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Spearmint is a fork of ioquake3 with fixes and features that don't fit in ioquake3 for one reason or another. It was created to be a base engine for developing new standalone id Tech 3 games. Spearmint is not compatible with Quake III Arena mods (the QVM/DLL files) or demos. Spearmint can be used with the Quake III Arena (and optionally its expansion Quake III: Team Arena) or compatible replacement data.
Spearmint is still changing the VM APIs and network compatibility. Eventually they will be finalized.
- Four player splitscreen, offline and in network games.
- Extended API for Game and CGame/UI, includes some of the features from RTCW, WolfET, Tremulous, and World of Padman.
- Additional shader settings.
- Capsule collision support, enabled for players by default.
- Moved a lot of the bot AI from server to Game VM, gives games/mods more control.
- Modified pure pk3 system. Client no longer sends checksums to server (cannot trust client), also see PAKSUMS.
- Removed code not needed for standalone games (CD Key handling, authentication server code, and punkbuster UI code).
- Ogg Opus, Ogg Vorbis, FreeType support enabled by default, source and headers included in local source tree for easy compiling.
See Roadmap and issues list for future plans.
Written July 2013
- Improve/finish supporting multiple games on a single id Tech 3 engine. (window icon, title, setting basegame, ...)
- (lost of focus lately) Support loading/rendering maps for RTCW (MP), ET
- (lost of focus lately) Support engine features (VM system calls) required for RTCW (MP), ET
- (lost of focus lately) Merge Turtle Arena's engine with Spearmint so that TA can run on Spearmint.
- Turtle Arena mostly has renderer, client TrueType Font support, and random stuff left iirc
- 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 Wolfenstein: Enemy Territory and Doom 3.
Built on the shoulders of giants.
- id Software
- Gray Matter Interactive (for RTCW code)
- Nerve Software (for RTCW code)
- Splash Damage (for Enemy Territory code)
- Dark Legion Development (for Tremulous code)
- Padworld Entertainment (for World of Padman code)
- ioquake3 contributors (for tons of quake 3 fixes and features)
- Thilo Schulz (for Elite Force MP engine code)
- Rudolf Polzer (for code from NetRadiant's q3map2)
- Open Arena developers (for "!gametype" entity key and "sv_dorestart" cvar)
- Tobias Kuehnhammer (feedback / bug reports)
- 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 | Need system traps for getting news (ui) and sending game stats to master server (game) | Not started |
| Turtle Arena / Extraordinary Beat X | no | unsure | Working on it, hopefully done before end of 2013 | Native |
| Return to Castle Wolfenstien (SP) | no | unsure | On hold until RTCW MP, ET, Turtle Arena support are done. | Not started |
| Return to Castle Wolfenstien (MP) | no | renderer, cgame, ui (maybe others) | Working on it, hopefully done before end of 2013 | Not started |
| Wolfenstien: Enemy Territory | no | renderer, cgame, ui (maybe others) | Working on it, hopefully done before end of 2013 | Not started |
| World of Padman | no | need to fully review the client/server code | Added new WoP vm API calls, missing Ogg Theora playback | Not started |
| Smokin' Guns | no | need to fully review the code | Not started | Not started |
| Elite Force (MP) | no | renderer (maybe others) | Added new shader waveforms, noise and random. Probably not going to be fully compatible, because mod code SDK license forbids using with different game or whatever | no |
| Jedi Outcast (MP) | no | all | It's not clear if code is GPLv2 or GPLv2+ (Spearmint is GPLv3+), might not be able to include code from it. Though it's unlikely I would want to add all the required features at this point anyway. | no |
| Jedi Academy (MP) | no | all | Same status as Jedi Outcast | 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 effect general usage (for example Tremulous' UI system call trap_GetNews).
"All Needed Features" and "Lacking Areas" apply to mods for each game as well.
Released
- Turtle Arena (game that started Spearmint development)
Yet to be released
- Extraordinary Beat X (EBX) (based on Turtle Arena)
- Mecwerks
- Wintermint (same developers as Mecwerks)
- ChateauKafkaQ3
- ioid3 (no longer under development)