,---------------------------------------.

                   |   _                     _       ____  |

                   |  (_)___  __ _ _  _ __ _| |_____|__ /  |

                   |  | / _ \/ _` | || / _` | / / -_)|_ \  |

                   |  |_\___/\__, |\_,_\__,_|_\_\___|___/  |

                   |            |_|                        |

                   |                                       |

                   `---------- http://ioquake3.org --------'

                                             

The intent of this project is to provide a baseline Quake 3 which may be used

for further development. Some of the major features currently implemented are:



  * SDL backend for unix-like operating systems

  * OpenAL sound API support (multiple speaker support and better sound

    quality)

  * Full x86_64 support on Linux

  * 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 (see

    http://ioquake3.org/?page=status)

  * HTTP/FTP download redirection (using cURL)

  * Multiuser support on Windows systems (user specific game data

    is stored in "%APPDATA%\Quake3")

  * 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, using MinGW

  1. Download and install MinGW and MSys from http://www.mingw.org/.

  2. Download http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz

     and untar it into your MinGW directory (usually C:\MinGW).

  3. Open an MSys terminal, and follow the instructions for compiling on *nix.



For Windows, using MSVC

  1. Run Visual Studio and open the quake3.sln file in the code/win32/msvc

     directory.

  2. Build.

  3. Copy the resultant Quake3.exe to your quake 3 directory, make a backup if

     you want to keep your original. If you wish to use native libraries, copy

     the resultant dlls to your baseq3 directory.



For Mac OS X, building a Universal Binary

  1. Install the MacOSX10.2.8.sdk and MacOSX10.4u.sdk which are included in

     XCode 2.2 and newer.

  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. After you

have successfully run this script cross compiling is simply a case of using

'./cross-make-mingw.sh' in place of 'make'.



If the make based build system is being used (i.e. *nix or MinGW), the

following variables may be set, either on the command line or in

Makefile.local:



  OPTIMIZE          - use this for custom CFLAGS

  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_CLIENT_SMP  - build the 'ioquake3-smp' client binary

  BUILD_GAME_SO     - build the game shared libraries

  BUILD_GAME_QVM    - build the game qvms

  USE_SDL           - use the SDL backend where available

  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_LOCAL_HEADERS - use headers local to ioq3 instead of system ones

  USE_CCACHE        - use ccache compiler caching tool

  COPYDIR           - the target installation directory



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



  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_alMaxSpeakerDistance            - ET_SPEAKERS beyond this distance are

                                      culled

  s_alDriver                        - which OpenAL library to use

  s_alDevice                        - which OpenAL device to use

  s_alAvailableDevices              - list of available OpenAL 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



  ttycon_ansicolor                  - enable use of ANSI escape codes in the tty

  r_GLlibCoolDownMsec               - wait for some milliseconds to close GL

                                      library

  com_altivec                       - enable use of altivec on PowerPC systems

  s_backend                         - read only, indicates the current sound

                                      backend

  in_shiftedKeys                    - non-SDL Linux only; enables binding to

                                      shifted keys

  in_joystickNo                     - SDL only; select which joystick to use

  cl_consoleHistory                 - read only, stores the console history

  cl_platformSensitivity            - read only, indicates the mouse input

                                      scaling

  r_ext_texture_filter_anisotropic  - anisotropic texture filtering

  cl_cURLLib                        - filename of cURL library to load

  sv_dlURL                          - the base of the HTTP or FTP site that

                                      holds custom pk3 files for your server 



New commands

  video [filename]        - start video capture (use with demo command)

  stopvideo               - stop video capture





------------------------------------------------------------ Miscellaneous -----



Using shared libraries instead of qvm

  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



Using Demo Data Files

  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. Use the instructions above to use them.



  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.



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:



    #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. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it

  still exists when you read this) for more details.



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

      2 - do not use HTTP/FTP downloads

      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. 



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 ioquake3.



    On NT-based such as Windows XP, this is usually a directory named:

      "C:\Documents and Settings\%USERNAME%\Application Data\Quake3\"



    Windows 95, Windows 98, and Windows ME will use a directory like: 

      "C:\Windows\Application Data\Quake3"

    in single-user mode, or:

      "C:\Windows\Profiles\%USERNAME%\Application Data\Quake3"

    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%\Quake3\"

    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 ioquake3 is installed.  For example:

      ioquake3.exe +set fs_homepath "c:\ioquake3"

    Note that this cvar MUST be set as a command line parameter.



------------------------------------------------------------- Contributing -----



Please send all patches to bugzilla (https://bugzilla.icculus.org), or join the

mailing list (quake3-subscribe@icculus.org) and submit your patch there.  The

best case scenario is that you submit your patch to bugzilla, and then post the

URL to the mailing list. If you're too lazy for either method, then it would be

better if you emailed your patches to zakk@icculus.org directly than not at

all.



The focus for ioquake3 to develop a stable base suitable for further

development, and provide players with the same Quake 3 experience they've had

for years.  As such ioq3 does not have any significant graphical enhancements

and none are planned at this time. However, improved graphics and sound

patches will be accepted as long as they are entirely optional, do not

require new media and are off by default.





--------------------------------------------- Building Official Installers -----



We need help getting automated installers on all the platforms that ioquake3

supports. We don't neccesarily care about all the installers being identical,

but we have some general guidelines:



  * Please include the id patch pk3s in your installer, which are available

    from http://ioquake3.org/?page=getdata subject to agreement to the id

    EULA. Your installer shall also ask the user to agree to this EULA (which

    is in the /web/include directory for your convenience) and subsequently

    refuse to continue the installation of the patch pk3s and pak0.pk3 if they

    do not.



  * Please don't require pak0.pk3, since not everyone using the engine

    plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the

    user in copying the file or tell them how.



  * It is fine to just install the binaries without requiring id EULA agreement,

    providing pak0.pk3 and the patch pk3s are not refered to or included in the

    installer.



  * Please include at least an SDL so/dylib on every platform but Windows

    (which doesn't use it yet).



  * Please include an OpenAL so/dylib/dll, since every platform should be using

    it by now.



  * We'll bump the version to 1.34 as soon as we get enough people who can

    demonstrate a competent build for Windows and Mac.



  * Please contact the mailing list and/or zakk@timedoctor.org after you've

    made your installer.



  * Please be prepared to alter your installer on the whim of the maintainers.



  * Your installer will be mirrored to an "official" directory, thus making it

    a done deal.



------------------------------------------------------------------ Credits -----



Maintainers

  Aaron Gyes <floam at sh dot nu>

  Ludwig Nussel <ludwig.nussel@suse.de>

  Ryan C. Gordon <icculus@icculus.org>

  Thilo Schulz <arny@ats.s.bawue.de>

  Tim Angus <tim@ngus.net>

  Tony J. White <tjw@tjw.org>

  Zachary J. Slater <zakk@timedoctor.org>



Significant contributions from

  Andreas Kohn <andreas@syndrom23.de>

  Joerg Dietrich <Dietrich_Joerg@t-online.de>

  Stuart Dalton <badcdev@gmail.com>

  Vincent S. Cojot <vincent at cojot dot name>

  optical <alex@rigbo.se>

S
Description
The ioquake3 community effort to continue supporting/developing id's Quake III Arena
https://www.ioquake3.org/
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