Quake III Arena SDK Version 1.0b3 Linux July 26th, 2000 TABLE OF CONTENTS 1 Requirements 2 Map Editor 3 Mod Coding 4 Known Issues 5 Credits ---------- What's New ---------- - Added linux versions of q3asm and lcc - Added the Portal Viewer Radiant plugin - Minor fixes in Q3Radiant We hope that a full version of this SDK will benefit Linux enthusiasts and aspiring game developers alike to create maps and code game modifications under Linux, as has been common under Windows ever since the original Quake release. In combination with tried and true Linux software for image processing, conversion, and editing, a fully featured map editor will provide Linux users a more complete toolchain for content creation. This is an early test release, but the tools might already be useful as an introduction to the user interface, along with the included documentation. You do not need the Win32 installation of the tools. This is not a supported product, but we would appreciate bug reports at the Loki website, at http://fenris.lokigames.com/ http://fenris.lokigames.com/enter_bug.cgi?product=Q3SDK Pending source releases by id Software, this project will be maintained as open source. If you want to contribute, please contact opensource@lokigames.com when appropriate. Loki Entertainment Software has created a newsgroup devoted to discussion of the Linux Q3SDK: news://news.lokigames.com/loki.games.q3sdk Please use this channel for Linux specific discussions of the Q3SDK and its use. See quake3.lokigames.com for future releases and other announcements. The official sites for reference and id Software releases are http://www.quake3arena.com/ http://www.quake3world.com/ where you fill find tutorials and dicussion forms about Q3 map editing and mod coding in general. ---------------- (1) REQUIREMENTS ---------------- * Requires the full version of Quake3 Arena * Linux kernel version 2.2.9 or above, glibc-2.1 * XFree86 SVGA server version 3.3.5 or above The map editor requires X11 to run, as well as an OpenGL compliant 3-D video card and Linux driver. Software rendering in Mesa can be used, but is not sufficient for acceptable rendering speeds. For updates on GL drivers, see http://www.lokigames.com/support/gldrivers/. The other binaries are commandline tools and do not require graphics, X, or GL. --------------- (2) MAP EDITING --------------- You can specify the name of your OpenGL library by setting the environment variable Q3R_LIBGL, or using the --libgl commandline parameter. Default value is libGL.so.1 Unlike the Win32 version, the Linux binary does not require libGLU. The editor/tool install MUST be installed in the same directory as Quake 3 Arena. This means if you installed Quake 3 Arena in /usr/local/games/quake3 you MUST point the tool installer at that path. The installer currently does not autodetect the game installation. If you want bot support in your maps, you must manually run the bot bspc tool. It is located e.g. in the /usr/local/games/quake3/tools/ directory, depending on your installation. After you have produced a bsp file from a map, you can execute it like: bspc -bsp2aas /somwhere/maps/somemap.bsp Once installed properly, you should be able to open q3dm1sample.map, choose "BSP - Fast Vis" and within a few minutes you should be able to run around in that map. Remember you must have sv_pure set to 0 to load up maps that do not exist in the pk3 file. -------------- (3) MOD CODING -------------- The binary versions of the q3asm and lcc tools required to build QVM bytecode, as well as current versions of the game/cgame sources are now included in the SDK. They have not been extensively tested yet and should be considered still "beta software". Please read the CODING.txt file in the "sources" directory, note that to avoid conflicts with other software installed the binary files have the prefix "q3" (lcc is called q3lcc for example). ---------------- (4) KNOWN ISSUES ---------------- Known issues for this version: There are texture alignment/scaling problems processing sample maps from the Win32 Q3Radiant 1.97 release. Q3Radiant uses OpenGL paths not commonly used by games. Early and incomplete driver releases might crash the application, and even GLX/X11. You might want to try with software Mesa first. We have encountered problems with Utah GLX for G400. With 3dfx, export MESA_GLX_FX="window|fullscreen|disable" all seem to work reasonably, but there might be crashes on exiting the program due to atexit() handlers registed by Mesa. NVidia XFree 4.0 drivers older than 0.93 will not work, you must upgrade to the latest version. If you are running the game along with the editor, you might expose driver problems with multiple GLX contexts. There is a bug in the libX11 library of XFree 4.0 that causes glXUseXFont to dump core. There is a plan to get this fixed in XFree 4.0.1. As a workaround, the libX11 library from XFree 3.3.x can be used. Just copy it somewhere locally, and set the LD_LIBRARY_PATH appropriately or you can run radiant with the "--nofonts" command line option but you won't be able to see the texture names. ----------- (5) CREDITS ----------- Binaries in this SDK contain software technology from id Software, Inc. The HTML manuals are based on the Win32 documentation by id Software. Please check the HTML versions for the credits on the conversion to HTML. The GTK port of Q3Radiant was written by Leonardo Zide. Enjoy! - The Loki Quake III Arena Team