{"id":13439404,"url":"https://github.com/ioquake/ioq3","last_synced_at":"2025-12-17T03:37:55.193Z","repository":{"id":6160974,"uuid":"7390593","full_name":"ioquake/ioq3","owner":"ioquake","description":"The ioquake3 community effort to continue supporting/developing id's Quake III 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                  ,---------------------------------------.\n                   |   _                     _       ____  |\n                   |  (_)___  __ _ _  _ __ _| |_____|__ /  |\n                   |  | / _ \\/ _` | || / _` | / / -_)|_ \\  |\n                   |  |_\\___/\\__, |\\_,_\\__,_|_\\_\\___|___/  |\n                   |            |_|                        |\n                   |                                       |\n                   `--------- https://ioquake3.org --------'\n\nThe intent of this project is to provide a baseline engine which may be used\nfor further development and to play _Quake 3: Arena,_ _Team Arena,_ and mods.\n\nSome of the major features currently implemented are:\n\n  * CMake meta-build system\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\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  * Web server download redirection\n  * Multiuser support on Windows systems (user specific game data\n    is stored in \"%APPDATA%\\Quake3\")\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## Just want to play ioquake3?\nCheck out our Player's Guide here:\nhttps://ioquake3.org/help/players-guide/\n\n## Want to run a server?\nOur SysAdmin guide is here:\nhttps://ioquake3.org/help/sys-admin-guide/\n\n## Visit our forums\nIf you've got issues that you aren't sure are worth filing as bugs, or just\nwant to chat:\nhttps://discourse.ioquake.org\n\n# Thank You:\n\n\u003cp\u003e\n  \u003ca href=\"https://www.digitalocean.com/\"\u003eDigital Ocean\u003cbr/\u003e\n    \u003cimg src=\"https://opensource.nyc3.cdn.digitaloceanspaces.com/attribution/assets/PoweredByDO/DO_Powered_by_Badge_blue.svg\" width=\"201px\"\u003e\n  \u003c/a\u003e\n\u003c/p\u003e\n---\n\u003cp\u003e\n\u003ca href=\"https://www.discourse.org/\"\u003eDiscourse\u003cbr/\u003e\n\u003cimg src=\n\"https://user-images.githubusercontent.com/1681963/52239617-e2683480-289c-11e9-922b-5da55472e5b4.png\"\n width=\"300px\"\u003e\u003c/a\u003e\n\u003c/p\u003e\n---\n\u003cp\u003e\n\u003ca href=\"https://icculus.org/\"\u003eicculus dot org\u003cbr/\u003e\n\u003cimg src=\"http://icculus.org/icculus-org-now.png\" width=\"300px\"\u003e\u003c/a\u003e\n\u003c/p\u003e\n---\n\u003cp\u003e\n\u003ca href=\"https://nuclearmonster.com/\"\u003eNuclear Monster\u003cbr/\u003e\n\u003cimg src=\"https://user-images.githubusercontent.com/903791/152968830-dd08737b-55c6-4ac6-9610-31121ea0e8c6.png\" width=\"300px\"\u003e\u003c/a\u003e\n\u003c/p\u003e\n\n# Compilation and installation\n**Note that for all of these platforms, if you want to play _Quake 3: Arena_ or \nthe expansion pack, _Team Arena_, you'll still need to buy a copy of the game.**\nThe _Quake 3_ game source code is freely available under the GPLv2, not the game data.\n\nYou can get links to buy and support the project here: https://ioquake3.org/buy/\n\n\nYou can make your own mod that either requires the original game data or a new game  \nthat does not. Please read the **Creating standalone games** section for more information\non the latter.\n\nFor *nix,\n  1. `git clone git://github.com/ioquake/ioq3.git`\n  2. `cd ioq3`\n  3. Install dependencies according to your operating system's instructions.  \n     for apt-based systems, `sudo apt install cmake libsdl2-dev`\n  4. `cmake -S . -B build -DCMAKE_BUILD_TYPE=Release`\n  5. `cmake --build build`\n  6. The resulting files will be in the `build` directory.\n\nFor Windows,\n  1. Install Visual Studio Community Edition from Microsoft.\n     https://visualstudio.microsoft.com/vs/community/\n  2. Install CMake https://cmake.org/cmake/download\n  3. Clone our git repository either using the command-line or a GUI tool:  \n      `git clone git://github.com/ioquake/ioq3.git`\n  4. Compile using Visual Studio by selecting our CMakeLists.txt and clicking Build.\n  5. Or using the command-line: `cmake -S . -B build -G \"Visual Studio 17 2022\"`\n  6. `cmake --build build --config Release`\n\nFor macOS,\n  1. Install XCode.\n  2. Install CMake via homebrew https://brew.sh or your package manager of choice.\n  3. `git clone git://github.com/ioquake/ioq3.git`\n  4. `cd ioq3`\n  5. `cmake -S . -B build -DCMAKE_BUILD_TYPE=Release`\n  6. `cmake --build build`\n  7. Copy the resulting `ioquake3.app` in `/build/`\n     to your `/Applications/ioquake3` folder.