Game engine for OpenArena (fork from https://github.com/ioquake/ioq3)
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Failed to load latest commit information.
code
misc
.gitignore
.travis.yml
COPYING.txt
Makefile
README.md
id-readme.txt
ioq3-readme.md
jenkins-ci-build.sh
make-macosx-app.sh
make-macosx-ub.sh
make-macosx.sh
opengl2-readme.md
travis-ci-build.sh
voip-readme.txt

README.md

Yu Engine for OpenArena

Yu Engine is an engine fork from ioquake3 for use with OpenArena. By default it will connect to the OpenArenas servers. Yu Engine strives to be up to date with ioquake3 and implement features for increased convenience when playing OpenArena. It includes many new commands and cvars which are documentated below.

New features implemented in Yu Engine (compared to ioquake3) include the following:

  • Cvar cl_scaleSensWithFov to automatically adjust mouse sensitivity as FOV changes to preserve the same mouse feel
  • Randomized GUID using cvar cl_randomguid
  • Override default font with internal one using cvar r_useInternalFont
  • Command cmdmode (like messagemode) for quickly entering console commands
  • Commands say_target and say_attacker to write to players in-game
  • Command reply to reply to the most recent private message
  • Command replymode (like messagemode) for quickly entering a reply message
  • Hor+ FOV
  • Additional keyboard editing shortcuts for editing text fields
  • Improved line-editing in TTY console
  • Tabbed console with filtered messages
  • Notify line fade away effect
  • Console styles

Compilation instructions

Building on *nix

  1. Change to the directory containing this readme.
  2. Run make.

Building on Windows,

  1. Please refer to the build instructions on ioquake3 website.

Building on Mac OS X

  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 yuoa.app in /build/release-darwin-ub to your /Applications/openarena folder.

Installation, for *nix

  1. Set the COPYDIR variable in the shell to be where you have the OpenArena gamecode files. By default it will be /usr/local/games/openarena if you haven't set it. Note that the OpenArena gamecode shipped with Debian GNU/Linux packages does not work with Yu Engine. Instead you can download the gamecode for OpenArena 0.8.8 [on the official website][oa-download]. This will get you a zip file with multiple things, just copy the baseoa directory to the directory you want use as COPYDIR.
  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.

Build options

The following variables may be set, either on the command line or in Makefile.local. The defaults of these differ depending on the target platform. The one difference from ioquake3 is that BUILD_RENDERER_OPENGL2 and USE_RENDERER_DLOPEN is 0 (disabled) by default. BUILD_INTERNAL_FONT is a new option with default value 1 (enabled).

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 'yuoaded' server binary
BUILD_CLIENT           - build the 'yuoa' client binary
BUILD_RENDERER_OPENGL2 - build opengl2 renderer
BUILD_INTERNAL_FONT    - include the internal font in the renderer
SERVERBIN              - rename 'yuoaded' server binary
CLIENTBIN              - rename 'yuoa' client binary
USE_RENDERER_DLOPEN    - build and use the renderer in a library
USE_YACC               - use yacc to update code/tools/lcc/lburg/gram.c
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_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_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

New cvars

Cvar cl_randomguid

In OpenArena each player have a special value called "guid" used for identification. It is a 128-bit number printed in hexadecimal and can be is available through the readonly cvar cl_guid. The number is usually generated by creating an md5 hash from the special file called qkey in your fs_homepath folder. This is used for server admins to identify a specific player, which is useful when a specific player should have access to special commands on the server.

Some people want to play completely anonymously, and then GUID will reveal their identity. By setting the cvar cl_randomguid to a non-zero value, a new GUID will be generated before each connection to a server. Note this is not enough to be completely anonymous, playing behind a VPN or proxy server is also required.

Cvar cl_scaleSensWithFov

This cvar was added because the gamecode used in Quake III and OpenArena calculates the zoom sensitivity with an incorrect formula. This can cause aim to be a bit inconsistent if you aren't used to it already.

When this cvar is set to non-zero. The engine will automatically adjust mouse sensitivity according to the current FOV to preserve the same feel. This not only affects the sensitivity when zooming but also when changing cg_fov. The exact value of the sensitivity cvar is used at 90 degree FOV. Then it increases or decreases as the FOV changes.

