- Notifications
You must be signed in to change notification settings - Fork537
The ioquake3 community effort to continue supporting/developing id's Quake III Arena
License
ioquake/ioq3
Folders and files
Name | Name | Last commit message | Last commit date | |
---|---|---|---|---|
Repository files navigation
,---------------------------------------. | _ _ ____ | | (_)___ __ _ _ _ __ _| |_____|__ / | | | / _ \/ _` | || / _` | / / -_)|_ \ | | |_\___/\__, |\_,_\__,_|_\_\___|___/ | | |_| | | | `--------- 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
---------For *nix
- Change to the directory containing this readme.
- Run 'make'.
For Windows,
- 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)
- Install MacOSX SDK packages from XCode. For maximum compatibility,install MacOSX10.5.sdk and MacOSX10.6.sdk.
- Change to the directory containing this README file.
- Run './make-macosx-ub.sh'
- 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)
- Install MacOSX SDK packages from XCode. Building for arm64 requiresMacOSX11.sdk or later.
- Change to the directory containing this README file.
- Run './make-macosx-ub2.sh'
- Copy the resulting ioquake3.app in /build/release-darwin-universal2to your /Applications/ioquake3 folder.
For Web, building with Emscripten
- Follow the installation instructions for the Emscripten SDK includingsetting up the environment with emsdk_env.
- Run
emmake make debug
(or release). - Copy or symlink your baseq3 pk3 files into the
build/debug-emscripten-wasm32/baseq3
directory so they can be loaded at run-time. Only game files listed inclient-config.json
will be loaded. - Start a web server serving this directory.
python3 -m http.server
is an easy default that you may already have installed. - Open
http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html
in a web browser. Open the developer console to see errors and warnings. - Debugging the C code is possible using a Chrome extension. For detailsseehttps://developer.chrome.com/blog/wasm-debugging-2020
Installation, for *nix
- 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.
- 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.
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
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
Maintainers
- James Caneteuse.less01@gmail.com
- Ludwig Nusselludwig.nussel@suse.de
- Thilo Schulzarny@ats.s.bawue.de
- Tim Angustim@ngus.net
- Tony J. Whitetjw@tjw.org
- Jack Slaterjack@ioquake.org
- Zack Middletonzturtleman@gmail.com
Significant contributions from
- Ryan C. Gordonicculus@icculus.org
- Andreas Kohnandreas@syndrom23.de
- Joerg DietrichDietrich_Joerg@t-online.de
- Stuart Daltonbadcdev@gmail.com
- Vincent S. Cojot
- opticalalex@rigbo.se
- Aaron Gyesfloam@aaron.gy