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Q3lite, an OpenGL ES port of Quake III Arena for embedded Linux systems.

License: GNU General Public License v3.0

Makefile 0.44% C 97.77% CMake 0.10% Objective-C 0.10% Assembly 0.37% Shell 0.27% GLSL 0.32% HTML 0.37% Roff 0.11% Yacc 0.02% NSIS 0.06% Perl 0.06% Rich Text Format 0.01% VBScript 0.01% AMPL 0.01%
quake3 quake-3 fps raspberry raspberrypi game game-development game-engine raspberry-pi ioquake3 opengl-es quake-iii-arena fps-shooter quake3arena embedded-systems embedded-linux raspbian raspbian-lite raspbian-image quake

q3lite's Introduction

Q3lite LogoQ3lite Screenshot

    Q3lite is an updated id Tech 3 game engine for embedded Linux systems. The project is a fork of ioquake3. Q3lite provides users with an updated version of the engine running on OpenGL ES and SDL2. The goal of the project is to add useful new features that enhance the game experience for both players and server administrators while staying in sync with the updated Quake III Arena engine. The long term plan is to slim the code down to improve performance on low-end embedded processors, hence the name Q3lite.

Platforms

  • Raspberry Pi Zero, Zero W
  • Raspberry Pi 1 Model A+, B, B+ w/512 MB Memory
  • Raspberry Pi 2
  • Raspberry Pi 3, 3A+, 3B+
  • Pi platforms are supported on Raspbian Desktop and Raspbian Lite

Features

App Menu

  • Built on the latest ioq3 codebase using OpenGL ES.
  • Set the game resolution independent of your desktop resolution on the Pi.
  • Play full screen with or without x11 running.
  • Optimized player and dedicated server config files included with instructions for each setting.
  • The provided compile script automatically detects the Pi processor type and sets optimized compiler settings.
  • Includes a robust installer to automatically create game directories, copy game files and download / install updated pak files from the Q3A Point Release. It can also install SDL2 dynamic libraries so there's no need to compile or preinstall SDL2. The installer creates game, server, rcon and timedemo launch icons in the applications menu as seen in the image above.
    Note: You'll still need to copy the pak0.pk3 file from your full version of Quake III Arena to play the game. See section 1.1 of the Q3lite FAQ for details.
  • Uninstaller included for removing installation if desired.
  • Includes all files and step by step instructions to run a dedicated server from the applications menu or as a systemd service at boot time.
  • Timedemo four runs at ~150 fps on a Pi 3 B+ at 720P (without overclocking).
  • Also includes a desktop Remote Console (rcon) application to send console commands to the background server.

New Q3lite cvars

These cvars are in addition to those currently available in the base game. All new features can be turned off to maintain default Quake3 behavior. Set client cvars in your autoexec.cfg file and server cvars in your server.cfg file, both located in ~/.q3a/baseq3.

Client cvars:

  cg_drawSpeedometer <0|1>          - Toggle display of player speed in
                                      Quake units per second.  Speed shown in
                                      upper right corner under the match clock.
                                      Also works with demos and while following
                                      other players in spectator mode.
                                      0 = disabled.
                                      1 = enabled.

  cg_nochatbeeps <0|1|2|3>          - Toggle playing of the chat beep sound.
                                      Handy on servers with chatty spectators.
                                      0 = disabled.
                                      1 = No chat beeps for non-team chat only.
                                      2 = No chat beeps for team chat only.
                                      3 = No chat beeps for team / non-team chat.

  cg_novotebeeps <0|1|2|3>          - Toggle playing of the vote beep sound.
                                      0 = disabled.
                                      1 = No vote beeps for non-team votes only.
                                      2 = No vote beeps for team votes only.
                                      3 = No vote beeps for team / non-team votes.

  cg_noTaunts <0|1>                 - Toggle playing of client taunt sounds.
                                      Useful when opponents press the taunt
                                      key excessively.
                                      0 = disabled.
                                      1 = No taunt sounds played.

