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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 19473f90081ac2c789bbe5f3700861d11bf3845f
Author: MAN-AT-ARMS <man-at-a...@comcast.net>
Date:   Thu Mar 12 17:44:29 2015 -0400

    Create README.md
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 1 file changed, 733 insertions(+)

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+                        _            _                
+                       (_)          | |               
+                        _  ___  _ __| |_ _____      __
+                       | |/ _ \| '__| __/ __\ \ /\ / /
+                       | | (_) | |  | || (__ \ V  V / 
+                       |_|\___/|_|   \__\___| \_/\_/  
+                               
+                               
+
+The intent of this project is to provide a baseline RTCW which may be used
+for further development and fun. 
+Some of the major features currently implemented are:
+
+  * SDL backend
+  * OpenAL sound API support (multiple speaker support and better sound
+    quality)
+  * Full x86_64 support
+  * 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 "My Documents\RTCW")
+  * 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 RTCW source release has 
been
+renamed to id-readme.txt so as to prevent confusion. Please refer to the
+web-site for updated status.
+
+
+--------------------------------------------- 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 iowolfmp.app or iowolfsp.app in 
/build/release-darwin-ub to your
+     /Applications/iortcw folder.
+
+Installation, for *nix
+  1. Set the COPYDIR variable in the shell to be where you installed RTCW
+     to. By default it will be /usr/local/games/wolf if you haven't set it.
+     This is the path as used by the original Linux RTCW installer and 
subsequent
+     point releases.
+  2. Run 'make copyfiles'.
+
+It is also possible to cross compile for Windows under *nix and Cygwin 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 main and such
+  BUILD_SERVER       - build the 'iowolfmpded' server binary
+  BUILD_CLIENT       - build the 'iowolfmp' or 'iowolfsp' client binary
+  BUILD_BASEGAME     - build the 'main' 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 'iowolfmpded' server binary
+  CLIENTBIN          - rename 'iowolfmp' or 'iowolfsp' client binary
+  BASEGAME           - rename 'main'
+  BASEGAME_CFLAGS    - custom CFLAGS for basegame
+  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_INTERNAL_LIBS  - build internal libraries instead of dynamically
+                       linking against system libraries; this just sets
+                      the default for USE_INTERNAL_OPUS etc.
+                      and USE_LOCAL_HEADERS
+  USE_FREETYPE       - enable FreeType support for rendering fonts
+  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
+
+  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, RTCW is running in
+                                      standalone mode
+  com_basegame                      - Use a different base than main. If no
+                                      original RTCW 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 RTCW 1.4 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 iortcw 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 (SDL only)
+  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)
+
+
+--------------------------------------------------------- README for Users 
-----
+
+Using shared libraries instead of qvm
+  To force RTCW-MP to use qvms run it with the following
+  parameters: +set sv_pure 0 +set vm_cgame 2 +set vm_game 2 +set vm_ui 2
+
+Using Demo Data Files
+  Copy demomain/pak0.pk3 from the demo installer to your main directory. The
+  qvm files in this pak0.pk3 will not work, so you have to use the native
+  shared libraries or qvms from this project. To use the new qvms, they must be
+  put into a pk3 file. A pk3 file is just a zip file, so any compression tool
+  that can create such files will work. The shared libraries should already be
+  in the correct place. Use the instructions above to use them.
+
+  Please bear in mind that you will not be able to play online using the demo
+  data, nor is it something that we like to spend much time maintaining or
+  supporting.
+
+Help! Iortcw won't give me an fps of X anymore when setting com_maxfps!
+  Iortcw now uses the select() system call to wait for the rendering of the
+  next frame when com_maxfps was hit. This will improve your CPU load
+  considerably in these cases. However, not all systems may support a
+  granularity for its timing functions that is required to perform this waiting
+  correctly. For instance, iortcw tells select() to wait 2 milliseconds, but
+  really it can only wait for a multiple of 5ms, i.e. 5, 10, 15, 20... ms.
+  In this case you can always revert back to the old behaviour by setting the
+  cvar com_busyWait to 1.
