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Spearmint is a fork of ioquake3 with two main goals; 1) provide a flexible engine for creating new games and mods, 2) support features from (and running) various id Tech 3-based games.
Spearmint can be used to play Quake III Arena and Quake III: Team Arena. Progress is being made toward running Return to Castle Wolfenstein (MP), Wolfenstein: Enemy Territory, and Turtle Arena. Spearmint is not compatible with existing mods (the QVM/DLL files) or demos for any game.
Changes are still being made that affect the VM APIs and network compatibility. Eventually they will be finalized.
IRC: #spearmint on chat.freenode.net
- Four player splitscreen
- Moved a lot of code from server and client to Game and CGame VMs;
- including console, chat input overlay, usercmd_t creation, and a lot of bot AI code.
- Allow games to modify
entityState_tandplayerState_twithout changing the engine. - Extended API for Game and CGame/UI, includes some of the features from;
- RTCW, WolfET, Tremulous, Turtle Arena, and World of Padman
- Merged UI VM into CGame VM, easier to modify as a whole / more flexible.
- Additional shader keywords.
See Roadmap and issues list for future plans.
Updated December 8 2013
- Merge Turtle Arena's engine with Spearmint so that TA can run on Spearmint.
- Need to move setting up vertices for rail trail, lightning, and other
RT_*effect to cgame! (also benefits EF and RTCW support?)
- Need to move setting up vertices for rail trail, lightning, and other
Recent focus, probably get back to soon-ish
- Add/fix rendering features for RTCW (MP) and ET maps
- Add engine features (VM system calls) required for RTCW (MP) and ET
- New Game -- Information about changing the engine game, data paths, etc.
- New Sounds -- Information about sounds new games might want to add.
- http://www.mecwerks.com/tutorials -- A few programming tutorials for Spearmint by mecenefeaa.
Spearmint is licensed under a modified version of the GNU GPLv3 (or at your option, any later version), the license is also used by Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, and Doom 3.
Built on the shoulders of giants.
- id Software
- Gray Matter Interactive
- Nerve Software
- Splash Damage
- Dark Legion Development
- Padworld Entertainment
- ioquake3 contributors
- Thilo Schulz (for ioquake3 Elite Force MP patch)
- Rudolf Polzer (for code from NetRadiant's q3map2)
- Open Arena developers (for "!gametype" entity key)
- Tobias Kuehnhammer (feedback / bug reports / Bot AI fixes)
- Zack Middleton (spearmint developer)
| Game | All Needed Features | Lacking Areas | Status | Ported to Spearmint? |
|---|---|---|---|---|
| Quake III Arena | yes | none | Complete | In Spearmint code repo |
| Quake III: Team Arena | yes | none | Complete | In Spearmint code repo |
| Q3Rally (Standalone) | yes | none | Complete | Not started |
| Tremulous | yes | game, ui | Missing system traps for getting news (ui) and sending game stats to master server (game) | Not started |
| Turtle Arena / Extraordinary Beat X | no | renderer | Working on it, hopefully done before end of 2013 | Native |
| [[Return to Castle Wolfenstien (SP) | RTCW-SP]] | no | unsure | On hold until RTCW MP, ET, Turtle Arena support are done. |
| [[Return to Castle Wolfenstien (MP) | RTCW-MP]] | no | renderer, cgame, ui (maybe others) | Working on it, hopefully done before end of 2014 |
| [[Wolfenstien: Enemy Territory | EnemyTerritory]] | no | renderer, cgame, ui (maybe others) | Working on it, hopefully done before end of 2014 |
| World of Padman | no | need to fully review the client/server code | Added new WoP VM API calls for VoIP, missing Ogg Theora playback | Not started |
| Smokin' Guns | no | need to fully review the code | Not started | Not started |
| [[Elite Force (MP) | EliteForce]] | no | mp3, renderer (maybe others) | Added new shader waveforms, noise and random. Added depthfunc disable (same as depthfunc lequal). Low priority because gamecode is under SDK license and cannot be legally ported to Spearmint. |
| Jedi Outcast (MP) | no | all | As far as I know, the code is GPLv2 (not GPLv2+) (Spearmint is GPLv3+), so currently I will not include any code from it. Full support for JK2/JKA is a low priority right now. | no |
| Jedi Academy (MP) | no | all | Same status as Jedi Outcast. | no |
| Heavy Metal: F.A.K.K.2 (FAKK) | no | unsure | Added a few shader related things. Low priority. | no |
| American McGee's Alice | no | unsure | Added a few shader related things. Low priority. | no |
| Star Trek: Elite Force 2 (EF2) | no | unsure | Added a few shader related things. Low priority. | no |
Spearmint is not compatible with QVMs/DLLs for existing games. Many source code changes are required to port a game/mod to Spearmint.
If have all needed features for a game, then it should be possible to port the game to be a mod for Spearmint. Depending on "Lacking Areas", there may be some missing functionality which was determined to not affect general usage (for example Tremulous' UI system call trap_GetNews).
Released
- Turtle Arena (game that started Spearmint development)
Yet to be released
- Mecwerks's Spearmint iOS port -- not using SDL
- Extraordinary Beat X (EBX) (based on Turtle Arena)
- Watermint
- ChateauKafkaQ3
- ioid3 (no longer under development)