Server cvars:

  g_intermissionDuration <seconds>  - Limits end-of-round intermission duration.
                                      Prevents endless intermission if a human
                                      player is away from the keyboard.
                                      0 = disabled.
                                      > 0 = intermission duration in seconds,
                                      then server moves to the next map.
                                      Valid range 5 - 30 seconds.

  sv_inactivity <seconds>           - Move player to spectator mode after a
                                      period of inactivity rather than kick them
                                      as g_inactivity does. Set to a lower value
                                      than g_inactivity if both are used.
                                      0 = disabled.
                                      > 0 = inactivity period in seconds, then
                                      server moves player to spectator mode.

  sv_maxconcurrent <0|1..64>        - Limits the number of simultaneous player
                                      connections from the same IP address.
                                      0 = disabled.
                                      Valid range 1 - 64.

Getting Started

  • See the Compiling and Installation Guide for instructions on how to get Q3lite up and running.
  • Copy the pak0.pk3 file from your official copy of Quake III Arena or Steam version to /usr/local/games/quake3/baseq3.
  • Set the memory split on the Pi platform. See section 2.2 of the Q3lite FAQ for details.
  • Be sure to set the necessary passwords in your server.cfg file located in ~/.q3a/baseq3.

Documentation

Q3lite on the Web

Git branches

  • master stable - serious bug fixes only.
  • dev unstable - latest features/bug fixes - periodically promoted to stable.

Versioning

Q3lite uses Semantic Versioning.
Release syntax is "Major_version.Minor_version.Patch_version".
Post-release syntax is "Major_version.Minor_version.Patch_version+Commit_sha1".
Full releases are tagged with the version number.

License

Q3lite is licensed under a modified version of the GNU GPLv3 (or at your option, any later version). This license is also used by Doom 3.

Contributing

Please submit patches as a GitHub pull request.

  • One of the goals of Q3lite is to remove features that are too resource intensive to run well on embedded processors. This goes hand in hand with optimizing code to improve performance.
  • Q3lite is looking to add new lightweight features to help server administrators run their servers, as well as player features to enhance the Q3 experience.
  • The project also needs someone with OpenGL ES experience to help improve the renderer.
  • See the Contributing Guide for details on how you can help.
  • If you enjoy Q3lite please consider giving the project a star at the top of this page.

Credits

Maintainer

Significant contributions from:

Quake III Arena screenshot copyright © 1999-2000 id software.
Raspberry Pi is a trademark of the Raspberry Pi Foundation.
Q3lite copyright © 2016 - 2020 cdev-tux - github.com/cdev-tux.
All trademarks, logos and copyrights are the property of their respective owners.



 

ioquake3 SECURITY.md:

ioquake3 Security

We take security very seriously at ioquake3. We welcome any peer review of our 100% free software source code to ensure nobody's ioquake3 clients or servers are ever compromised or hacked.

Where should I report security issues?

In order to give the community time to respond and upgrade we strongly urge you report all security issues privately. Please contact [email protected] directly to provide details and repro steps and we will respond ASAP.

 

ioquake3 README.md:

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

The intent of this project is to provide a baseline Quake 3 which may be used for 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 sound quality)
  • 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 data is stored in "%APPDATA%\Quake3")
  • PNG support
  • Many, many bug fixes

The map editor and associated compiling tools are not included. We suggest you use a modern copy from http://icculus.org/gtkradiant/.

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 website for updated status.

More documentation including a Player's Guide and Sysadmin Guide is on: http://wiki.ioquake3.org/

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

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: http://wiki.ioquake3.org/Building_ioquake3

For Mac OS X, building a Universal Binary

  1. Install MacOSX SDK packages from XCode. For maximum compatibility, install MacOSX10.4u.sdk and MacOSX10.3.9.sdk, and MacOSX10.2.8.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-ub to your /Applications/ioquake3 folder.

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. Your distribution may have mingw32 packages available. On debian/Ubuntu, you need to install 'mingw-w64'. Thereafter cross compiling is simply a case running 'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to x86_64.

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

  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
  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_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

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
  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 with the extension ".pk3dir" are treated like pk3 files. This means you can keep all files specific to your map in one directory tree and easily zip this folder 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 the interface code a little. Open the files ending in _syscalls.c and change every instance of int to intptr_t 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 the return value in the prototype with intptr_t (arg0, arg1, ...stay int).