+
+Using HTTP/FTP Download Support (Server)
+  You can enable redirected downloads on your server even if it's not
+  an iortcw server.  You simply need to use the 'sets' command to put
+  the sv_dlURL cvar into your SERVERINFO string and ensure sv_allowDownloads
+  is set to 1
+
+  sv_dlURL is the base of the URL that contains your custom .pk3 files
+  the client will append both fs_game and the filename to the end of
+  this value.  For example, if you have sv_dlURL set to
+  "http://yoursite.org";, fs_game is "main", and the client is
+  missing "test.pk3", it will attempt to download from the URL
+  "http://yoursite.org/main/test.pk3";
+
+  sv_allowDownload's value is now a bitmask made up of the following
+  flags:
+    1 - ENABLE
+    4 - do not use UDP downloads
+    8 - do not ask the client to disconnect when using HTTP/FTP
+
+  Server operators who are concerned about potential "leeching" from their
+  HTTP servers from other iortcw servers can make use of the HTTP_REFERER
+  that iortcw sets which is "ioQ3://{SERVER_IP}:{SERVER_PORT}".  For,
+  example, Apache's mod_rewrite can restrict access based on HTTP_REFERER.
+
+  On a sidenote, downloading via UDP has been improved and yields higher data
+  rates now. You can configure the maximum bandwidth for UDP downloads via the
+  cvar sv_dlRate. Due to system-specific limits the download rate is capped
+  at about 1 Mbyte/s per client, so curl downloading may still be faster.
+
+Using HTTP/FTP Download Support (Client)
+  Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads
+  assuming iortcw was compiled with USE_CURL=1 (the default).
+  like sv_allowDownload, cl_allowDownload also uses a bitmask value
+  supporting the following flags:
+    1 - ENABLE
+    2 - do not use HTTP/FTP downloads
+    4 - do not use UDP downloads
+
+  When iortcw is built with USE_CURL_DLOPEN=1 (default on some platforms),
+  it will use the value of the cvar cl_cURLLib as the filename of the cURL
+  library to dynamically load.
+
+Multiuser Support on Windows systems
+  On Windows, all user specific files such as autogenerated configuration,
+  demos, videos, screenshots, and autodownloaded pk3s are now saved in a
+  directory specific to the user who is running iortcw.
+
+  On NT-based such as Windows XP, this is usually a directory named:
+    "C:\Documents and Settings\%USERNAME%\My Docuemtns\RTCW"
+
+  Windows 95, Windows 98, and Windows ME will use a directory like:
+    "C:\Windows\My Documents\RTCW"
+  in single-user mode, or:
+    "C:\Windows\Profiles\%USERNAME%\My Documents\RTCW"
+  if multiple logins have been enabled.
+
+  In order to access this directory more easily, the installer may create a
+  Shortcut which has its target set to:
+    "%Userprofile%\My Documents"
+  This Shortcut would work for all users on the system regardless of the
+  locale settings.  Unfortunately, this environment variable is only
+  present on Windows NT based systems.
+
+  You can revert to the old single-user behaviour by setting the fs_homepath
+  cvar to the directory where iortcw is installed.  For example:
+    iowolfmp.exe +set fs_homepath "c:\iortcw"
+or
+    iowolfsp.exe +set fs_homepath "c:\iortcw"
+  Note that this cvar MUST be set as a command line parameter.
+
+SDL Keyboard Differences
+  iortcw clients have different keyboard behaviour compared to the original
+  RTTCW clients.
+
+    * SDL > 1.2.9 does not support disabling dead key recognition. In order to
+      send dead key characters (e.g. ~, ', `, and ^), you must key a Space (or
+      sometimes the same character again) after the character to send it on
+      many international keyboard layouts.
+
+    * The SDL client supports many more keys than the original RTCW client.
+      For example the keys: "Windows", "SysReq", "ScrollLock", and "Break".
+      For non-US keyboards, all of the so called "World" keys are now supported
+      as well as F13, F14, F15, and the country-specific mode/meta keys.
+
+  On many international layouts the default console toggle keys are also dead
+  keys, meaning that dropping the console potentially results in
+  unintentionally initiating the keying of a dead key. Furthermore SDL 1.2's
+  dead key support is broken by design and RTCW doesn't support non-ASCII text
+  entry, so the chances are you won't get the correct character anyway.
