{"id":22114774,"url":"https://github.com/clover-moe/spearmint","last_synced_at":"2025-05-16T09:00:27.241Z","repository":{"id":6200676,"uuid":"7431427","full_name":"clover-moe/spearmint","owner":"clover-moe","description":"Spearmint — an updated id Tech 3 engine for continuing the classics and creating new 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              ,-----------------------------------------------.\n               |                                               |\n            _________                                 _        __\n           /   _____/_____  ____   __ _______  _____ (_) _____/  |\n           \\_____  \\ |  _ \\/ __ \\ /  \\\\_  __ \\/     \\| |/    \\   __\\\n           /        \\| |_)   ___// () \\|  | '/  | |  \\ |  ||  \\  |\n          /_________/|  __/\\____/__/\\__\\__|  |__|_|__/_|__||__/__|\n               |     |_|                                       |\n               `--- https://github.com/clover-moe/spearmint ---'\n\n**Spearmint** has two main goals;\n\n  1. provide a flexible engine for creating new games and mods.\n  2. support features from (and running) various id Tech 3-based games.\n\nSome of the major Spearmint features are:\n\n  * Four player splitscreen\n  * Moved a lot of code from server and client to Game and CGame VMs;\n    * including console, chat input overlay, `usercmd_t` creation, and a lot of bot AI code.\n  * Allow games to modify `entityState_t` and `playerState_t` without changing the engine.\n  * Extended API for Game and CGame/UI, includes some of the features from;\n    * RTCW, WolfET, Tremulous, Turtle Arena, and World of Padman\n  * Merged UI VM into CGame VM, easier to modify as a whole / more flexible.\n  * Additional shader keywords.\n\nSome of the major ioquake3 features currently implemented are:\n\n  * SDL 2 backend\n  * OpenAL sound API support (multiple speaker support and better sound\n    quality)\n  * Full x86_64 support on Linux\n  * VoIP support, both in-game and external support through Mumble.\n  * MinGW compilation support on Windows and cross compilation support on Linux\n  * AVI video capture of demos\n  * Much improved console autocompletion\n  * Persistent console history\n  * Colorized terminal output\n  * Optional Ogg Vorbis support\n  * Much improved QVM tools\n  * Support for various esoteric operating systems\n  * cl_guid support\n  * HTTP/FTP download redirection (using cURL)\n  * Multiuser support on Windows systems (user specific game data\n    is stored in \"%APPDATA%\\Spearmint\")\n  * PNG support\n  * Web support via Emscripten\n  * Many, many bug fixes\n\nThe map editor and associated compiling tools are not included. We suggest you\nuse a modern copy from http://icculus.org/gtkradiant/.\n\nThe original id software readme that accompanied the Q3 source release has been\nrenamed to id-readme.txt so as to prevent confusion. Please refer to the\nwebsite for updated status.\n\n# Game Code\n\nThe Quake 3 game, cgame, and ui code and QVM compiler are not included. If you wish to play Quake 3, you'll need to get\nand build https://github.com/clover-moe/mint-arena/ too.\n\n# Engine Compilation and installation\n\nFor *nix\n  1. Change to the directory containing this readme.\n  2. Run 'make'.\n\nFor Windows\n  1. Install mingw-w64\n  2. Change to the directory containing this readme.\n  3. Run 'make'.\n\nFor macOS, building a Universal Binary (macOS 10.5 to 10.8, x86_64, x86, ppc)\n  1. Install MacOSX SDK packages from XCode.  For maximum compatibility,\n     install MacOSX10.5.sdk and MacOSX10.6.sdk.\n  2. Change to the directory containing this README file.\n  3. Run './make-macosx-ub.sh'\n  4. Copy the resulting ioquake3.app in /build/release-darwin-universal\n     to your /Applications/ioquake3 folder.\n\nFor macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)\n  1. Install MacOSX SDK packages from XCode.  Building for arm64 requires\n     MacOSX11.sdk or later.\n  2. Change to the directory containing this README file.\n  3. Run './make-macosx-ub2.sh'\n  4. Copy the resulting ioquake3.app in /build/release-darwin-universal2\n     to your /Applications/ioquake3 folder.\n\nFor Web, building with Emscripten\n  1. Follow the installation instructions for the Emscripten SDK including\n     setting up the environment with emsdk_env.\n  2. Run `emmake make debug` (or release).\n  3. Copy or symlink your baseq3 pk3 files into the `build/debug-emscripten-wasm32/baseq3`\n     directory so they can be loaded at run-time. Only game files listed in\n     `client-config.json` will be loaded.\n  4. Start a web server serving this directory. `python3 -m http.server`\n     is an easy default that you may already have installed.\n  5. Open `http://localhost:8000/build/debug-emscripten-wasm32/ioquake3.html`\n     in a web browser. Open the developer console to see errors and warnings.