Add the following code snippet to q_shared.h:

#ifdef Q3_VM
typedef int intptr_t;
#else
#include <stdint.h>
#endif

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.

Creating standalone games

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

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

If your answer to this question is "no", it probably makes no sense to build your own binaries. Instead, you can just use the pre-built binaries on the website. 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. The binary must not detect any original quake3 game pak files. If this condition is met, the game will set com_standalone to 1 and is then running in stand alone mode.

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

+set com_homepath <homedirname>

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

+set com_gamename <gamename>

So clients requesting a server list will only receive servers that have a matching 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 with your mod, we have included another way to conveniently build a stand-alone binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with information appropriate for your project.

Standalone game licensing

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

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

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

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

PNG support

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

Recent versions of GtkRadiant and q3map2 support PNG images without modification. However GtkRadiant is not aware that PNG textures are supported by ioquake3. To change this behaviour open the file 'q3.game' in the 'games' directory of the GtkRadiant base directory with an editor and change the line:

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 from differences in earlier versions of Windows' IPv6 stack. There is no MinGW equivalent of this header and the Microsoft version is obviously not redistributable, 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 and submit your patch there.

The focus for ioq3 is to develop a stable base suitable for further development and 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.

Building Official Installers

We need help getting automated installers on all the platforms that ioquake3 supports. We don't necessarily care about all the installers being identical, but we have some general guidelines:

  • Please include the id patch pk3s in your installer, which are available from http://ioquake3.org/patch-data/ subject to agreement to the id EULA. Your installer shall also ask the user to agree to this EULA (which is in the /web/include directory for your convenience) and subsequently refuse to continue the installation of the patch pk3s and pak0.pk3 if they do not.

  • Please don't require pak0.pk3, since not everyone using the engine plans on playing Quake 3 Arena on it. It's fine to (optionally) assist the user in copying the file or tell them how.

  • It is fine to just install the binaries without requiring id EULA agreement, providing pak0.pk3 and the patch pk3s are not referred to or included in the installer.

  • Please include at least a libSDL2 so/dylib/dll on every platform.

  • Please include an OpenAL so/dylib/dll, since every platform should be using it by now.

  • Please be prepared to alter your installer on the whim of the maintainers.

  • Your installer will be mirrored to an "official" directory, thus making it a done deal.

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q3lite's Issues

Compiling fails under Raspberry Pi OS Bullseye

I used this tutorial https://pimylifeup.com/raspberry-pi-quake-3/

  • Under Buster Lite it succeeds.
  • Under Bullseye Lite it fails:

REF_CC code/renderergles1/tr_animation.c
In file included from code/renderergles1/../renderercommon/qgl.h:38,
from code/renderergles1/../renderercommon/tr_common.h:34,
from code/renderergles1/tr_local.h:38,
from code/renderergles1/tr_animation.c:30:
code/SDL2/include/SDL_opengles.h:33:10: fatal error: GLES/gl.h: No such file or directory
33 | #include <GLES/gl.h>
| ^~~~~~~~~~~
compilation terminated.

can't compile on linux

install: no se puede efectuar `stat' sobre 'build/release-linux-x86_64/quake3.x86_64': No existe el archivo o el directorio

Can't not type words at 'Talk' funsion

Hello.
Thanks for your project. I am using raspberry pi 3 for this game and so nice!

But however, I could not type something at the funsion --> talk, when I tick 'T' at my keyboard, and I see a 'say: ' on the screen. But I cannot talk everything,
Please fix.
Thanks again.

Logging out after quitting game

Hello

I'm really impressed of the performance of q3lite. But I have one issue, why is the game always logging out after quitting the game. I'm starting the game in the console. How can I fix this issue?

Thanks

2D objects invisible when VC4 driver used on Raspberry Pi

The VC4 driver for Raspberry Pi allows use of Mesa instead of Broadcom-specific GL APIs.