Default value for cl_scaleSensWithFov is 0.

Cvar r_useInternalFont

The default OA font used for the console and some in-game text doesn't look very good.

It is possible to include an custom made internal font, which looks better (in my opinion). This is controlled by the Makefile variable BUILD_INTERNAL_FONT (it is set to 1 by default) when building the renderer libs. When the renderer has been built using this option, there is a cvar called r_useInternalFont which when set to a non-zero value will override the default font with the internal one. The default value for r_useInternalFont is 0.

When building the internal font, each renderer gets a copy of the font. This adds ~100KB of memory to each of the renderer libs. This isn't very much considering that the opengl1 renderer is over 3.5 MB without the included font. But if you don't want to use this feature, you can disable the build option and save some memory.

New commands

Command cmdmode

Works like messagemode. When this command is entered a ]-prompt shows up in the top left. Then the user can enter a command that will be executed when Enter is pressed. When in this mode the user has access to the editing commands that are available in the normal console.

Commands say_target and say_attacker

say_target works like the say command but will only write to the target player in front of the cross-hair. say_attacker also works in the same way but will write only to the player who previously attacked your player. These commands are the console-only equivalent to messagemode3 and messagemode4.

Command reply

Used to quickly reply to a received private message. Works like tell but the target client is the client who send the last private message to your client. Reply will not reply to players who don't have unique names (to avoid problems caused from impersonation).

Command replymode

Works like messagemode. Used to quickly reply to a message without using the console. When this command is entered a tell-prompt shows up in the top left, with the target being the last client who sent private message to your client. The text entered will be sent privately to the target client, as if the tell command was used.

Hor+ FOV

The value of cg_fov specify the FOV used when playing with an aspect ratio of 4:3. When playing on another aspect ratio, the game will preserve the same vertical FOV as it would have on 4:3, but expand the horizontal FOV to fit the screen. Previously Vert- FOV was used. See this wikipedia article for more information about Hor+ and Vert- FOV.

Editing text fields

Additional keyboard commands have been added for editing text fields. These commands are available when typing commands in the in-game console, when writing chat messages or using the tty-console.

The keyboard shortcuts are similar to the shortcuts common in UNIX shells or common in general GUI software.

Complete list of field editing keyboard shortcuts

General GUI-style keyboard shortcuts:

Keyboard shortcut Command
Left Move cursor left one character
Right Move cursor right one character
CTRL-Left Move cursor left one word
CTRL-Right Move cursor right one word
Home Move cursor start of line
End Move cursor end of line
Delete Delete character after cursor
CTRL-Delete Delete word after cursor
Backspace Delete character before cursor
CTRL-Backspace Delete word before cursor
CTRL-V, SHIFT-INS Paste from clipboard
CTRL-Z Undo last change

General UNIX commandline-style keyboard shortcuts:

Keyboard shortcut Command
CTRL-A Move cursor to start of line
CTRL-E Move cursor to end of line
CTRL-U Delete to beginning of line
CTRL-K Delete to end of line
CTRL-D Delete character after cursor
CTRL-C Clear field, this operation cannot be undone
ALT-D Delete word after cursor
Backspace Delete character before cursor
ALT-Backspace Delete word before cursor
CTRL-W Delete previous "large word"
CTRL-B Move cursor left one character
ALT-B Move cursor left one word
CTRL-F Move cursor right one character
ALT-F Move cursor right one word
CTRL-T Transpose characters
ALT-T Transpose words
CTRL-_ Undo last change
CTRL-Y Yank from kill ring
ALT-Y Rotate kill ring

Complete list of console specific shortcuts

Console specific keyboard shortcuts:

Keyboard shortcut Command
PgUp Scroll up one line
PgDn Scroll down one line
CTRL-Home Scroll to first line
CTRL-End Scroll to last line
Up, CTRL-P Go back in command in history
Down, CTRL-F Go forward in command in history
CTRL-L Clear console screen
ALT-P, ALT-Left Previous console tab
ALT-N, ALT-Right Next console tab
ALT-Digit Console tab number Digit

Control key synonyms

There are some synonym ways to trigger keyboard commands using CTRL (when using the game client). These probably also available while running the dedicated server through a terminal emulator or console.

