuming ioquake3 was compiled with USE_CURL=1 (the default).
like sv_allowDownload, cl_allowDownload also uses a bitmask value
supporting the following flags:
1 - ENABLE
2 - do not use HTTP/FTP downloads
4 - do not use UDP downloads
When ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),
it will use the value of the cvar cl_cURLLib as the filename of the cURL
library to dynamically load.
Multiuser Support on Windows systems
On Windows, all user specific files such as autogenerated configuration,
demos, videos, screenshots, and autodownloaded pk3s are now saved in a
directory specific to the user who is running Spearmint.
On NT-based such as Windows XP, this is usually a directory named:
"C:\Documents and Settings\%USERNAME%\Application Data\Spearmint\"
Windows 95, Windows 98, and Windows ME will use a directory like:
"C:\Windows\Application Data\Spearmint"
in single-user mode, or:
"C:\Windows\Profiles\%USERNAME%\Application Data\Spearmint"
if multiple logins have been enabled.
In order to access this directory more easily, the installer may create a
Shortcut which has its target set to:
"%APPDATA%\Spearmint\"
This Shortcut would work for all users on the system regardless of the
locale settings. Unfortunately, this environment variable is only
present on Windows NT based systems.
You can revert to the old single-user behaviour by setting the fs_homepath
cvar to the directory where Spearmint is installed. For example:
spearmint.exe +set fs_homepath "c:\spearmint"
Note that this cvar MUST be set as a command line parameter.
SDL Keyboard Differences
ioquake3 clients have different keyboard behaviour compared to the original
Quake3 clients.
* "Caps Lock" and "Num Lock" can not be used as normal binds since they
do not send a KEYUP event until the key is pressed again.
* SDL > 1.2.9 does not support disabling dead key recognition. In order to
send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
sometimes the same character again) after the character to send it on
many international keyboard layouts.
* The SDL client supports many more keys than the original Quake3 client.
For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
For non-US keyboards, all of the so called "World" keys are now supported
as well as F13, F14, F15, and the country-specific mode/meta keys.
On many international layouts the default console toggle keys are also dead
keys, meaning that dropping the console potentially results in
unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
dead key support is broken by design and Q3 doesn't support non-ASCII text
entry, so the chances are you won't get the correct character anyway.
If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
is a space delimited list of key names that will toggle the console. The key
names are the usual Q3 names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
"WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
number. Some example values for cl_consoleKeys:
"~ ` 0x7e 0x60" Toggle on ~ or ` (the default)
"WINDOWS" Toggle on the Windows key
"c" Toggle on the c key
"0x43" Toggle on the C character (Shift-c)
"PAUSE F1 PGUP" Toggle on the Pause, F1 or Page Up keys
Note that when you elect a set of console keys or characters, they cannot
then be used for binding, nor will they generate characters when entering
text. Also, in addition to the nominated console keys, Shift-ESC is hard
coded to always toggle the console.
QuakeLive mouse acceleration (patch and this text written by TTimo from id)
I've been using an experimental mouse acceleration code for a while, and
decided to make it available to everyone. Don't be too worried if you don't
understand the explanations below, this is mostly intended for advanced
players:
To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
New style is controlled with 3 cvars:
sensitivity
cl_mouseAccel
cl_mouseAccelOffset
The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
you have a base sensitivity setup, as soon as you set a non zero acceleration
your base sensitivity at low speeds will change as well. The other problem
with style 0 is that you are stuck on a square (power of two) acceleration
curve.
The new code tries to solve both problems:
Once you setup your sensitivity to feel comfortable and accurate enough for
low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
amplification you want for high deltas with little effect on low mouse deltas.
cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power curve
as style 0. The higher the value, the faster the amplification grows with the
mouse delta.
cl_mouseAccelOffset sets how much base mouse delta will be doubled by
acceleration. The closer to zero you bring it, the more acceleration will
happen at low speeds. This is also very useful if you are changing to a new
mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
gain in precision when you do that, but that is not related to mouse
acceleration).
Mouse acceleration is tricky to configure, and when you do you'll have to
re-learn your aiming. But you will find that it's very much forth it in the
long run.
If you try the new acceleration code and start using it, I'd be very
interested by your feedback.
---------------------------------------------------- README for Developers -----
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.
However, before you start compiling your own version of Spearmint, you have to
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", you should probably
just use Spearmint.
If you really changed parts that would make vanilla Spearmint incompatible with
your mod, we have included another way to conveniently build a stand-alone
binary. Just run make. 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 Spearmint that you can benefit from free
of charge, it does not mean that you have no obligations to fulfill. 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
Spearmint 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
is a 32 character string made up of [a-f] and [0-9] characters. This
value is pseudo-unique for every player.
If cl_guidServerUniq is non-zero (the default), then this value is also
pseudo-unique for each server a client connects to (based on IP:PORT of
the server).
The purpose of cl_guid is to add an identifier for each player on
a server. This value can be reset by the client at any time so it's not
useful for blocking access. However, it can have at least two uses in
your mod's game code:
1) improve logging to allow statistical tools to index players by more
than just name
2) granting some weak admin rights to players without requiring passwords
PNG support
ioquake3 supports the use of PNG (Portable Network Graphic) images as
textures. It should be noted that the use of such images in a map will
result in missing placeholder textures where the map is used with the id
Quake 3 client or earlier versions of ioquake3.
Recent versions of GtkRadiant and q3map2 support PNG images without
modification. However GtkRadiant is not aware that PNG textures are supported
by ioquake3. To change this behaviour open the file 'q3.game' in the 'games'
directory of the GtkRadiant base directory with an editor and change the
line:
texturetypes="tga jpg"
to
texturetypes="tga jpg png"
Restart GtkRadiant and PNG textures are now available.
Building with MinGW for pre Windows XP
IPv6 support requires a header named "wspiapi.h" to abstract away from
differences in earlier versions of Windows' IPv6 stack. There is no MinGW
equivalent of this header and the Microsoft version is obviously not
redistributable, so in its absence we're forced to require Windows XP.
However if this header is acquired separately and placed in the qcommon/
directory, this restriction is lifted.
------------------------------------------------------------- Contributing -----
Please submit all patches to the issue tracker (http://ioq3ztm.googlecode.com),
or join the mailing list (http://groups.google.com/group/spearmint-engine) and
submit your patch there. The best case scenario is that you submit your patch
to the issue tracker, and then post the URL to the mailing list.
The focus for Spearmint is to develop a stable base suitable for further
development and provide players with the same Quake 3 game play experience
they've had for years.
------------------------------------------------------------------ Credits -----
Spearmint Maintainers
Zack Middleton <[email protected]>
ioquake3 Maintainers
James Canete <[email protected]>
Ludwig Nussel <[email protected]>
Thilo Schulz <[email protected]>
Tim Angus <[email protected]>
Tony J. White <[email protected]>
Zachary J. Slater <[email protected]>
Zack Middleton <[email protected]>
Significant contributions to ioquake3 from
Ryan C. Gordon <[email protected]>
Andreas Kohn <[email protected]>
Joerg Dietrich <[email protected]>
Stuart Dalton <[email protected]>
Vincent S. Cojot <vincent at cojot dot name>
optical <[email protected]>
Aaron Gyes <[email protected]>