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Zack Middleton edited this page Jul 27, 2013 · 134 revisions

Spearmint is a fork of ioquake3 that 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.

Changes are still being made that affect the VM APIs and network compatibility. Eventually they will be finalized.

Features

  • 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, PAKSUMS.
  • Removed code not needed for standalone games (CD Key handling, authentication server code, sending pk3 checksums to server, 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.

Current Focus

Updated July 27 2013

  • Fixing bugs and incomplete features.

Recent focus, probably get back to soon-ish

  • Improve/finish supporting multiple games on a single id Tech 3 engine. (window icon, title, setting basegame, ...)
  • Add/fix rendering features for RTCW (MP) and ET maps
  • Add engine features (VM system calls) required for RTCW (MP) and ET
  • 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

Documentation

Features

Tutorials

License

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.

Credits

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 and "sv_dorestart" cvar)
  • Tobias Kuehnhammer (feedback / bug reports)
  • Zack Middleton (spearmint developer)

Engine Feature Support

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.

Spearmint is used by

Released

Yet to be released

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