Key Synonym for
CTRL-H Backspace
CTRL-8 Backspace
CTRL-/ CTRL-_
CTRL-7 CTRL-_

Improved line editing in tty-console

When running ioquake3 or OpenArena it is also possible to enter commands through a tty-console. This is especially useful for dedicated servers without an in-game console. Previously the editing-functionality was limited to entering characters, backspacing, and recalling previously entered commands in history.

This has been improved so the user has access to almost all keyboard commands that are available in the in-game console. The commands not available are CTRL-Del and CTRL-Backspace, and console-specific commands for scrolling.

In the tty-console, the keyboard commands using ALT is accessed by prefixing the key with ESC. So ESC-b is equivalent to ALT-b in the in-game console. Most terminal emulators can be configured to make ALT send ESC-codes in this way.

Tabbed console with filtered messages

A very convenient feature originally implemented in L0neStarr's f0cus-engine (fx3).

When opening the console, there are 5 tabs at the bottom (named all, sys, chat, tchat, and tell). You can change console tabs using the shortcuts listed above. Each console has a specific purpose and their differences are summarized in the following table.

Number Name Messages displayed Command-type
1 all All messages Depends on con_autochat
2 sys Non-chat messages Command
3 chat All-chat messages say
4 tchat Team-chat messages say_team
5 tell Private messages Reply to message

The all console works just like the normal quake console. It will display all messages and is the default console when the client starts. If con_autochat is non-zero, lines typed in this console without a preceding slash will be interpreted as chat commands.

In the sys console all lines are interpreted as commands, independent of con_autochat.

In the chat and tchat consoles, all lines typed will be interpreted as chat commands. So the line Hello, world! will become the command say Hello, world! in the chat console or say_team Hello, world! in the tchat console. This is true even if the line contains a preceding slash.

In the tell console, lines will be interpreted as a command to reply to the last received message. So the line Hello, world! will become the command reply Hello, world!. This is true even if the line contains a preceding slash.

The console filtering is especially useful for keeping chat history through map switches, as all the system messages will not get displayed in the chat consoles. Similarly chat messages will not get displayed in the sys console.

The condump-command takes an optional parameter specifying which console to dump text from. The parameter can be the index (starting at 0) of the console, or the name of the console. If this optional parameter is omitted, then the all console is assumed.

Notify line fade effect

When a notify line is disappearing, it will fade away the notify lines below it will move up to take its place. This is only a visual effect, but it is quite nice. The time it takes for a line to fade away is determined by the cvar con_notifyFadeTime.

Customizable console height

The console height can be changed using cl_consoleHeight which is a value between 0.0 and 1.0 where 1.0 means that the console takes up the entire screen. The default value is 0.5.

Pressing console key while holding SHIFT or ALT will open the console with a height of 1.0.

Console styles

It is possible to change the looks of the game console using the cvar cl_consoleType. When the cvar is set to 0, the console will look like it normally does, with a background image and a red border. When the cvar is set to 1, the console will look like 0, but the transparency of the border is changed using cl_consoleColorAlpha (this mode is here for compatibility with the official OpenArena engine). When the cvar is set to 2 the background of the console is the color specified by cl_consoleColorRed, cl_consoleColorGreen and cl_consoleColorBlue, and the transparency is specified by cl_consoleColorAlpha. When the cvar is set to 3, the console will look like in 2, but instead of dropping down/up it will fade in/out. When the cvar is set to 4, the console will look like in 2, but the console will both fade in/out and drop down/up. The modes 3 and 4 are new in Yu Engine, the other modes exist also in the official OpenArena engine.

Other documentation

This README only documents the features added by Yu Engine. Not the features added by ioquake3. See the ioquake3 README for documentation about features added ioquake3. Note that all things related to gamecode, UI and autoupdater have been removed from the source tree, so documentation about those should be ignored.

Contributing

Suggestions and bug reports are always welcome, please create issue at the Github repo. Pull-requests are also welcome, but might not be accepted. Security and network related things should generally be fixed in the ioquake3 Github repo instead, because it has maintainers more experienced with dealing with that kind of stuff. All fixes made there will eventually be backported to Yu Engine (atleast that is the plan).