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* Updated the ChangeLog
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* Reorganised the README
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timangus committed Jan 24, 2006
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20 changes: 20 additions & 0 deletions ChangeLog
@@ -1,3 +1,23 @@
2006-01-24 Various contributors
+ Persistent console history
+ Added code to sleep a bit when q3 has no focus and sleep a lot when it's
minimised (SDL only)
+ Cull excess speaker entities when using OpenAL
+ Fix the operation of the delete key in *nix
+ Only check the checksum on baseq3 pak0.pk3
+ Overhaul of console autocompletion
- No longer does weird stuff like move the cursor inappropriately
- Autocomplete works with compound commands
- Special autocomplete on some commands e.g. \map, \demo
- Removed various hacks used to counter the original autocomplete code
+ Fixed the ability to disable Ogg Vorbis
+ s/i686/i586/ - see bug #2578
+ Some sloppily coded mods call the Q3 sound API with NaNs -- sanitise this
+ Removed advertising clause from BSD license as per mailing list discussion
+ "make distclean" now does what you'd expect
+ "make clean toolsclean" now does what "make distclean" did before
+ GPL MD4 implementation

2006-01-16 Various contributors
+ Move code/unix/Makefile to ./Makefile
+ x86 OS X support
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316 changes: 185 additions & 131 deletions README
@@ -1,143 +1,197 @@
Name of this project: icculus.org/quake3
URL: http://www.icculus.org/quake3
Hello and welcome to the Quake 3 source repository on icculus.org
I'll be your maintainer, zakk@icculus.org, please send all your patches to
the bugzilla: https://bugzilla.icculus.org, or join the mailing list
(quake3-subscribe@icculus.org) and submit your patch there.
Best case scenario is you subscribe to the ml, submit your patch to
bugzilla, and then post the url to the mailing list.

If you're too lazy for either method, then I would rather
you e-mailed your patches to me directly than not at all.

The intent of this is to give people a baseline Quake 3.
Bug fixes, SDL port, OpenAL, security, etc.
Extra graphics and sound will be accepted as long as they are entirely
optional and off by default.

The map editor isn't included, get a modern copy from here:
http://www.qeradiant.com/

The id software readme has been renamed to id-readme.txt
so as to prevent confusion.

Refer to the web-site for updated status, enjoy!

Compiling (Under Windows)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Run Visual Studio, open the quake3.sln file in the win32/msvc
directory. Build. Copy the resultant Quake3.exe to your quake 3
directory, make a backup if you want to keep your original.

Copy the resultant dlls to your baseq3 directory, backup etc.

Run, enjoy!


Compiling (Under Linux)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. If not already there, change to the directory containing this readme
2. Run 'make'

For distribution maintainers, you can set some make variables:
OPTIMIZE - use this for custom CFLAGS
DEFAULT_BASEDIR - extra path to search for baseq3 and such
BUILD_SERVER - build the 'q3ded' server binary (1 = build it, default = 1)
BUILD_CLIENT - build the 'quake3' client binary (1 = build it, default = 1)
USE_LOCAL_HEADERS - use system headers instead of ones local to ioq3

Installing under Linux
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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. Which is where the id patch installs by default.

Then run "make copyfiles", beware that this will overwrite any binaries
installed previously, even official id ones.

Compiling under Windows using MinGW
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to compile ioQ3 using the MinGW (Minimalist GNU for Windows)
toolset. It's a little more involved than compiling for Linux; steps are as
follows:

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 in into your MinGW directory (usually C:\MinGW).
3. Perform the usual precompilation sacrificial ritual.
4. Open an MSys terminal, and follow the instructions for compiling on Linux.
5. Steal underpants
6. ?????
7. Profit!

It is also possible to cross compile for Windows using MinGW. A script is
available to build a cross compilation environment from
,------------------------------------------------------------------------------.
| _ _ __ _ ____ |
| (_)__ __ _ _| |_ _ ___ ___ _ _ __ _ / /_ _ _ _ __ _| |_____|__ / |
| | / _/ _| || | | || (_-<_/ _ \ '_/ _` |/ / _` | || / _` | / / -_)|_ \ |
| |_\__\__|\_,_|_|\_,_/__(_)___/_| \__, /_/\__, |\_,_\__,_|_\_\___|___/ |
| |___/ |_| |
| |
`------------------------------------------ http://icculus.org/quake3 ---------'

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://icculus.org/quake3/?page=status)
* 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 in 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.

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_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_alRolloff - the value of AL_ROLLOFF_FACTOR for each source
s_alMaxSpeakerDistance - ET_SPEAKERS beyond this distance are culled
s_alDriver - which OpenAL library to use

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
cl_consoleHistory - read only, stores the console history
cl_platformSensitivity - read only, indicates the mouse input scaling

New commands
video [filename] - start video capture (use with demo command)
stopvideo - stop video capture


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

Using shared libraries instead of qvm
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To make quake3 prefer shared libraries instead of qvm run it with
the following parameters:
+set sv_pure 0 +set vm_cgame 0 +set vm_game 0 +set vm_ui 0
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
~~~~~~~~~~~~~~~~~~~~~
You only need demoq3/pak0.pk3 from the demo installer. The qvm files inside
pak0.pk3 will not work, you have to use the native shared libraries from this
project. To do so copy or link ui*.so, qagame*.so, cgame*.so from baseq3 to
demoq3 and run quake3 with the parameters described above.

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 long 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 every instance of int in the
prototype with long.

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.

New Cvars
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
cl_autoRecordDemo
when enabled automatically records a new demo
on each map change

seta s_alDriver "libopenal.so.0"
Describes which OpenAL library to use.

seta s_alRolloff "0.8"
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.

seta s_alMinDistance "120"
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.

seta s_alDopplerSpeed "2200"

seta s_alDopplerFactor "1.0"

seta s_alSources "64"

seta s_alGain "0.4"

seta s_alPrecache "0"

seta s_useOpenAL "1"
When set to true, enables OpenAL audio instead of SDL audio.
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 long 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 every
instance of int in the prototype with long.

seta sdlmixsamps "0"
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.

seta sdldevsamps "0"
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.


------------------------------------------------------------- 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 ioq3 to develop a stable base suitable for further development.
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
off by default.


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

Maintainers
Aaron Gyes <floam@sh.nu>
Ludwig Nussel <ludwig.nussel@suse.de>
Ryan C. Gordon <icculus@icculus.org>
Tim Angus <tim@ngus.net>
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@cojot.name>
optical <alex@rigbo.se>

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