+
+  If you use such a keyboard layout, you can set the cvar cl_consoleKeys. This
+  is a space delimited list of key names that will toggle the console. The key
+  names are the usual RTCW names e.g. "~", "`", "c", "BACKSPACE", "PAUSE",
+  "WINDOWS" etc. It's also possible to use ASCII characters, by hexadecimal
+  number. Some example values for cl_consoleKeys:
+
+    "~ ` 0x7e 0x60"           Toggle on ~ or ` (the default)
+    "WINDOWS"                 Toggle on the Windows key
+    "c"                       Toggle on the c key
+    "0x43"                    Toggle on the C character (Shift-c)
+    "PAUSE F1 PGUP"           Toggle on the Pause, F1 or Page Up keys
+
+  Note that when you elect a set of console keys or characters, they cannot
+  then be used for binding, nor will they generate characters when entering
+  text. Also, in addition to the nominated console keys, Shift-ESC is hard
+  coded to always toggle the console.
+
+  QuakeLive mouse acceleration (patch and this text written by TTimo from id)
+  I've been using an experimental mouse acceleration code for a while, and
+  decided to make it available to everyone. Don't be too worried if you don't
+  understand the explanations below, this is mostly intended for advanced
+  players:
+  To enable it, set cl_mouseAccelStyle 1 (0 is the default/legacy behavior)
+
+  New style is controlled with 3 cvars:
+
+  sensitivity
+  cl_mouseAccel
+  cl_mouseAccelOffset
+
+  The old code (cl_mouseAccelStyle 0) can be difficult to calibrate because if
+  you have a base sensitivity setup, as soon as you set a non zero acceleration
+  your base sensitivity at low speeds will change as well. The other problem
+  with style 0 is that you are stuck on a square (power of two) acceleration
+  curve.
+
+  The new code tries to solve both problems:
+
+  Once you setup your sensitivity to feel comfortable and accurate enough for
+  low mouse deltas with no acceleration (cl_mouseAccel 0), you can start
+  increasing cl_mouseAccel and tweaking cl_mouseAccelOffset to get the
+  amplification you want for high deltas with little effect on low mouse 
deltas.
+
+  cl_mouseAccel is a power value. Should be >= 1, 2 will be the same power 
curve
+  as style 0. The higher the value, the faster the amplification grows with the
+  mouse delta.
+
+  cl_mouseAccelOffset sets how much base mouse delta will be doubled by
+  acceleration. The closer to zero you bring it, the more acceleration will
+  happen at low speeds. This is also very useful if you are changing to a new
+  mouse with higher dpi, if you go from 500 to 1000 dpi, you can divide your
+  cl_mouseAccelOffset by two to keep the same overall 'feel' (you will likely
+  gain in precision when you do that, but that is not related to mouse
+  acceleration).
+
+  Mouse acceleration is tricky to configure, and when you do you'll have to
+  re-learn your aiming. But you will find that it's very much forth it in the
+  long run.
+
+  If you try the new acceleration code and start using it, I'd be very
+  interested by your feedback.
+
+
+---------------------------------------------------- README for Developers 
-----
+
+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 RTCW 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
+
+Creating mods compatible with RTCW 1.41
+  If you're using this package to create mods for the last official release of
+  RTCW, 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 RTCW 
+  game data? You probably now want to give your users the opportunity to play
+  the game without owning a copy of RTCW, which consequently means removing 
cd-key
+  and authentication server checks. In addition to being a straightforward RTCW
+  client, iortcw 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 iortcw, 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 RTCW 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. "My Documents\RTCW" on Windows or ".wolf" 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 iortcw 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.
+
+  While a lot of work has been put into iortcw 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
+  iortcw 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 "RTCW
+  Game Source License" prohibits distribution of mods that are intended to
+  operate on a version of RTCW 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.
+
+Network protocols
+  There are now two cvars that give you some degree of freedom over the 
reported
+  protocol versions between clients and servers: "com_protocol" and
+  "com_legacyprotocol".
+  The reason for this is that some standalone games increased the protocol
+  number even though nothing really changed in their protocol and the iortcw
+  engine is still fully compatible.