\n\nFor Emscripten,\n  1. Follow the installation instructions for the Emscripten SDK including\n     setting up the environment with emsdk_env. https://emscripten.org/\n  2. `git clone git://github.com/ioquake/ioq3.git`\n  3. `cd ioq3`\n  4. `emcmake cmake -S . -B build -DCMAKE_BUILD_TYPE=Release`\n  5. `cmake --build build`\n  3. Copy or symlink your baseq3 pk3 files into the `build/Release/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/Release/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 CMAKE_INSTALL_PREFIX to your prefered installation directory.\n     By default it will be set to /opt/quake3/.\n  2. `cmake --install build`.\n\nThe following CMake variables may be set, using `-D` on the command line.\n\n```\n  BUILD_SERVER            - build the 'ioq3ded' server binary\n  BUILD_CLIENT            - build the 'ioquake3' client binary\n  BUILD_RENDERER_OPENGL1  - build the opengl1 client / renderer library\n  BUILD_RENDERER_OPENGL2  - build the opengl2 client / renderer library\n  BUILD_GAME_LIBRARIES    - build the game shared libraries\n  BUILD_GAME_QVMS         - build the game qvms\n  BUILD_STANDALONE        - build binaries suited for stand-alone games\n\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_HTTP                - enable http download 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\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  USE_INTERNAL_SDL        - link against internal SDL (if available)\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_VORBIS     - build and link against internal Vorbis library\n  USE_INTERNAL_OPUS       - build and link against internal opus/opusfile libraries\n\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  CMAKE_BUILD_TYPE        - on single config CMake, set to Debug or Release\n```\n\nThe defaults for these variables may differ depending on the target platform.\n\n\n# OpenGL ES support\n\nThe opengl2 renderer (the default) supports OpenGL ES 2+. Though there\nare many missing features and the performance may not be sufficient for\nembedded System-on-a-Chip and mobile platforms.\n\nThe opengl1 renderer does not have OpenGL ES support.\n\nThe opengl2 renderer will try both OpenGL and OpenGL ES APIs to find one that\nworks. The `r_preferOpenGLES` cvar controls which API to try first.\nSet it to -1 for auto (default), 0 for OpenGL, and 1 for OpenGL ES. It should be\nset using command line arguments:\n\n    ioquake3 +set cl_renderer opengl2 +set r_preferOpenGLES 1\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 (non-Windows)\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  con_autochat                      - Set to 0 to disable sending console input\n                                      text as chat when there is not a slash\n                                      at the beginning\n  con_autoclear                     - Set to 0 to disable clearing console\n                                      input text when console is closed\n\n  in_joystickUseAnalog              - Do not translate joystick axis events\n                                      to keyboard commands\n\n  j_forward                         - Joystick analogue to m_forward,\n                                      for forward movement speed/direction.\n  j_side                            - Joystick analogue to m_side,\n                                      for side movement speed/direction.\n  j_up                              - Joystick up movement speed/direction.\n  j_pitch                           - Joystick analogue to m_pitch,\n                                      for pitch rotation speed/direction.\n  j_yaw                             - Joystick analogue to m_yaw,\n                                      for yaw rotation speed/direction.\n  j_forward_axis                    - Selects which joystick axis\n                                      controls forward/back.\n  j_side_axis                       - Selects which joystick axis\n                                      controls left/right.\n  j_up_axis                         - Selects which joystick axis\n                                      controls up/down.\n  j_pitch_axis                      - Selects which joystick axis\n                                      controls pitch.\n  j_yaw_axis                        - Selects which joystick axis\n                                      controls yaw.