\n  6. Debugging the C code is possible using a Chrome extension. For details\n     see https://developer.chrome.com/blog/wasm-debugging-2020\n\nInstallation, for *nix\n  1. Set the COPYDIR variable in the shell to be where you installed Quake 3\n     to. By default it will be /usr/local/games/quake3 if you haven't set it.\n     This is the path as used by the original Linux Q3 installer and subsequent\n     point releases.\n  2. Run 'make copyfiles'.\n\nIt is also possible to cross compile for Windows under *nix using MinGW. Your\ndistribution may have mingw32 packages available. On debian/Ubuntu, you need to\ninstall 'mingw-w64'. Thereafter cross compiling is simply a case running\n'PLATFORM=mingw32 ARCH=x86 make' in place of 'make'. ARCH may also be set to\nx86_64.\n\nThe following variables may be set, either on the command line or in\nMakefile.local:\n\n```\n  DEPEND_MAKEFILE      - set to 0 to disable rebuilding all targets when\n                         the Makefile or Makefile.local is changed\n  CFLAGS               - use this for custom CFLAGS\n  V                    - set to show cc command line when building\n  DEFAULT_BASEDIR      - extra path to search for baseq3 and such\n  BUILD_SERVER         - build the 'spearmint-server' server binary\n  BUILD_CLIENT         - build the 'spearmint' client binary\n  SERVERBIN            - rename 'spearmint-server' server binary\n  CLIENTBIN            - rename 'spearmint' client binary\n  USE_RENDERER_DLOPEN  - build and use the renderer in a library\n  USE_OPENAL           - use OpenAL where available\n  USE_OPENAL_DLOPEN    - link with OpenAL at runtime\n  USE_CURL             - use libcurl for http/ftp download support\n  USE_CURL_DLOPEN      - link with libcurl at runtime\n  USE_CODEC_MP3        - enable MP3 support\n  USE_CODEC_VORBIS     - enable Ogg Vorbis support\n  USE_CODEC_OPUS       - enable Ogg Opus support\n  USE_MUMBLE           - enable Mumble support\n  USE_VOIP             - enable built-in VoIP support\n  USE_FREETYPE         - enable FreeType support for rendering fonts\n  USE_INTERNAL_LIBS    - build internal libraries instead of dynamically\n                         linking against system libraries; this just sets\n                         the default for USE_INTERNAL_ZLIB etc.\n                         and USE_LOCAL_HEADERS\n  USE_INTERNAL_FREETYPE - build and link against internal FreeType library\n  USE_INTERNAL_ZLIB    - build and link against internal zlib\n  USE_INTERNAL_JPEG    - build and link against internal JPEG library\n  USE_INTERNAL_OGG     - build and link against internal ogg library\n  USE_INTERNAL_OPUS    - build and link against internal opus/opusfile libraries\n  USE_INTERNAL_VORBIS  - build and link against internal Vorbis library\n  USE_LOCAL_HEADERS    - use headers local to ioq3 instead of system ones\n  DEBUG_CFLAGS         - C compiler flags to use for building debug version\n  COPYDIR              - the target installation directory\n  TEMPDIR              - specify user defined directory for temp files\n  EMSCRIPTEN_PRELOAD_FILE - set to 1 to package 'baseq3' (BASEGAME) directory\n                            containing pk3s and loose files as a single\n                            .data file that is loaded instead of listing\n                            individual files in client-config.json\n```\n\nThe defaults for these variables differ depending on the target platform.\n\n\n# Console\n\n## New cvars\n\n```\n  cl_autoRecordDemo                 - record a new demo on each map change\n  cl_aviFrameRate                   - the framerate to use when capturing video\n  cl_aviMotionJpeg                  - use the mjpeg codec when capturing video\n  cl_guidServerUniq                 - makes cl_guid unique for each server\n  cl_cURLLib                        - filename of cURL library to load\n  cl_consoleKeys                    - space delimited list of key names or\n                                      characters that toggle the console\n  cl_mouseAccelStyle                - Set to 1 for QuakeLive mouse acceleration\n                                      behaviour, 0 for standard q3\n  cl_mouseAccelOffset               - Tuning the acceleration curve, see below\n\n  s_useOpenAL                       - use the OpenAL sound backend if available\n  s_alPrecache                      - cache OpenAL sounds before use\n  s_alGain                          - the value of AL_GAIN for each source\n  s_alSources                       - the total number of sources (memory) to\n                                      allocate\n  s_alDopplerFactor                 - the value passed to alDopplerFactor\n  s_alDopplerSpeed                  - the value passed to alDopplerVelocity\n  s_alMinDistance                   - the value of AL_REFERENCE_DISTANCE for\n                                      each source\n  s_alMaxDistance                   - the maximum distance before sounds start\n                                      to become inaudible.