Firstly, Q3lite runs normally and as expected with the default Broadcom GL libraries. But I wanted to run Q3lite with the VC4 driver, so I did this by first configuring my system to use VC4, then modifying the Makefile like so:

diff --git a/Makefile.q3lite b/Makefile.q3lite
index bd7929a..4101d0c 100644
--- a/Makefile.q3lite
+++ b/Makefile.q3lite
@@ -140,15 +140,16 @@ endif
     PI_CFLAGS=-march=armv8-a+crc -mfpu=vfpv4 -mtune=cortex-a53
   endif
   CFLAGS += -DHAVE_GLES $(PI_CFLAGS) -mfloat-abi=hard -Ofast -I/opt/vc/include
-  ifneq ($(wildcard /opt/vc/lib/libbrcmEGL.so),)
-    ifneq ($(wildcard /opt/vc/lib/libbrcmGLESv2.so),)
-      LDFLAGS += -L/opt/vc/lib -lbrcmEGL -lbrcmGLESv2
-    else
-      LDFLAGS += -L/opt/vc/lib -lEGL -lGLESv2
-    endif
-  else
-    LDFLAGS += -L/opt/vc/lib -lEGL -lGLESv2
-  endif
+  LDFLAGS += -lEGL -lGLESv2 -lGL
 
 endif #ifneq ($(PLATFORM_TYPE),)

Exactly how correct this approach was I'm unsure (having no GL experience whatsoever) but it at least compiled.

I ran it within an X11 session with the following parameters:

./quake3.armv7l \
  +set com_hunkMegs 192 \
  +set com_zoneMegs 24 \
  +set com_soundMegs 16 \
  +set vm_ui 2 \
  +set vm_cgame 2 \
  +set com_introplayed 1 \
  +set com_protocol 68 \
  +map q3dm1 \
  +set r_mode -1 \
  +set r_customwidth 1024 \
  +set r_customheight 768 \
  +set r_fullscreen 0

The game started, and I could see the map and walk around, but all 2D things were missing from the display, like my crosshair, health status, and the pull-down console.

I ran the game through apitrace and noticed the following errors:

99138: message: major api error 1: GL_INVALID_OPERATION in unsupported function called (unsupported extension or deprecated function?)
99138 @0 glOrthof(left = 0, right = 1920, bottom = 1080, top = 0, zNear = 0, zFar = 1)
99138: warning: glGetError(glOrthof) = GL_INVALID_OPERATION

According to the documentation, it appears the glOrthof() function doesn't exist in OpenGL ES 2.0, and hence not Mesa, but for some reason is included in the Broadcom ES 2.0 library anyway:

grep --files-with-matches glOrthof /opt/vc/lib/libbrcmGLESv2.so /lib/libGLESv2.so
/opt/vc/lib/libbrcmGLESv2.so

grep --files-without-match glOrthof /opt/vc/lib/libbrcmGLESv2.so /lib/libGLESv2.so
/lib/libGLESv2.so

I've attached the apitrace file. I'm not sure how portable this file is, but it reproduces the graphical issue nicely on my laptop with Intel graphics:

quake3.invisible.trace.gz

As VC4 is the long-term future of graphics on the Raspberry Pi, using more standard components of the Linux graphics stack (Mesa, DRM, KMS), it will be good to get Q3lite working in this situation.

Compile Error

Getting error at the compile step, it might be an error on my end, but I’m getting this:
image

smoking guns game

Hello great engine

im trying to run smokinguns game that uses the same engine in a Raspberry pi 3
while im succeded into trying the quake3 rally game
in smoking guns it stucks in the Loading now screen although it loads ok plays videos etc
but when i go to the single player and select any level and press load it stucks in the loading now screen if a press any buttons it goes back to main menu

i have the game running with ./quake3.armv7l +set fs_game smokinguns

the gpu shared mem is 192mb

any suggenstion?

ut

Hello there im trying to use your engine on a raspberry pi3 to play the urban terror

Are there specific instructions/commands to run a mod/standalone game with q3lite?

i tried to launch the game from latest raspbian lite with this command ./quake3.armv7l +set com_hunkMegs 320 +set fs_game q3ut4 (where the q3ut4 folder is the urban terror v4 game)
it worked i loaded the first map but i had artifacts on screen and the mouse was not working correct the whole game was not responding.
are there any extra commands to add to the /quake3.armv7l to make it work correct>?
i compiled the game engine following the normal instructions here
Thanks

Servers

I was wondering is q3lite clients and servers compatible with regular q3 clients?