\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_standalone (read only)        - If set to 1, quake3 is running in\n                                      standalone mode\n  com_basegame                      - Use a different base than baseq3. If no\n                                      original Quake3 or TeamArena pak files\n                                      are found, this will enable running in\n                                      standalone mode\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\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\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 by number, same as clientkick command\n  kickall                 - kick all clients, similar to \"kick all\" (but kicks\n                            everyone even if someone is named \"all\")\n  kickbots                - kick all bots, similar to \"kick allbots\" (but kicks\n                            all bots even if someone is named \"allbots\")\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\n\n# README for Developers\n\n## pk3dir\n\n_ioquake3_ 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## 64bit mods\n\nIf you wish to compile external mods as shared libraries on a 64bit platform,\nand the mod source is derived from the id Q3 SDK, you will need to modify the\ninterface code a little. Open the files ending in _syscalls.c and change\nevery instance of int to intptr_t in the declaration of the syscall function\npointer and the dllEntry function. Also find the vmMain function for each\nmodule (usually in cg_main.c g_main.c etc.) and similarly replace the return\nvalue in the prototype with intptr_t (arg0, arg1, ...stay int).\n\nAdd the following code snippet to q_shared.h:\n\n```c\n#ifdef Q3_VM\ntypedef int intptr_t;\n#else\n#include \u003cstdint.h\u003e\n#endif\n```\n\nNote if you simply wish to run mods on a 64bit platform you do not need to\nrecompile anything since by default Q3 uses a virtual machine system.\n\n## Creating mods compatible with Q3 1.32b\n\nIf you're using this package to create mods for the last official release of\nQ3, it is necessary to pass the commandline option '-vq3' to your invocation\nof q3asm. This is because by default q3asm outputs an updated qvm format that\nis necessary to fix a bug involving the optimizing pass of the x86 vm JIT\ncompiler.\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, which consequently means removing cd-key\nand authentication server checks. In addition to being a straightforward Q3\nclient, _ioquake3_ also purports to be a reliable and stable code base on which\nto base your game project.\n\nHowever, before you start compiling your own version of _ioquake3_, you have to\nask yourself: Have we changed or will we need to change anything of importance\nin the engine?\n\nIf your answer to this question is \"no\", it probably makes no sense to build\nyour own binaries. Instead, you can just use the pre-built binaries on the\nwebsite. Just make sure the game is called with:\n\n    +set com_basegame \u003cyournewbase\u003e\n\nin any links/scripts you install for your users to start the game. The\nbinary must not detect any original quake3 game pak files. If this\ncondition is met, the game will set com_standalone to 1 and is then running\nin stand alone mode.\n\nIf you want the engine to use a different directory in your homepath than\ne.g. \"Quake3\" on Windows or \".q3a\" on Linux, then set a new name at startup\nby adding\n\n    +set com_homepath \u003chomedirname\u003e\n\nto the command line. You can also control which game name to use when talking\nto the master server:\n\n    +set com_gamename \u003cgamename\u003e\n\nSo clients requesting a server list will only receive servers that have a\nmatching game name.\n\nExample line:\n\n    +set com_basegame basefoo +set com_homepath .foo\n    +set com_gamename foo\n\nIf you really changed parts that would make vanilla ioquake3 incompatible with\nyour mod, we have included another way to conveniently build a stand-alone\nbinary. Edit /cmake/identity.cmake and run cmake with the option BUILD_STANDALONE=1.\nDon't forget to edit the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with\ninformation appropriate for your project.\n\n## Standalone game licensing\n\nWhile a lot of work has been put into _ioquake3_ 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\nioquake3 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\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 patches through GitHub pull requests.\n\nThe focus for ioq3 is to develop a stable base suitable for further development\nand provide players with the same Quake 3 experience they've had for years.\n\nWe do have graphical improvements with the new renderer, but they are off by default.\nSee opengl2-readme.md for more information.\n\n# Credits\n\nMaintainers\n\n  * Tim Angus \u003ctim@ngus.net\u003e\n  * Jack \"Mr. Nuclear Monster\" Slater \u003cjack@ioquake.org\u003e\n\nFormer 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  * Tony J. White \u003ctjw@tjw.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  * surrealchemist\n\n\n","funding_links":["https://patreon.com/nuclearmonster","https://ko-fi.com/jackslater","https://www.patreon.com/icculus","https://www.patreon.com/SmileTheory","https://ko-fi.com/zturtleman"],"categories":["C","FPS","Native"],"sub_categories":["FPS"],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fioquake%2Fioq3","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fioquake%2Fioq3","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fioquake%2Fioq3/lists"}