\n  s_alRolloff                       - the value of AL_ROLLOFF_FACTOR for each\n                                      source\n  s_alGraceDistance                 - after having passed MaxDistance, length\n                                      until sounds are completely inaudible\n  s_alDriver                        - which OpenAL library to use\n  s_alDevice                        - which OpenAL device to use\n  s_alAvailableDevices              - list of available OpenAL devices\n  s_alInputDevice                   - which OpenAL input device to use\n  s_alAvailableInputDevices         - list of available OpenAL input devices\n  s_sdlBits                         - SDL bit resolution\n  s_sdlSpeed                        - SDL sample rate\n  s_sdlChannels                     - SDL number of channels\n  s_sdlDevSamps                     - SDL DMA buffer size override\n  s_sdlMixSamps                     - SDL mix buffer size override\n  s_backend                         - read only, indicates the current sound\n                                      backend\n  s_muteWhenMinimized               - mute sound when minimized\n  s_muteWhenUnfocused               - mute sound when window is unfocused\n  sv_dlRate                         - bandwidth allotted to PK3 file downloads\n                                      via UDP, in kbyte/s\n\n  com_ansiColor                     - enable use of ANSI escape codes in the tty\n  com_altivec                       - enable use of altivec on PowerPC systems\n  com_homepath                      - Specify name that is to be appended to the\n                                      home path\n  com_legacyprotocol                - Specify protocol version number for\n                                      legacy Quake3 1.32c protocol, see\n                                      \"Network protocols\" section below\n                                      (startup only)\n  com_maxfpsUnfocused               - Maximum frames per second when unfocused\n  com_maxfpsMinimized               - Maximum frames per second when minimized\n  com_busyWait                      - Will use a busy loop to wait for rendering\n                                      next frame when set to non-zero value\n  com_pipefile                      - Specify filename to create a named pipe\n                                      through which other processes can control\n                                      the server while it is running.\n                                      Nonfunctional on Windows.\n  com_gamename                      - Gamename sent to master server in\n                                      getservers[Ext] query and infoResponse\n                                      \"gamename\" infostring value. Also used\n                                      for filtering local network games.\n  com_protocol                      - Specify protocol version number for\n                                      current ioquake3 protocol, see\n                                      \"Network protocols\" section below\n                                      (startup only)\n\n  in_joystickNo                     - select which joystick to use\n  in_availableJoysticks             - list of available Joysticks\n  in_keyboardDebug                  - print keyboard debug info\n\n  sv_dlURL                          - the base of the HTTP or FTP site that\n                                      holds custom pk3 files for your server\n  sv_banFile                        - Name of the file that is used for storing\n                                      the server bans\n  sv_public                         - controls infomation sent to master server\n                                      and game server browsers\n                                       1: send info to masters and game browsers\n                                       0: send info to game browsers\n                                      -1: don't send any info\n                                      -2: don't send any info or allow joining\n\n  net_ip6                           - IPv6 address to bind to\n  net_port6                         - port to bind to using the ipv6 address\n  net_enabled                       - enable networking, bitmask. Add up\n                                      number for option to enable it:\n                                      enable ipv4 networking:    1\n                                      enable ipv6 networking:    2\n                                      prioritise ipv6 over ipv4: 4\n                                      disable multicast support: 8\n  net_mcast6addr                    - multicast address to use for scanning for\n                                      ipv6 servers on the local network\n  net_mcastiface                    - outgoing interface to use for scan\n\n  r_allowResize                     - make window resizable\n  r_ext_texture_filter_anisotropic  - anisotropic texture filtering\n  r_zProj                           - distance of observer camera to projection\n                                      plane in quake3 standard units\n  r_greyscale                       - desaturate textures, useful for anaglyph,\n                                      supports values in the range of 0 to 1\n  r_stereoEnabled                   - enable stereo rendering for techniques\n                                      like shutter glasses (untested)\n  r_anaglyphMode                    - Enable rendering of anaglyph images\n                                      red-cyan glasses:    1\n                                      red-blue:            2\n                                      red-green:           3\n                                      green-magenta:       4\n                                      To swap the colors for left and right eye\n                                      just add 4 to the value for the wanted\n                                      color combination. For red-blue and\n                                      red-green you probably want to enable\n                                      r_greyscale\n  r_stereoSeparation                - Control eye separation. Resulting\n                                      separation is r_zProj divided by this\n                                      value in quake3 standard units.\n                                      See also\n                                      http://wiki.ioquake3.org/Stereo_Rendering\n                                      for more information\n  r_marksOnTriangleMeshes           - Support impact marks on md3 models, MOD\n                                      developers should increase the mark\n                                      triangle limits in cg_marks.c if they\n                                      intend to use this.\n  r_sdlDriver                       - read only, indicates the SDL driver\n                                      backend being used\n  r_noborder                        - Remove window decoration from window\n                                      managers, like borders and titlebar.\n  r_screenshotJpegQuality           - Controls quality of jpeg screenshots\n                                      captured using screenshotJPEG\n  r_aviMotionJpegQuality            - Controls quality of video capture when\n                                      cl_aviMotionJpeg is enabled\n  r_mode -2                         - This new video mode automatically uses the\n                                      desktop resolution.\n```\n\nNew in Spearmint\n```\n  r_zfar                            - sets z far for testing global fog\n                                      distances, requires cheats to be enabled\n  r_forceSunScale                   - override sunShader scale when more than 0\n\n  con_autoclear                     - causes the console input to be cleared\n                                      when opening/closing the console (this is\n                                      the default behavior in Quake 3, RTCW, and\n                                      ET)\n  con_autochat                      - causes console input without a slash at\n                                      the to beginning to be sent as chat\n                                      messages\n\n  cg_atmosphericEffects             - 0.0 to 1.0 scales the amount of rain and\n                                      snow. set to 0 to disable rain/snow.\n  cg_teamDmLeadAnnouncements        - Set to 0 to disable the team lead change\n                                      announcements in Team Deathmatch (quake3\n                                      1.32 had no lead announcements in TDM).\n  cg_consoleLatency                 - controls how long messages stay in cgame\n                                      notify area in miliseconds (default 3000)\n  cg_drawShaderInfo                 - draw world shader name/image on HUD that\n                                      that player's crosshair is pointing at\n                                      (must enable cm_betterSurfaceNums!)\n  cg_fovAspectAdjust                - apply fov correction for non-4:3 viewports\n                                      it's especially useful for splitscreen\n  cg_fadeExplosions                 - fade out explosions instead of\n                                      shrinking radius\n  cg_coronas                        - 0: disable drawing corona entities\n                                      1: draw coronas if in front of camera\n                                         and within dist set by cg_coronafardist\n                                      2: only check if solid object between\n                                         corona and camera\n                                      3: just pass to renderer, may draw through\n                                         walls\n  cg_coronafardist                  - max draw distance for coronas, if\n                                      cg_coronas is 1\n\n  vm_minQvmHunkKB                   - minimum memory pool size for each QVM's\n                                      trap_Alloc. DLLs use shared memory pool\n                                      and are limited by com_hunkMegs.