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The ioquake3 community effort to continue supporting/developing id's Quake III Arena

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ioquake/ioq3

 
 

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               ,---------------------------------------.               |   _                     _       ____  |               |  (_)___  __ _ _  _ __ _| |_____|__ /  |               |  | / _ \/ _` | || / _` | / / -_)|_ \  |               |  |_\___/\__, |\_,_\__,_|_\_\___|___/  |               |            |_|                        |               |                                       |               `--------- https://ioquake3.org --------'

The intent of this project is to provide a baseline Quake 3 which may be usedfor further development and baseq3 fun.Some of the major features currently implemented are:

  • SDL 2 backend
  • OpenAL sound API support (multiple speaker support and better soundquality)
  • Full x86_64 support on Linux
  • VoIP support, both in-game and external support through Mumble.
  • 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
  • cl_guid support
  • HTTP/FTP download redirection (using cURL)
  • Multiuser support on Windows systems (user specific game datais stored in "%APPDATA%\Quake3")
  • PNG support
  • Web support via Emscripten
  • Many, many bug fixes

The map editor and associated compiling tools are not included. We suggest youuse a modern copy fromhttp://icculus.org/gtkradiant/.

The original id software readme that accompanied the Q3 source release has beenrenamed to id-readme.txt so as to prevent confusion. Please refer to thewebsite for updated status.

More documentation including a Player's Guide and Sysadmin Guide are on:https://ioquake3.org/help/

If you've got issues that you aren't sure are worth filing as bugs, or justwant to chat, please visit our forums:https://discourse.ioquake.org

Thank You:

Digital Ocean

---

Discourse

---

icculus dot org

---

Nuclear Monster

Compilation and installation

For *nix

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

For Windows,

  1. Please refer to the excellent instructions here:https://ioquake3.org/help/building-ioquake3/

For macOS, building a Universal Binary (macOS 10.5 to 10.8, x86_64, x86, ppc)

  1. Install MacOSX SDK packages from XCode. For maximum compatibility,install MacOSX10.5.sdk and MacOSX10.6.sdk.
  2. Change to the directory containing this README file.
  3. Run './make-macosx-ub.sh'
  4. Copy the resulting ioquake3.app in /build/release-darwin-universalto your /Applications/ioquake3 folder.

For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)

  1. Install MacOSX SDK packages from XCode. Building for arm64 requiresMacOSX11.sdk or later.
  2. Change to the directory containing this README file.
  3. Run './make-macosx-ub2.sh'
  4. Copy the resulting ioquake3.app in /build/release-darwin-universal2to your /Applications/ioquake3 folder.

For Web, building with Emscripten

  1. Follow the installation instructions for the Emscripten SDK includingsetting up the environment with emsdk_env.
  2. Runemmake make debug (or release).
  3. Copy or symlink your baseq3 pk3 files into thebuild/debug-emscripten-wasm32/baseq3directory so they can be loaded at run-time. Only game files listed inclient-config.json will be loaded.
  4. Start a web server serving this directory.python3 -m http.serveris an easy default that you may already have installed.
  5. Openhttp://localhost:8000/build/debug-emscripten-wasm32/ioquake3.htmlin a web browser. Open the developer console to see errors and warnings.
  6. Debugging the C code is possible using a Chrome extension. For detailsseehttps://developer.chrome.com/blog/wasm-debugging-2020

Installation, for *nix

  1. Set the COPYDIR variable in the shell to be where you installed Quake 3to. 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 subsequentpoint releases.
  2. Run 'make copyfiles'.

It is also possible to cross compile for Windows under *nix using MinGW. Yourdistribution may have mingw32 packages available. On debian/Ubuntu, you need toinstall 'mingw-w64'. Thereafter cross compiling is simply a case running'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set tox86_64.

The following variables may be set, either on the command line or inMakefile.local:

  DEPEND_MAKEFILE      - set to 0 to disable rebuilding all targets when                         the Makefile or Makefile.local is changed  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 'ioq3ded' server binary  BUILD_CLIENT         - build the 'ioquake3' client binary  BUILD_BASEGAME       - build the 'baseq3' binaries  BUILD_MISSIONPACK    - build the 'missionpack' binaries  BUILD_GAME_SO        - build the game shared libraries  BUILD_GAME_QVM       - build the game qvms  BUILD_STANDALONE     - build binaries suited for stand-alone games  SERVERBIN            - rename 'ioq3ded' server binary  CLIENTBIN            - rename 'ioquake3' client binary  USE_RENDERER_DLOPEN  - build and use the renderer in a library  BUILD_RENDERER_OPENGL1 build the opengl1 client / renderer library  BUILD_RENDERER_OPENGL2 build the opengl2 client / renderer library  USE_YACC             - use yacc to update code/tools/lcc/lburg/gram.c  BASEGAME             - rename 'baseq3'  BASEGAME_CFLAGS      - custom CFLAGS for basegame  MISSIONPACK          - rename 'missionpack'  MISSIONPACK_CFLAGS   - custom CFLAGS for missionpack (default '-DMISSIONPACK')  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_INTERNAL_VORBIS  - build and link against internal Vorbis library  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  EMSCRIPTEN_PRELOAD_FILE - set to 1 to package 'baseq3' (BASEGAME) directory                            containing pk3s and loose files as a single                            .data file that is loaded instead of listing                            individual files in client-config.json

