Include #ifdef to make it easier to create a stand-alone binary.
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10 changed files with 84 additions and 20 deletions
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README
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README
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@ -83,6 +83,7 @@ Makefile.local:
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BUILD_CLIENT_SMP - build the 'ioquake3-smp' client binary
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BUILD_GAME_SO - build the game shared libraries
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BUILD_GAME_QVM - build the game qvms
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BUILD_STANDALONE - build binaries suited for stand-alone games
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USE_OPENAL - use OpenAL where available
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USE_OPENAL_DLOPEN - link with OpenAL at runtime
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USE_CURL - use libcurl for http/ftp download support
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@ -193,6 +194,25 @@ Creating mods compatible with Q3 1.32b
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compiler. See http://www.quakesrc.org/forums/viewtopic.php?t=5665 (if it
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still exists when you read this) for more details.
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Creating stand-alone games
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As ioquake3 is meant to be a reliable and stable code base, this engine is
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ideal for your stand-alone game project. We made it easier for you to get a
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binary that does not look for the original quake3 assets. The auth server
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specific parts are disabled, too.
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Just run make with the option BUILD_STANDALONE=1
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Don't forget to edit the PRODUCT_NAME and subsequent #defines in
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qcommon/q_shared.h and fill in your project info!
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While a lot of work has been put into the ioquake3 that you can benefit from
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free of charge, it does not mean that you have no obligations to fulfill.
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Be aware that as soon as you start distributing your game with an engine
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based on our sources we expect you to fully comply with the requirements
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as stated in the GPL. That includes making sources and modifications you made
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to the ioquake3 engine as well as the game-code used to compile the .qvm
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files for the game logic freely available to everyone.
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This does NOT mean that you cannot market this game commercially. All assets
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(e.g. textures, sounds, maps) created by yourself are your property and can
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be sold like every other game you find in stores.
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cl_guid Support
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cl_guid is a cvar which is part of the client's USERINFO string. Its value
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is a 32 character string made up of [a-f] and [0-9] characters. This
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