\n\n  cm_betterSurfaceNums              - try to reconnect collision and draw\n                                      surface numbers. must be enabled for\n                                      trap_R_GetSurfaceShader and\n                                      trap_R_SetSurfaceShader to work correctly\n\n  r_shaderlod                       - used for if-endifs in shaders\n                                      \"if shaderlod 0.45\" .. \"endif\"\n                                       check if r_shaderlod \u003e 0.45\n  r_forceWindowIcon32               - use low resolution 32x32 window icon,\n                                      windowicon32.ext instead of windowicon.ext\n\n  g_playerCapsule                   - use capsule instead of box for player\n                                      collision. each player has it set at spawn\n                                      allowing mix of capsule and box in game\n\n  ui_stretch                        - stretch menus to fill wide/narrow screens\n\n  bot_report                        - show bot info on HUD when following bot\n                                      in spectator mode\n  bot_shownodechanges               - show bot AI node state changes, useful\n                                      for debugging bot behavior\n  bot_showteamgoals                 - show bot team goal changes, useful for\n                                      debugging bot teamplay behavior\n```\n\n## New commands\n\n```\n  video [filename]        - start video capture (use with demo command)\n  stopvideo               - stop video capture\n  stopmusic               - stop background music\n  minimize                - Minimize the game and show desktop\n  togglemenu              - causes escape key event for opening/closing menu, or\n                            going to a previous menu. works in binds, even in UI\n\n  print                   - print out the contents of a cvar\n  unset                   - unset a user created cvar\n\n  banaddr \u003crange\u003e         - ban an ip address range from joining a game on this\n                            server, valid \u003crange\u003e is either playernum or CIDR\n                            notation address range.\n  exceptaddr \u003crange\u003e      - exempt an ip address range from a ban.\n  bandel \u003crange\u003e          - delete ban (either range or ban number)\n  exceptdel \u003crange\u003e       - delete exception (either range or exception number)\n  listbans                - list all currently active bans and exceptions\n  rehashbans              - reload the banlist from serverbans.dat\n  flushbans               - delete all bans\n\n  net_restart             - restart network subsystem to change latched settings\n  game_restart \u003cfs_game\u003e  - Switch to another mod\n\n  which \u003cfilename/path\u003e   - print out the path on disk to a loaded item\n\n  execq \u003cfilename\u003e        - quiet exec command, doesn't print \"execing file.cfg\"\n\n  kicknum \u003cclient number\u003e - kick a client off the server using client number\n  kickall                 - kick all clients off the server\n  kickbots                - kick all bots off the server\n\n  tell \u003cclient num\u003e \u003cmsg\u003e - send message to a single client (new to server)\n\n  cvar_modified [filter]  - list modified cvars, can filter results (such as \"r*\"\n                            for renderer cvars) like cvarlist which lists all cvars\n\n  addbot random           - the bot name \"random\" now selects a random bot\n```\n\nNew in Spearmint\n```\n  levelshot \u003csize\u003e        - spearmint allows setting levelshot size, example\n                            `levelshot 512'. defaults to 128.