The defaults for these variables differ depending on the target platform.

OpenGL ES support

The opengl2 renderer (the default) supports OpenGL ES 2+. Though thereare many missing features and the performance may not be sufficient forembedded System-on-a-Chip and mobile platforms.

The opengl1 renderer does not have OpenGL ES support.

The opengl2 renderer will try both OpenGL and OpenGL ES APIs to find one thatworks. Ther_preferOpenGLES cvar controls which API to try first.Set it to -1 for auto (default), 0 for OpenGL, and 1 for OpenGL ES. It should beset using command line arguments:

ioquake3 +set cl_renderer opengl2 +set r_preferOpenGLES 1

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  cl_guidServerUniq                 - makes cl_guid unique for each server  cl_cURLLib                        - filename of cURL library to load  cl_consoleKeys                    - space delimited list of key names or                                      characters that toggle the console  cl_mouseAccelStyle                - Set to 1 for QuakeLive mouse acceleration                                      behaviour, 0 for standard q3  cl_mouseAccelOffset               - Tuning the acceleration curve, see below  con_autochat                      - Set to 0 to disable sending console input                                      text as chat when there is not a slash                                      at the beginning  con_autoclear                     - Set to 0 to disable clearing console                                      input text when console is closed  in_joystickUseAnalog              - Do not translate joystick axis events                                      to keyboard commands  j_forward                         - Joystick analogue to m_forward,                                      for forward movement speed/direction.  j_side                            - Joystick analogue to m_side,                                      for side movement speed/direction.  j_up                              - Joystick up movement speed/direction.  j_pitch                           - Joystick analogue to m_pitch,                                      for pitch rotation speed/direction.  j_yaw                             - Joystick analogue to m_yaw,                                      for yaw rotation speed/direction.  j_forward_axis                    - Selects which joystick axis                                      controls forward/back.  j_side_axis                       - Selects which joystick axis                                      controls left/right.  j_up_axis                         - Selects which joystick axis                                      controls up/down.  j_pitch_axis                      - Selects which joystick axis                                      controls pitch.  j_yaw_axis                        - Selects which joystick axis                                      controls yaw.  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_alMaxDistance                   - the maximum distance before sounds start                                      to become inaudible.  s_alRolloff                       - the value of AL_ROLLOFF_FACTOR for each                                      source  s_alGraceDistance                 - after having passed MaxDistance, length                                      until sounds are completely inaudible  s_alDriver                        - which OpenAL library to use  s_alDevice                        - which OpenAL device to use  s_alAvailableDevices              - list of available OpenAL devices  s_alInputDevice                   - which OpenAL input device to use  s_alAvailableInputDevices         - list of available OpenAL input devices  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  s_backend                         - read only, indicates the current sound                                      backend  s_muteWhenMinimized               - mute sound when minimized  s_muteWhenUnfocused               - mute sound when window is unfocused  sv_dlRate                         - bandwidth allotted to PK3 file downloads                                      via UDP, in kbyte/s  com_ansiColor                     - enable use of ANSI escape codes in the tty  com_altivec                       - enable use of altivec on PowerPC systems  com_standalone (read only)        - If set to 1, quake3 is running in                                      standalone mode  com_basegame                      - Use a different base than baseq3. If no                                      original Quake3 or TeamArena pak files                                      are found, this will enable running in                                      standalone mode  com_homepath                      - Specify name that is to be appended to the                                      home path  com_legacyprotocol                - Specify protocol version number for                                      legacy Quake3 1.32c protocol, see                                      "Network protocols" section below                                      (startup only)  com_maxfpsUnfocused               - Maximum frames per second when unfocused  com_maxfpsMinimized               - Maximum frames per second when minimized  com_busyWait                      - Will use a busy loop to wait for rendering                                      next frame when set to non-zero value  com_pipefile                      - Specify filename to create a named pipe                                      through which other processes can control                                      the server while it is running.                                      Nonfunctional on Windows.  com_gamename                      - Gamename sent to master server in                                      getservers[Ext] query and infoResponse                                      "gamename" infostring value. Also used                                      for filtering local network games.  com_protocol                      - Specify protocol version number for                                      current ioquake3 protocol, see                                      "Network protocols" section below                                      (startup only)  in_joystickNo                     - select which joystick to use  in_availableJoysticks             - list of available Joysticks  in_keyboardDebug                  - print keyboard debug info  sv_dlURL                          - the base of the HTTP or FTP site that                                      holds custom pk3 files for your server  sv_banFile                        - Name of the file that is used for storing                                      the server bans  net_ip6                           - IPv6 address to bind to  net_port6                         - port to bind to using the ipv6 address  net_enabled                       - enable networking, bitmask. Add up                                      number for option to enable it:                                      enable ipv4 networking:    1                                      enable ipv6 networking:    2                                      prioritise ipv6 over ipv4: 4                                      disable multicast support: 8  net_mcast6addr                    - multicast address to use for scanning for                                      ipv6 servers on the local network  net_mcastiface                    - outgoing interface to use for scan  r_allowResize                     - make window resizable  r_ext_texture_filter_anisotropic  - anisotropic texture filtering  r_zProj                           - distance of observer camera to projection                                      plane in quake3 standard units  r_greyscale                       - desaturate textures, useful for anaglyph,                                      supports values in the range of 0 to 1  r_stereoEnabled                   - enable stereo rendering for techniques                                      like shutter glasses (untested)  r_anaglyphMode                    - Enable rendering of anaglyph images                                      red-cyan glasses:    1                                      red-blue:            2                                      red-green:           3                                      green-magenta:       4                                      To swap the colors for left and right eye                                      just add 4 to the value for the wanted                                      color combination. For red-blue and                                      red-green you probably want to enable                                      r_greyscale  r_stereoSeparation                - Control eye separation. Resulting                                      separation is r_zProj divided by this                                      value in quake3 standard units.                                      See also                                      http://wiki.ioquake3.org/Stereo_Rendering                                      for more information  r_marksOnTriangleMeshes           - Support impact marks on md3 models, MOD                                      developers should increase the mark                                      triangle limits in cg_marks.c if they                                      intend to use this.  r_sdlDriver                       - read only, indicates the SDL driver                                      backend being used  r_noborder                        - Remove window decoration from window                                      managers, like borders and titlebar.  r_screenshotJpegQuality           - Controls quality of jpeg screenshots                                      captured using screenshotJPEG  r_aviMotionJpegQuality            - Controls quality of video capture when                                      cl_aviMotionJpeg is enabled  r_mode -2                         - This new video mode automatically uses the                                      desktop resolution.