Can't connect to server

Just getting "Awaiting Challenge..." when trying to the server.

root@raspberrypi:/usr/local/games/quake3# ./q3ded.armv7l
Q3lite 1.0.0 linux-armv7l Nov 28 2017
----- FS_Startup -----
We are looking in the current search path:
/root/.q3a/baseq3
./baseq3
./baseq3/pak8.pk3 (9 files)
./baseq3/pak7.pk3 (4 files)
./baseq3/pak6.pk3 (64 files)
./baseq3/pak5.pk3 (7 files)
./baseq3/pak4.pk3 (272 files)
./baseq3/pak3.pk3 (4 files)
./baseq3/pak2.pk3 (148 files)
./baseq3/pak1.pk3 (26 files)
./baseq3/pak0.pk3 (3539 files)

----------------------
4073 files in pk3 files
execing default.cfg
execing q3config_server.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
--- Common Initialization Complete ---
logfile opened on Wed Nov 29 03:59:45 2017

IP: 127.0.0.1
IP: 192.168.15.251
IP6: ::1
IP6: 2600:1700:xxxx
IP6: 2600:1700:xxxx
IP6: fe80::xxxx%eth0
Opening IP socket: 0.0.0.0:27960
]

netstat shows the port, but not in listening mode.

root@raspberrypi:/home/pi# netstat -tulpn
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address           Foreign Address         State       PID/Program name
tcp        0      0 0.0.0.0:22              0.0.0.0:*               LISTEN      506/sshd
tcp6       0      0 :::22                   :::*                    LISTEN      506/sshd
udp        0      0 0.0.0.0:42722           0.0.0.0:*                           338/avahi-daemon: r
udp        0      0 0.0.0.0:5353            0.0.0.0:*                           338/avahi-daemon: r
udp        0      0 0.0.0.0:27960           0.0.0.0:*                           9062/.
udp        0      0 0.0.0.0:68              0.0.0.0:*                           502/dhcpcd
udp6       0      0 :::51429                :::*                                338/avahi-daemon: r
udp6       0      0 :::5353                 :::*                                338/avahi-daemon: r
udp6       0      0 :::546                  :::*                                502/dhcpcd

autoexec.cfg

set vm_game 1           //
set vm_cgame 1          //
set vm_ui 1             //
set dedicated 1         // Dedicated server but not announced
set com_hunkmegs 512    // How much RAM for your server
set net_port 27960      // The network port

// general server info
seta sv_hostname "House of Ellis" // name that appears in server list
seta g_motd "Quake on Pi"         // message that appears when connecting
seta sv_maxclients 32             // max number of clients than can connect
seta sv_pure 1                    // pure server, no altered pak files
seta g_quadfactor 4               // quad damage strength (3 is normal)
seta g_friendlyFire 1             // friendly fire motherfucker

// capture the flag
//seta g_gametype 4               // 0:FFA, 1:Tourney, 2:FFA, 3:TD, 4:CTF
//seta g_teamAutoJoin 0           // 0:goes into spectator mode, 1:auto joins a team
//seta g_teamForceBalance 0       // 0:free selection, 1:forces player on weak team
//seta timelimit 30               // Time limit in minutes
//seta capturelimit 8             // Capture limit for CTF
//seta fraglimit 0                // Frag limit

// team deathmatch
//seta g_gametype 3             // 0:FFA, 1:Tourney, 2:FFA, 3:TD, 4:CTF
//seta g_teamAutoJoin 0         // 0:goes into spectator mode, 1:auto joins a team
//seta g_teamForceBalance 1     // 0:free selection, 1:forces player on weak team
//seta timelimit 15             // Time limit in minutes
//seta fraglimit 25             // Frag limit