\n\n  botreport               - shows what bots are doing, must set\n                            bot_report 1\n```\n\n## Removed cvars\n```\n  r_customPixelAspect     - it had no effect\n  com_basegame            - replaced manually setting basegame dirs with loading\n                            them from mint-game.settings\n  fs_basegame             - see above\n  vm_ui                   - ui VM has been merged into cgame VM\n```\n\n## Removed commands\n```\n  clientkick \u003cclientkick\u003e - replaced with kicknum command\n  kick all                - replaced with kickall command\n  kick allbots            - replaced with kickbots command\n```\n\n\n# README for Users\n\n## Using shared libraries instead of qvm\n\nTo force Spearmint to use shared libraries instead of qvms run it with the following\nparameters: `+set sv_pure 0 +set vm_cgame 0 +set vm_game 0`\n\n## Using Demo Data Files\n\nCopy demoq3/pak0.pk3 from the demo installer to your baseq3 directory. The\nqvm files in this pak0.pk3 will not work, so you have to use the native\nshared libraries or qvms from this project. To use the new qvms, they must be\nput into a pk3 file. A pk3 file is just a zip file, so any compression tool\nthat can create such files will work. The shared libraries should already be\nin the correct place. Use the instructions above to use them.\n\nPlease bear in mind that you will not be able to play online using the demo\ndata, nor is it something that we like to spend much time maintaining or\nsupporting.\n\n## Help! Ioquake3 won't give me an fps of X anymore when setting com_maxfps!\n\nIoquake3 now uses the select() system call to wait for the rendering of the\nnext frame when com_maxfps was hit. This will improve your CPU load\nconsiderably in these cases. However, not all systems may support a\ngranularity for its timing functions that is required to perform this waiting\ncorrectly. For instance, ioquake3 tells select() to wait 2 milliseconds, but\nreally it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.\nIn this case you can always revert back to the old behaviour by setting the\ncvar com_busyWait to 1.\n\n## Using HTTP/FTP Download Support (Server)\n\nYou can enable redirected downloads on your server even if it's not\nan ioquake3 server.  You simply need to use the 'sets' command to put\nthe sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads\nis set to 1\n\nsv_dlURL is the base of the URL that contains your custom .pk3 files\nthe client will append both fs_game and the filename to the end of\nthis value.  For example, if you have sv_dlURL set to\n`\"http://ioquake3.org\"`, fs_game is `\"baseq3\"`, and the client is\nmissing `\"test.pk3\"`, it will attempt to download from the URL\n`\"http://ioquake3.org/baseq3/test.pk3\"`\n\nsv_allowDownload's value is now a bitmask made up of the following\nflags:\n\n  * 1 - ENABLE\n  * 4 - do not use UDP downloads\n  * 8 - do not ask the client to disconnect when using HTTP/FTP\n\nServer operators who are concerned about potential \"leeching\" from their\nHTTP servers from other ioquake3 servers can make use of the HTTP_REFERER\nthat ioquake3 sets which is `\"ioQ3://{SERVER_IP}:{SERVER_PORT}\"`.  For,\nexample, Apache's mod_rewrite can restrict access based on HTTP_REFERER.\n\nOn a sidenote, downloading via UDP has been improved and yields higher data\nrates now. You can configure the maximum bandwidth for UDP downloads via the\ncvar sv_dlRate. Due to system-specific limits the download rate is capped\nat about 1 Mbyte/s per client, so curl downloading may still be faster.\n\n## Using HTTP/FTP Download Support (Client)\n\nSimply setting cl_allowDownload to 1 will enable HTTP/FTP downloads\nassuming ioquake3 was compiled with USE_CURL=1 (the default).\nlike sv_allowDownload, cl_allowDownload also uses a bitmask value\nsupporting the following flags:\n\n  * 1 - ENABLE\n  * 2 - do not use HTTP/FTP downloads\n  * 4 - do not use UDP downloads\n\nWhen ioquake3 is built with USE_CURL_DLOPEN=1 (default on some platforms),\nit will use the value of the cvar cl_cURLLib as the filename of the cURL\nlibrary to dynamically load.\n\n## Multiuser Support on Windows systems\nOn Windows, all user specific files such as autogenerated configuration,\ndemos, videos, screenshots, and autodownloaded pk3s are now saved in a\ndirectory specific to the user who is running ioquake3.\n\nOn NT-based such as Windows XP, this is usually a directory named:\n\n    C:\\Documents and Settings\\%USERNAME%\\Application Data\\Spearmint\\\n\nWindows 95, Windows 98, and Windows ME will use a directory like:\n\n    C:\\Windows\\Application Data\\Spearmint\n\nin single-user mode, or:\n\n    C:\\Windows\\Profiles\\%USERNAME%\\Application Data\\Spearmint\n\nif multiple logins have been enabled.\n\nIn order to access this directory more easily, the installer may create a\nShortcut which has its target set to:\n\n    %APPDATA%\\Spearmint\\\n\nThis Shortcut would work for all users on the system regardless of the\nlocale settings.  Unfortunately, this environment variable is only\npresent on Windows NT based systems.\n\nYou can revert to the old single-user behaviour by setting the fs_homepath\ncvar to the directory where Spearmint is installed.  For example:\n\n    spearmint.exe +set fs_homepath \"c:\\spearmint\"\n\nNote that this cvar MUST be set as a command line parameter.\n\n## SDL Keyboard Differences\n\nioquake3 clients have different keyboard behaviour compared to the original\nQuake3 clients.