,-----------------------------------------------.
| |
_________ _ __
/ _____/_____ ____ __ _______ _____ (_) _____/ |
\_____ \ | _ \/ __ \ / \\_ __ \/ \| |/ \ __\
/ \| |_) ___// () \| | '/ | | \ | || \ |
/_________/| __/\____/__/\__\__| |__|_|__/_|__||__/__|
| |_| |
`--- https://github.com/zturtleman/spearmint ---'
Spearmint has two main goals;
- provide a flexible engine for creating new games and mods.
- support features from (and running) various id Tech 3-based games.
Some of the major Spearmint features are:
- Four player splitscreen
- Moved a lot of code from server and client to Game and CGame VMs;
- including console, chat input overlay,
usercmd_t
creation, and a lot of bot AI code.
- including console, chat input overlay,
- Allow games to modify
entityState_t
andplayerState_t
without changing the engine. - Extended API for Game and CGame/UI, includes some of the features from;
- RTCW, WolfET, Tremulous, Turtle Arena, and World of Padman
- Merged UI VM into CGame VM, easier to modify as a whole / more flexible.
- Additional shader keywords.
Some of the major ioquake3 features currently implemented are:
- SDL 2 backend
- OpenAL sound API support (multiple speaker support and better sound quality)
- Full x86_64 support on Linux
- 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 "%APPDATA%\Spearmint")
- 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 Q3 source release has been renamed to id-readme.txt so as to prevent confusion. Please refer to the website for updated status.
The Quake 3 game, cgame, and ui code and QVM compiler are not included. If you wish to play Quake 3, you'll need to get and build https://github.com/zturtleman/mint-arena/ too.
For *nix
- Change to the directory containing this readme.
- Run 'make'.
For Windows
- Install mingw-w64
- Change to the directory containing this readme.
- Run 'make'.
For macOS, building a Universal Binary (macOS 10.5 to 10.8, x86_64, x86, ppc)
- Install MacOSX SDK packages from XCode. For maximum compatibility, install MacOSX10.5.sdk and MacOSX10.6.sdk.
- Change to the directory containing this README file.
- Run './make-macosx-ub.sh'
- Copy the resulting ioquake3.app in /build/release-darwin-universal to your /Applications/ioquake3 folder.
For macOS, building a Universal Binary 2 (macOS 10.9+, arm64, x86_64)
- Install MacOSX SDK packages from XCode. Building for arm64 requires MacOSX11.sdk or later.
- Change to the directory containing this README file.
- Run './make-macosx-ub2.sh'
- Copy the resulting ioquake3.app in /build/release-darwin-universal2 to your /Applications/ioquake3 folder.
Installation, for *nix
- Set the COPYDIR variable in the shell to be where you installed Quake 3 to. By default it will be /usr/local/games/quake3 if you haven't set it. This is the path as used by the original Linux Q3 installer and subsequent point releases.
- Run 'make copyfiles'.
It is also possible to cross compile for Windows under *nix 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 baseq3 and such
BUILD_SERVER - build the 'spearmint-server' server binary
BUILD_CLIENT - build the 'spearmint' client binary
SERVERBIN - rename 'spearmint-server' server binary
CLIENTBIN - rename 'spearmint' client binary
USE_RENDERER_DLOPEN - build and use the renderer in a library
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_MP3 - enable MP3 support
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_FREETYPE - enable FreeType support for rendering fonts
USE_INTERNAL_LIBS - build internal libraries instead of dynamically
linking against system libraries; this just sets
the default for USE_INTERNAL_ZLIB etc.
and USE_LOCAL_HEADERS
USE_INTERNAL_FREETYPE - build and link against internal FreeType library
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_INTERNAL_VORBIS - build and link against internal Vorbis library
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.
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
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_homepath - Specify name that is to be appended to the
home path
com_legacyprotocol - Specify protocol version number for
legacy Quake3 1.32c 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 ioquake3 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
sv_public - controls infomation sent to master server
and game server browsers
1: send info to masters and game browsers
0: send info to game browsers
-1: don't send any info
-2: don't send any info or allow joining
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
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 in Spearmint
r_zfar - sets z far for testing global fog
distances, requires cheats to be enabled
r_forceSunScale - override sunShader scale when more than 0
con_autoclear - causes the console input to be cleared
when opening/closing the console (this is
the default behavior in Quake 3, RTCW, and
ET)
con_autochat - causes console input without a slash at
the to beginning to be sent as chat
messages
cg_atmosphericEffects - 0.0 to 1.0 scales the amount of rain and
snow. set to 0 to disable rain/snow.
cg_teamDmLeadAnnouncements - Set to 0 to disable the team lead change
announcements in Team Deathmatch (quake3
1.32 had no lead announcements in TDM).
cg_consoleLatency - controls how long messages stay in cgame
notify area in miliseconds (default 3000)
cg_drawShaderInfo - draw world shader name/image on HUD that
that player's crosshair is pointing at
(must enable cm_betterSurfaceNums!)
