r1310 - trunk
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Thu Apr 10 12:21:49 EDT 2008
Author: tma
Date: 2008-04-10 12:21:49 -0400 (Thu, 10 Apr 2008)
New Revision: 1310
Modified:
trunk/README
Log:
* Fixed up some english in the README
* Added some commentary on the Q3 SDK license to the README
Modified: trunk/README
===================================================================
--- trunk/README 2008-04-10 15:37:25 UTC (rev 1309)
+++ trunk/README 2008-04-10 16:21:49 UTC (rev 1310)
@@ -192,44 +192,59 @@
Q3, it is necessary to pass the commandline option '-vq3' to your invocation
of q3asm. This is because by default q3asm outputs an updated qvm format that
is necessary to fix a bug involving the optimizing pass of the x86 vm JIT
- compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
- still exists when you read this) for more details.
+ compiler.
-Creating stand-alone games
- Have you finished the daunting task of removing all dependencies on the
- quake3 game data? Well, you probably now want to give your users the
- opportunity to play the game without owning a copy of quake3, which
- consequently means removing cd-key and auth server checks. As ioquake3 is
- meant to be a reliable and stable code base for your game project, too, we
- have included means to do that.
+Creating standalone games
+ Have you finished the daunting task of removing all dependencies on the Q3
+ game data? You probably now want to give your users the opportunity to play
+ the game without owning a copy of Q3, which consequently means removing cd-key
+ and authentication server checks. In addition to being a straightforward Q3
+ client, ioquake3 also purports to be a reliable and stable code base on which
+ to base your game project.
+
However, before you start compiling your own version of ioquake3, you have to
- ask youself: Have we changed anything of importance in the engine at all?
+ ask yourself: Have we changed or will we need to change anything of importance
+ in the engine?
- If you must answer that question with "no", it probably makes no sense to
- build your own binaries. You can still use the pre-built binaries on the
- website. Just make sure the game is called with
- +set com_standalone 1 +set fs_game <yourgamedir>
- in links/scripts you install for your users to start the game. Note that the
- com_standalone setting is rendered ineffective, if the binary detects pak
+ 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_standalone 1 +set fs_game <yourgamedir>
+
+ in any links/scripts you install for your users to start the game. Note that
+ the com_standalone setting is rendered ineffective, if the binary detects pk3
files in the directory "baseq3", so you cannot use that one as game dir.
- If you really changed parts that would make vanilla ioquake3 incompatible
- with your mod, we have included another way to conveniently build a
- stand-alone binary. Just run make with the option BUILD_STANDALONE=1
- Don't forget to edit the PRODUCT_NAME and subsequent #defines in
- qcommon/q_shared.h and fill in your project info!
+ If you really changed parts that would make vanilla ioquake3 incompatible with
+ your mod, we have included another way to conveniently build a stand-alone
+ binary. Just run make with the option BUILD_STANDALONE=1. Don't forget to edit
+ the PRODUCT_NAME and subsequent #defines in qcommon/q_shared.h with
+ information appropriate for your project.
- While a lot of work has been put into ioquake3 that you can benefit from
- free of charge, it does not mean that you have no obligations to fulfill.
- Be aware that as soon as you start distributing your game with an engine
- based on our sources we expect you to fully comply with the requirements
- as stated in the GPL. That includes making sources and modifications you made
- to the ioquake3 engine as well as the game-code used to compile the .qvm
- files for the game logic freely available to everyone.
- This does NOT mean that you cannot market this game commercially. 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.
+ While a lot of work has been put into ioquake3 that you can benefit from free
+ of charge, it does not mean that you have no obligations to fulfil. Please be
+ aware that as soon as you start distributing your game with an engine based on
+ our sources we expect you to fully comply with the requirements as stated in
+ the GPL. That includes making sources and modifications you made to the
+ ioquake3 engine as well as the game-code used to compile the .qvm files for
+ the game logic freely available to everyone. Furthermore, note that the "QIIIA
+ Game Source License" prohibits distribution of mods that are intended to
+ operate on a version of Q3 not sanctioned by id software:
+ "with this Agreement, ID grants to you the non-exclusive and limited right
+ to distribute copies of the Software ... for operation only with the full
+ version of the software game QUAKE III ARENA"
+
+ This means that if you're creating a standalone game, you cannot use said
+ license on any portion of the product. As the only other license this code has
+ been released under is the GPL, this is the only option.
+
+ This does NOT mean that you cannot market this game commercially. The GPL does
+ not prohibit commercial exploitation and all assets (e.g. textures, sounds,
+ maps) created by yourself are your property and can be sold like every other
+ game you find in stores.
+
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
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