-
Notifications
You must be signed in to change notification settings - Fork 14
/
Copy pathREADME-ioquake3.txt
585 lines (482 loc) · 27.2 KB
/
README-ioquake3.txt
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

,---------------------------------------.
| _ _ ____ |
| (_)___ __ _ _ _ __ _| |_____|__ / |
| | / _ \/ _` | || / _` | / / -_)|_ \ |
| |_\___/\__, |\_,_\__,_|_\_\___|___/ |
| |_| |
| |
`--------- https://ioquake3.org --------'
The intent of this project is to provide a baseline Quake 3 which may be used
for further development and baseq3 fun.
Some of the major features currently implemented are:
* SDL 2 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%\Quake3")
* PNG support
* Web support via Emscripten
* Many, many bug fixes
The map editor and associated compiling tools are not included. We suggest you
use a modern copy from http://icculus.org/gtkradiant/.
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
website for updated status.
More documentation including a Player's Guide and Sysadmin Guide are on:
https://ioquake3.org/help/
If you've got issues that you aren't sure are worth filing as bugs, or just
want to chat, please visit our forums:
https://discourse.ioquake.org
# Thank You:
<p>
<a href="https://www.digitalocean.com/">Digital Ocean<br/>
<img src="https://opensource.nyc3.cdn.digitaloceanspaces.com/attribution/assets/PoweredByDO/DO_Powered_by_Badge_blue.svg" width="201px">
</a>
</p>
---
<p>
<a href="https://www.discourse.org/">Discourse<br/>
<img src=
"https://user-images.githubusercontent.com/1681963/52239617-e2683480-289c-11e9-922b-5da55472e5b4.png"
width="300px"></a>
</p>
---
<p>
<a href="https://icculus.org/">icculus dot org<br/>
<img src="http://icculus.org/icculus-org-now.png" width="300px"></a>
</p>
---
<p>
<a href="https://nuclearmonster.com/">Nuclear Monster<br/>
<img src="https://user-images.githubusercontent.com/903791/152968830-dd08737b-55c6-4ac6-9610-31121ea0e8c6.png" width="300px"></a>
</p>
# 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:
https://ioquake3.org/help/building-ioquake3/
For macOS, building a Universal Binary (macOS 10.5 to 10.8, x86_64, x86, ppc)
1. Install MacOSX SDK packages from XCode. For maximum compatibility,
install MacOSX10.5.sdk and MacOSX10.6.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-universal
to your /Applications/ioquake3 folder.
For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)
1. Install MacOSX SDK packages from XCode. Building for arm64 requires
MacOSX11.sdk or later.
2. Change to the directory containing this README file.
3. Run './make-macosx-ub2.sh'
4. Copy the resulting ioquake3.app in /build/release-darwin-universal2
to your /Applications/ioquake3 folder.
For Web, building with Emscripten
1. Follow the installation instructions for the Emscripten SDK including
setting up the environment with emsdk_env.
2. Run `emmake make debug` (or release).
3. Copy or symlink your baseq3 pk3 files into the `build/debug-emscripten-wasm32/baseq3`
directory so they can be loaded at run-time. Only game files listed in
`client-config.json` will be loaded.
4. Start a web server serving this directory. `python3 -m http.server`
is an easy default that you may already have installed.
5. Open `http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html`
in a web browser. Open the developer console to see errors and warnings.
6. Debugging the C code is possible using a Chrome extension. For details
see https://developer.chrome.com/blog/wasm-debugging-2020
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. Your
distribution may have mingw32 packages available. On debian/Ubuntu, you need to
install 'mingw-w64'. Thereafter cross compiling is simply a case running
'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to
x86_64.