New commands

  video [filename]        - start video capture (use with demo command)  stopvideo               - stop video capture  stopmusic               - stop background music  minimize                - Minimize the game and show desktop  togglemenu              - causes escape key event for opening/closing menu, or                            going to a previous menu. works in binds, even in UI  print                   - print out the contents of a cvar  unset                   - unset a user created cvar  banaddr <range>         - ban an ip address range from joining a game on this                            server, valid <range> is either playernum or CIDR                            notation address range.  exceptaddr <range>      - exempt an ip address range from a ban.  bandel <range>          - delete ban (either range or ban number)  exceptdel <range>       - delete exception (either range or exception number)  listbans                - list all currently active bans and exceptions  rehashbans              - reload the banlist from serverbans.dat  flushbans               - delete all bans  net_restart             - restart network subsystem to change latched settings  game_restart <fs_game>  - Switch to another mod  which <filename/path>   - print out the path on disk to a loaded item  execq <filename>        - quiet exec command, doesn't print "execing file.cfg"  kicknum <client number> - kick a client by number, same as clientkick command  kickall                 - kick all clients, similar to "kick all" (but kicks                            everyone even if someone is named "all")  kickbots                - kick all bots, similar to "kick allbots" (but kicks                            all bots even if someone is named "allbots")  tell <client num> <msg> - send message to a single client (new to server)  cvar_modified [filter]  - list modified cvars, can filter results (such as "r*"                            for renderer cvars) like cvarlist which lists all cvars  addbot random           - the bot name "random" now selects a random bot

README for Developers

pk3dir

ioquake3 has a useful new feature for mappers. Paths in a game directory withthe extension ".pk3dir" are treated like pk3 files. This means you can keepall files specific to your map in one directory tree and easily zip thisfolder for distribution.