cg_fovAspectAdjust - apply fov correction for non-4:3 viewports
it's especially useful for splitscreen
cg_fadeExplosions - fade out explosions instead of
shrinking radius
cg_coronas - 0: disable drawing corona entities
1: draw coronas if in front of camera
and within dist set by cg_coronafardist
2: only check if solid object between
corona and camera
3: just pass to renderer, may draw through
walls
cg_coronafardist - max draw distance for coronas, if
cg_coronas is 1
vm_minQvmHunkKB - minimum memory pool size for each QVM's
trap_Alloc. DLLs use shared memory pool
and are limited by com_hunkMegs.
cm_betterSurfaceNums - try to reconnect collision and draw
surface numbers. must be enabled for
trap_R_GetSurfaceShader and
trap_R_SetSurfaceShader to work correctly
r_shaderlod - used for if-endifs in shaders
"if shaderlod 0.45" .. "endif"
check if r_shaderlod > 0.45
r_forceWindowIcon32 - use low resolution 32x32 window icon,
windowicon32.ext instead of windowicon.ext
g_playerCapsule - use capsule instead of box for player
collision. each player has it set at spawn
allowing mix of capsule and box in game
ui_stretch - stretch menus to fill wide/narrow screens
bot_report - show bot info on HUD when following bot
in spectator mode
bot_shownodechanges - show bot AI node state changes, useful
for debugging bot behavior
bot_showteamgoals - show bot team goal changes, useful for
debugging bot teamplay behavior
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 off the server using client number
kickall - kick all clients off the server
kickbots - kick all bots off the server
tell <client num> <msg> - send message to a single client (new to server)
cvar_modified [filter] - list modified cvars, can filter results (such as "r*"
for renderer cvars) like cvarlist which lists all cvars
addbot random - the bot name "random" now selects a random bot
New in Spearmint
levelshot <size> - spearmint allows setting levelshot size, example
`levelshot 512'. defaults to 128.
botreport - shows what bots are doing, must set
bot_report 1
r_customPixelAspect - it had no effect
com_basegame - replaced manually setting basegame dirs with loading
them from mint-game.settings
fs_basegame - see above
vm_ui - ui VM has been merged into cgame VM
clientkick <clientkick> - replaced with kicknum command
kick all - replaced with kickall command
kick allbots - replaced with kickbots command
To force Spearmint to use shared libraries instead of qvms run it with the following
parameters: +set sv_pure 0 +set vm_cgame 0 +set vm_game 0
Copy demoq3/pak0.pk3 from the demo installer to your baseq3 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.
Ioquake3 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, ioquake3 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.
You can enable redirected downloads on your server even if it's not an ioquake3 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://ioquake3.org"
, fs_game is "baseq3"
, and the client is
missing "test.pk3"
, it will attempt to download from the URL
"http://ioquake3.org/baseq3/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 ioquake3 servers can make use of the HTTP_REFERER
that ioquake3 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.
Simply setting cl_allowDownload to 1 will enable HTTP/FTP downloads assuming ioquake3 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 ioquake3 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.
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 ioquake3.
On NT-based such as Windows XP, this is usually a directory named:
C:\Documents and Settings\%USERNAME%\Application Data\Spearmint\
Windows 95, Windows 98, and Windows ME will use a directory like:
C:\Windows\Application Data\Spearmint
in single-user mode, or:
C:\Windows\Profiles\%USERNAME%\Application Data\Spearmint
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:
%APPDATA%\Spearmint\
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 Spearmint is installed. For example:
spearmint.exe +set fs_homepath "c:\spearmint"
Note that this cvar MUST be set as a command line parameter.
ioquake3 clients have different keyboard behaviour compared to the original Quake3 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 Quake3 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 Q3 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 Q3 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.
(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.
Spearmint has a useful new feature for mappers. Paths in a game directory with the extension ".pk3dir" are treated like pk3 files. This means you can keep all files specific to your map in one directory tree and easily zip this folder for distribution.
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.
However, before you start compiling your own version of Spearmint, 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", you should probably just use Spearmint.
If you really changed parts that would make vanilla Spearmint incompatible with your mod, we have included another way to conveniently build a stand-alone binary. Just run make. 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 Spearmint 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 Spearmint 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 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 Quake 3 Arena 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:
- improve logging to allow statistical tools to index players by more than just name
- granting some weak admin rights to players without requiring passwords
ioquake3 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 Quake 3 client or earlier versions of ioquake3.
Recent versions of GtkRadiant and q3map2 support PNG images without modification. However GtkRadiant is not aware that PNG textures are supported by ioquake3. 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.
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.
Please submit all patches as a GitHub pull request.
The focus for Spearmint is to develop a stable base suitable for further development and provide players with the same Quake 3 game play experience they've had for years.
Spearmint Maintainers
- Zack Middleton zturtleman@gmail.com
ioquake3 Maintainers
- James Canete use.less01@gmail.com
- Ludwig Nussel ludwig.nussel@suse.de
- Thilo Schulz arny@ats.s.bawue.de
- Tim Angus tim@ngus.net
- Tony J. White tjw@tjw.org
- Jack Slater jack@ioquake.org
- Zack Middleton zturtleman@gmail.com
Significant contributions from
- Ryan C. Gordon icculus@icculus.org
- Andreas Kohn andreas@syndrom23.de
- Joerg Dietrich Dietrich_Joerg@t-online.de
- Stuart Dalton badcdev@gmail.com
- Vincent S. Cojot
- optical alex@rigbo.se
- Aaron Gyes floam@aaron.gy