\n\n  * SDL \u003e 1.2.9 does not support disabling dead key recognition. In order to\n      send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or\n      sometimes the same character again) after the character to send it on\n      many international keyboard layouts.\n\n  * The SDL client supports many more keys than the original Quake3 client.\n      For example the keys: \"Windows\", \"SysReq\", \"ScrollLock\", and \"Break\".\n      For non-US keyboards, all of the so called \"World\" keys are now supported\n      as well as F13, F14, F15, and the country-specific mode/meta keys.\n\nOn many international layouts the default console toggle keys are also dead\nkeys, meaning that dropping the console potentially results in\nunintentionally initiating the keying of a dead key. Furthermore SDL 1.2's\ndead key support is broken by design and Q3 doesn't support non-ASCII text\nentry, so the chances are you won't get the correct character anyway.\n\nIf you use such a keyboard layout, you can set the cvar cl_consoleKeys. This\nis a space delimited list of key names that will toggle the console. The key\nnames are the usual Q3 names e.g. \"~\", \"`\", \"c\", \"BACKSPACE\", \"PAUSE\",\n\"WINDOWS\" etc. It's also possible to use ASCII characters, by hexadecimal\nnumber. Some example values for cl_consoleKeys:\n\n    \"~ ` 0x7e 0x60\"           Toggle on ~ or ` (the default)\n    \"WINDOWS\"                 Toggle on the Windows key\n    \"c\"                       Toggle on the c key\n    \"0x43\"                    Toggle on the C character (Shift-c)\n    \"PAUSE F1 PGUP\"           Toggle on the Pause, F1 or Page Up keys\n\nNote that when you elect a set of console keys or characters, they cannot\nthen be used for binding, nor will they generate characters when entering\ntext. Also, in addition to the nominated console keys, Shift-ESC is hard\ncoded to always toggle the console.\n\n## QuakeLive mouse acceleration\n(patch and this text written by TTimo from id)\n\nI've been using an experimental mouse acceleration code for a while, and\ndecided to make it available to everyone. Don't be too worried if you don't\nunderstand the explanations below, this is mostly intended for advanced\nplayers:\nTo enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)\n\nNew style is controlled with 3 cvars:\n\nsensitivity\ncl_mouseAccel\ncl_mouseAccelOffset\n\nThe old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if\nyou have a base sensitivity setup, as soon as you set a non zero acceleration\nyour base sensitivity at low speeds will change as well. The other problem\nwith style 0 is that you are stuck on a square (power of two) acceleration\ncurve.\n\nThe new code tries to solve both problems:\n\nOnce you setup your sensitivity to feel comfortable and accurate enough for\nlow mouse deltas with no acceleration (cl_mouseAccel 0), you can start\nincreasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the\namplification you want for high deltas with little effect on low mouse deltas.\n\ncl_mouseAccel is a power value. Should be \u003e= 1, 2 will be the same power curve\nas style 0. The higher the value, the faster the amplification grows with the\nmouse delta.\n\ncl_mouseAccelOffset sets how much base mouse delta will be doubled by\nacceleration. The closer to zero you bring it, the more acceleration will\nhappen at low speeds. This is also very useful if you are changing to a new\nmouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your\ncl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely\ngain in precision when you do that, but that is not related to mouse\nacceleration).\n\nMouse acceleration is tricky to configure, and when you do you'll have to\nre-learn your aiming. But you will find that it's very much forth it in the\nlong run.\n\nIf you try the new acceleration code and start using it, I'd be very\ninterested by your feedback.\n\n\n# README for Developers\n\n## pk3dir\n\nSpearmint has a useful new feature for mappers. Paths in a game directory with\nthe extension \".pk3dir\" are treated like pk3 files. This means you can keep\nall files specific to your map in one directory tree and easily zip this\nfolder for distribution.\n\n## Creating standalone games\n\nHave you finished the daunting task of removing all dependencies on the Q3\ngame data? You probably now want to give your users the opportunity to play\nthe game without owning a copy of Q3.\n\nHowever, before you start compiling your own version of Spearmint, you have to\nask yourself: Have we changed or will we need to change anything of importance\nin the engine? If your answer to this question is \"no\", you should probably\njust use Spearmint.\n\nIf you really changed parts that would make vanilla Spearmint incompatible with\nyour mod, we have included another way to conveniently build a stand-alone\nbinary. Just run make. Don't forget to edit the PRODUCT_NAME and subsequent\n #defines in qcommon/q_shared.h with information appropriate for your project.