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 theinterface code a little. Open the files ending in _syscalls.c and changeevery instance of int to intptr_t in the declaration of the syscall functionpointer and the dllEntry function. Also find the vmMain function for eachmodule (usually in cg_main.c g_main.c etc.) and similarly replace the returnvalue in the prototype with intptr_t (arg0, arg1, ...stay int).

Add the following code snippet to q_shared.h:

#ifdefQ3_VMtypedefintintptr_t;#else#include<stdint.h>#endif

Note if you simply wish to run mods on a 64bit platform you do not need torecompile 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 ofQ3, it is necessary to pass the commandline option '-vq3' to your invocationof q3asm. This is because by default q3asm outputs an updated qvm format thatis necessary to fix a bug involving the optimizing pass of the x86 vm JITcompiler.

Creating standalone games

Have you finished the daunting task of removing all dependencies on the Q3game data? You probably now want to give your users the opportunity to playthe game without owning a copy of Q3, which consequently means removing cd-keyand authentication server checks. In addition to being a straightforward Q3client, ioquake3 also purports to be a reliable and stable code base on whichto base your game project.

However, before you start compiling your own version of ioquake3, you have toask yourself: Have we changed or will we need to change anything of importancein the engine?

If your answer to this question is "no", it probably makes no sense to buildyour own binaries. Instead, you can just use the pre-built binaries on thewebsite. Just make sure the game is called with:

+set com_basegame <yournewbase>

in any links/scripts you install for your users to start the game. Thebinary must not detect any original quake3 game pak files. If thiscondition is met, the game will set com_standalone to 1 and is then runningin stand alone mode.

If you want the engine to use a different directory in your homepath thane.g. "Quake3" on Windows or ".q3a" on Linux, then set a new name at startupby adding

+set com_homepath <homedirname>

to the command line. You can also control which game name to use when talkingto the master server:

+set com_gamename <gamename>

So clients requesting a server list will only receive servers that have amatching game name.

Example line:

+set com_basegame basefoo +set com_homepath .foo+set com_gamename foo

If you really changed parts that would make vanilla ioquake3 incompatible withyour mod, we have included another way to conveniently build a stand-alonebinary. Just run make with the option BUILD_STANDALONE=1. Don't forget to editthe PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h withinformation appropriate for your project.

Standalone game licensing

While a lot of work has been put into ioquake3 that you can benefit from freeof charge, it does not mean that you have no obligations to fulfill. Please beaware that as soon as you start distributing your game with an engine based onour sources we expect you to fully comply with the requirements as stated inthe GPL. That includes making sources and modifications you made to theioquake3 engine as well as the game-code used to compile the .qvm files forthe game logic freely available to everyone. Furthermore, note that the "QIIIAGame Source License" prohibits distribution of mods that are intended tooperate on a version of Q3 not sanctioned by id software:

"with this Agreement, ID grants to you the non-exclusive and limited rightto distribute copies of the Software ... for operation only with the fullversion of the software game QUAKE III ARENA"

This means that if you're creating a standalone game, you cannot use saidlicense on any portion of the product. As the only other license this code hasbeen released under is the GPL, this is the only option.

This does NOT mean that you cannot market this game commercially. The GPL doesnot prohibit commercial exploitation and all assets (e.g. textures, sounds,maps) created by yourself are your property and can be sold like every othergame you find in stores.

PNG support

ioquake3 supports the use of PNG (Portable Network Graphic) images astextures. It should be noted that the use of such images in a map willresult in missing placeholder textures where the map is used with the idQuake 3 client or earlier versions of ioquake3.

Recent versions of GtkRadiant and q3map2 support PNG images withoutmodification. However GtkRadiant is not aware that PNG textures are supportedby ioquake3. To change this behaviour open the file 'q3.game' in the 'games'directory of the GtkRadiant base directory with an editor and change theline:

texturetypes="tga jpg"

to

texturetypes="tga jpg png"

Restart GtkRadiant and PNG textures are now available.

Building with MinGW for pre Windows XP

IPv6 support requires a header named "wspiapi.h" to abstract away fromdifferences in earlier versions of Windows' IPv6 stack. There is no MinGWequivalent of this header and the Microsoft version is obviously notredistributable, so in its absence we're forced to require Windows XP.However if this header is acquired separately and placed in the qcommon/directory, this restriction is lifted.

Contributing

Please send all patches to bugzilla (https://bugzilla.icculus.org), or as a GitHub pull request andsubmit your patch there.

The focus for ioq3 is to develop a stable base suitable for further developmentand provide players with the same Quake 3 experience they've had for years.

We do have graphical improvements with the new renderer, but they are off by default.See opengl2-readme.md for more information.

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