// free for all
seta g_gametype 0             // 0:FFA, 1:Tourney, 2:FFA, 3:TD, 4:CTF
seta timelimit 10             // Time limit in minutes
seta fraglimit 30             // Frag limit

seta g_weaponrespawn 2          // weapon respawn in seconds
seta g_inactivity 120           // kick players after being inactive for x seconds
seta g_forcerespawn 0           // player has to press primary button to respawn
seta g_log server.log           // log name
seta logfile 3                  // probably some kind of log verbosity?
seta rconpassword "password"      // sets RCON password for remote console

seta rate "12400"               // not sure
seta snaps "40"                 // what this
seta cl_maxpackets "40"         // stuff is
seta cl_packetdup "1"           // all about

set d1 "map q3dm1 ; set nextmap vstr d2"
set d2 "map q3dm2 ; set nextmap vstr d3"
set d3 "map q3dm3 ; set nextmap vstr d1"
vstr d1

q3a-server guide

Hi,

Great work guys. I love seeing these types of projects for the RasPi.

I previously published a quick guide for setting up a Q3A server. It is well suited for the RasPi and other low-power systems. Perhaps you would be interested in adding a link to the repo or using the config files for your own project?

Cheers!

Building on Mali platform

Hi,
I have an armv8 board (same CPU as the RPi3) with a Mali GPU.
SDL2 (2.0.8) is built and working with GLES2 in framebuffer, for various emulators.
As this isn't Broadcom I've got libEGL.so, libGLESv1_CM.so and libGLESv2.so to build against.

I still have my old PC copy of Q3A I'm very curious to see if I can get this port running.

Questions:

  1. I seem to have 2 client builds, both of which I've tried. At runtime I'm getting:

./quake3_opengl2.aarch64

Compiled with SDL v2.0.8
Linking against SDL v2.0.8
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "mali"
Initializing OpenGL display
Display aspect: 1.778
...setting mode -2: 1920 1080
Trying to get an OpenGL 3.2 core context
SDL_GL_CreateContext failed: Could not create EGL context (call to eglCreateContext failed, reporting an error of EGL_BAD_ATTRIBUTE)
Reverting to default context
----- Client Shutdown (Client fatal crashed: Unsupported OpenGL Version: OpenGL ES 2.0

or with

./quake3.aarch64

Compiled with SDL v2.0.8
Linking against SDL v2.0.8
----- Client Initialization Complete -----
----- R_Init -----
SDL using driver "mali"
Initializing OpenGL display
Display aspect: 1.778
...setting mode 3: 640 480
----- Client Shutdown (Client fatal crashed: Unsupported OpenGL Version: OpenGL ES 2.0

Which is the intended binary?

  1. The wiki states "Q3lite is currently compatible with SDL2-2.0.4 only. Newer versions of SDL2 will have subtle issues due to incompatibilities with the Q3lite OpenGL ES 1.1 renderer."
    That's fine, I can build an older version of SDL2 (I've been building it since 2.0.2!), but does this mean it's only supporting GLES1.1 and not GLES2? I thought I'd give it a try as there seemed to be a build option for it in make-raspberrypi.sh which I borrowed as BUILD_RENDERER_OPENGL2=1

  2. Should I be using the includes I built SDL2 with, or the ones you've supplied under core/SDL2/inlcudes?

Many thanks for any advice.

Q3lite compatible with Pi Zero 2 W running Raspberry Pi OS Buster

Hi @cdev-tux.
I just want to confirm, that Q3lite is still compatible with Pi Zero 2 W running Raspberry Pi OS based on Debian Buster.

Since Zero 2 W is really just a under-clocked Pi 3 in Zero size and Buster based OS still works on it, I gave it a go, and with small addition to install script, it compiled and run without any issue.

"^Revision\s*:\s*[ 123][0-9a-f][0-9a-f][0-9a-f]12[0-9a-f]$"

I'm getting 89 fps in FullHD with included timedemo four.

Portals and mirrors

Any idea why the portals and mirrors have HOM effect on GLES1? Testing on Android devices. Looking to fix myself but just checking if you a hint as to the reason? Thanks!

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