\n\n## Standalone game licensing\n\nWhile a lot of work has been put into Spearmint that you can benefit from free\nof charge, it does not mean that you have no obligations to fulfill. Please be\naware that as soon as you start distributing your game with an engine based on\nour sources we expect you to fully comply with the requirements as stated in\nthe GPL. That includes making sources and modifications you made to the\nSpearmint engine as well as the game-code used to compile the .qvm files for\nthe game logic freely available to everyone. Furthermore, note that the \"QIIIA\nGame Source License\" prohibits distribution of mods that are intended to\noperate on a version of Q3 not sanctioned by id software:\n\n    \"with this Agreement, ID grants to you the non-exclusive and limited right\n    to distribute copies of the Software ... for operation only with the full\n    version of the software game QUAKE III ARENA\"\n\nThis means that if you're creating a standalone game, you cannot use said\nlicense on any portion of the product. As the only other license this code has\nbeen released under is the GPL, this is the only option.\n\nThis does NOT mean that you cannot market this game commercially. The GPL does\nnot prohibit commercial exploitation and all assets (e.g. textures, sounds,\nmaps) created by yourself are your property and can be sold like every other\ngame you find in stores.\n\n## cl_guid Support\n\ncl_guid is a cvar which is part of the client's USERINFO string.  Its value\nis a 32 character string made up of [a-f] and [0-9] characters.  This\nvalue is pseudo-unique for every player.  Id's Quake 3 Arena client also\nsets cl_guid, but only if Punkbuster is enabled on the client.\n\nIf cl_guidServerUniq is non-zero (the default), then this value is also\npseudo-unique for each server a client connects to (based on IP:PORT of\nthe server).\n\nThe purpose of cl_guid is to add an identifier for each player on\na server.  This value can be reset by the client at any time so it's not\nuseful for blocking access.  However, it can have at least two uses in\nyour mod's game code:\n\n  1. improve logging to allow statistical tools to index players by more\n       than just name\n  2. granting some weak admin rights to players without requiring passwords\n\n## PNG support\n\nioquake3 supports the use of PNG (Portable Network Graphic) images as\ntextures. It should be noted that the use of such images in a map will\nresult in missing placeholder textures where the map is used with the id\nQuake 3 client or earlier versions of ioquake3.\n\nRecent versions of GtkRadiant and q3map2 support PNG images without\nmodification. However GtkRadiant is not aware that PNG textures are supported\nby ioquake3. To change this behaviour open the file 'q3.game' in the 'games'\ndirectory of the GtkRadiant base directory with an editor and change the\nline:\n\n    texturetypes=\"tga jpg\"\n\nto\n\n    texturetypes=\"tga jpg png\"\n\nRestart GtkRadiant and PNG textures are now available.\n\n## Building with MinGW for pre Windows XP\n\nIPv6 support requires a header named \"wspiapi.h\" to abstract away from\ndifferences in earlier versions of Windows' IPv6 stack. There is no MinGW\nequivalent of this header and the Microsoft version is obviously not\nredistributable, so in its absence we're forced to require Windows XP.\nHowever if this header is acquired separately and placed in the qcommon/\ndirectory, this restriction is lifted.\n\n\n# Contributing\n\nPlease submit all patches as a GitHub pull request.\n\nThe focus for Spearmint is to develop a stable base suitable for further\ndevelopment and provide players with the same Quake 3 game play experience\nthey've had for years.\n\n\n# Credits\n\nSpearmint Maintainers\n\n  * Zack Middleton \u003czturtleman@gmail.com\u003e\n\nioquake3 Maintainers\n\n  * James Canete \u003cuse.less01@gmail.com\u003e\n  * Ludwig Nussel \u003cludwig.nussel@suse.de\u003e\n  * Thilo Schulz \u003carny@ats.s.bawue.de\u003e\n  * Tim Angus \u003ctim@ngus.net\u003e\n  * Tony J. White \u003ctjw@tjw.org\u003e\n  * Jack Slater \u003cjack@ioquake.org\u003e\n  * Zack Middleton \u003czturtleman@gmail.com\u003e\n\nSignificant contributions from\n\n  * Ryan C. Gordon \u003cicculus@icculus.org\u003e\n  * Andreas Kohn \u003candreas@syndrom23.de\u003e\n  * Joerg Dietrich \u003cDietrich_Joerg@t-online.de\u003e\n  * Stuart Dalton \u003cbadcdev@gmail.com\u003e\n  * Vincent S. Cojot \u003cvincent at cojot dot name\u003e\n  * optical \u003calex@rigbo.se\u003e\n  * Aaron Gyes \u003cfloam@aaron.gy\u003e\n\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fclover-moe%2Fspearmint","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fclover-moe%2Fspearmint","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fclover-moe%2Fspearmint/lists"}