The following variables may be set, either on the command line or in
Makefile.local:
```
DEPEND_MAKEFILE - set to 0 to disable rebuilding all targets when
the Makefile or Makefile.local is changed
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 'ioq3ded' server binary
BUILD_CLIENT - build the 'ioquake3' client binary
BUILD_BASEGAME - build the 'baseq3' binaries
BUILD_MISSIONPACK - build the 'missionpack' binaries
BUILD_GAME_SO - build the game shared libraries
BUILD_GAME_QVM - build the game qvms
BUILD_STANDALONE - build binaries suited for stand-alone games
SERVERBIN - rename 'ioq3ded' server binary
CLIENTBIN - rename 'ioquake3' client binary
USE_RENDERER_DLOPEN - build and use the renderer in a library
BUILD_RENDERER_OPENGL1 build the opengl1 client / renderer library
BUILD_RENDERER_OPENGL2 build the opengl2 client / renderer library
USE_YACC - use yacc to update code/tools/lcc/lburg/gram.c
BASEGAME - rename 'baseq3'
BASEGAME_CFLAGS - custom CFLAGS for basegame
MISSIONPACK - rename 'missionpack'
MISSIONPACK_CFLAGS - custom CFLAGS for missionpack (default '-DMISSIONPACK')
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_CODEC_OPUS - enable Ogg Opus support
USE_MUMBLE - enable Mumble support
USE_VOIP - enable built-in VoIP support
USE_FREETYPE - enable FreeType support for rendering fonts
USE_INTERNAL_LIBS - build internal libraries instead of dynamically
linking against system libraries; this just sets
the default for USE_INTERNAL_ZLIB etc.
and USE_LOCAL_HEADERS
USE_INTERNAL_SPEEX - build internal speex library instead of dynamically
linking against system libspeex
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_OPUS - build and link against internal opus/opusfile libraries
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
EMSCRIPTEN_PRELOAD_FILE - set to 1 to package 'baseq3' (BASEGAME) directory
containing pk3s and loose files as a single
.data file that is loaded instead of listing
individual files in client-config.json
```
The defaults for these variables differ depending on the target platform.
# OpenGL ES support
The opengl2 renderer (the default) supports OpenGL ES 2+. Though there
are many missing features and the performance may not be sufficient for
embedded System-on-a-Chip and mobile platforms.
The opengl1 renderer does not have OpenGL ES support.
The opengl2 renderer will try both OpenGL and OpenGL ES APIs to find one that
works. The `r_preferOpenGLES` cvar controls which API to try first.
Set it to -1 for auto (default), 0 for OpenGL, and 1 for OpenGL ES. It should be set using command line arguments:
ioquake3 +set cl_renderer opengl2 +set r_preferOpenGLES 1
# 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
con_autoclear - Set to 0 to disable clearing console
input text when console is closed
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_standalone (read only) - If set to 1, quake3 is running in
standalone mode
com_basegame - Use a different base than baseq3. If no
original Quake3 or TeamArena pak files
are found, this will enable running in
standalone mode
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_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.
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
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
protocol - Allow changing protocol version (startup only)
r_allowResize - make window resizable
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_mode -2 - This new video mode automatically uses the
desktop resolution.
```
## 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
togglemenu - causes escape key event for opening/closing menu, or
going to a previous menu. works in binds, even in UI
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 by number, same as clientkick command
kickall - kick all clients, similar to "kick all" (but kicks
everyone even if someone is named "all")
kickbots - kick all bots, similar to "kick allbots" (but kicks
all bots even if someone is named "allbots")
tell <client num> <msg> - send message to a single client (new to server)
cvar_modified [filter] - list modified cvars, can filter results (such as "r*"
for renderer cvars) like cvarlist which lists all cvars
addbot random - the bot name "random" now selects a random bot
```
# README for Developers
## pk3dir
ioquake3 has a useful new feature for mappers. Paths in a game directory with
the extension ".pk3dir" are treated like pk3 files. This means you can keep
all files specific to your map in one directory tree and easily zip this
folder for distribution.
## 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 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:
```c
#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.
## 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.
## 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 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_basegame <yournewbase>
in any links/scripts you install for your users to start the game. The
binary must not detect any original quake3 game pak files. If this
condition is met, the game will set com_standalone to 1 and is then running
in stand alone mode.
If you want the engine to use a different directory in your homepath than
e.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startup
by adding
+set com_homepath <homedirname>
to the command line. You can also control which game name to use when talking
to the master server:
+set com_gamename <gamename>
So clients requesting a server list will only receive servers that have a
matching game name.
Example line:
+set com_basegame basefoo +set com_homepath .foo
+set com_gamename foo
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.
## Standalone game licensing
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. 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.
## 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 send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request and
submit your patch there.
The focus for ioq3 is to develop a stable base suitable for further development
and provide players with the same Quake 3 experience they've had for years.
We do have graphical improvements with the new renderer, but they are off by default.
See opengl2-readme.md for more information.
# Credits
Maintainers
* James Canete <[email protected]>
* Ludwig Nussel <[email protected]>
* Thilo Schulz <[email protected]>
* Tim Angus <[email protected]>
* Tony J. White <[email protected]>
* Jack Slater <[email protected]>
* Zack Middleton <[email protected]>
Significant contributions 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]>