+
+  In order to harden the network protocol against UDP spoofing attacks a new
+  network protocol was introduced that defends against such attacks.
+  Unfortunately, this protocol will be incompatible to the original RTCW 1.4
+  which is the latest official release from id.
+  Luckily, iortcw has backwards compatibility, on the client as well as on the
+  server. This means iortcw players can play on old servers just as iortcw
+  servers are able to service old clients.
+
+  The cvar "com_protocol" denotes the protocol version for the new hardened
+  protocol, whereas the "com_legacyprotocol" cvar denotes the protocol version
+  for the legacy protocol.
+  If the value for "com_protocol" and "com_legacyprotocol" is identical, then
+  the legacy protocol is always used. If "com_legacyprotocol" is set to 0, then
+  support for the legacy protocol is disabled.
+  
+  Mods that use a standalone engine obviously do not require dual protocol
+  support, and it is turned off if the engine is compiled with STANDALONE per
+  default. If you desire backwards compatibility to older versions of your
+  game you can still enable it in q_shared.h by defining
+  LEGACY_PROTOCOL.
+
+cl_guid Support
+  cl_guid is a cvar which is part of the client's USERINFO string.  Its value
+  is a 32 character string made up of [a-f] and [0-9] characters.  This
+  value is pseudo-unique for every player.  Id's RTCW client also
+  sets cl_guid, but only if Punkbuster is enabled on the client.
+
+  If cl_guidServerUniq is non-zero (the default), then this value is also
+  pseudo-unique for each server a client connects to (based on IP:PORT of
+  the server).
+
+  The purpose of cl_guid is to add an identifier for each player on
+  a server.  This value can be reset by the client at any time so it's not
+  useful for blocking access.  However, it can have at least two uses in
+  your mod's game code:
+    1) improve logging to allow statistical tools to index players by more
+       than just name
+    2) granting some weak admin rights to players without requiring passwords
+
+PNG support
+  iortcw 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
+  RTCW client or earlier versions of iortcw.
+
+  Recent versions of GtkRadiant and q3map2 support PNG images without
+  modification. However GtkRadiant is not aware that PNG textures are supported
+  by iortcw. 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 join the
+mailing list (http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org) and 
+submit your patch there.  The best case scenario is that you submit your patch 
+to bugzilla, and then post the URL to the mailing list.
+
+The focus for ioq3 is to develop a stable base suitable for further development
+and provide players with the same RTCW experience they've had for years. As
+such ioq3 does not have any significant graphical enhancements and none are
+planned at this time. However, improved graphics and sound patches will be
+accepted as long as they are entirely optional, do not require new media and
+are off by default.
+
+
+--------------------------------------------- Building Official Installers 
-----
+
+We need help getting automated installers on all the platforms that iortcw
+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 RTCW 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 an SDL so/dylib/dll on every platform.
+
+  * Please include an OpenAL so/dylib/dll, since every platform should be using
+    it by now.
+
+  * Please contact the mailing list when you've made your installer.
+
+  * 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.
+
+------------------------------------------------------------------ Credits 
-----
+
+Maintainers
+  Donny Springer <m4n4t4...@gmail.com>
+  Zack Middleton <zturtle...@gmail.com>
+  James Canete <use.les...@gmail.com>
+
+Significant contributions from
+  Ryan C. Gordon <iccu...@icculus.org>
+  Andreas Kohn <andr...@syndrom23.de>
+  Joerg Dietrich <dietrich_jo...@t-online.de>
+  Stuart Dalton <badc...@gmail.com>
+  Vincent S. Cojot <vincent at cojot dot name>
+  optical <a...@rigbo.se>
+  Aaron Gyes <fl...@aaron.gy>
+  Ludwig Nussel <ludwig.nus...@suse.de>
+  Thilo Schulz <a...@ats.s.bawue.de>
+  Tim Angus <t...@ngus.net>
+  Tony J. White <t...@tjw.org>
+  Zachary J. Slater <zach...@ioquake.org>

-- 
Alioth's /usr/local/bin/git-commit-notice on 
/srv/git.debian.org/git/pkg-games/iortcw.git

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