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Spearmint is a fork of ioquake3 with two main goals; 1) provide a flexible engine for creating new games and mods, 2) support features from (and running) various id Tech 3-based games.
Spearmint can be used to play Quake III Arena, Quake III: Team Arena, and Turtle Arena. Progress has been made toward running Return to Castle Wolfenstein (MP) and Wolfenstein: Enemy Territory, still quite a bit left before it's possible though. Spearmint is not compatible with existing mods (the QVM/DLL files) or demos (game recordings) for any game.
Changes are still being made that affect the VM APIs and network compatibility. Eventually they will be finalized.
- IRC: #spearmint on irc://irc.freenode.net
- Forum: https://groups.google.com/forum/#!forum/spearmint-engine
- 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.
- 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.
Also see Features Overview. See Roadmap and issues list for future plans.
Side-tracked on RTCW/ET/SoF2/JK2/JA/FAKK/Alice/EF2/etc support.
March 15 2014: I'll probably get back to these soon.
- Finalize VM API for future backward compatibility.
- Things at https://github.com/zturtleman/spearmint/issues?milestone=5&state=open
Also see Features Overview.
- New Game -- Information about changing the engine game, data paths, etc.
- New Sounds -- Information about sounds new games might want to add.
Spearmint is licensed under a modified version of the GNU GPLv3 (or at your option, any later version), the license is also used by Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, and Doom 3.
- Zack Middleton (main developer)
- Tobias Kuehnhammer (feedback / bug reports / Bot AI fixes)
- And other contributors
Spearmint is based on ioquake3 and also contains code from;
- RTCW SP - Gray Matter Interactive
- RTCW MP - Nerve Software
- Wolfenstein: Enemy Territory - Splash Damage
- Tremulous - Dark Legion Development
- World of Padman - Padworld Entertainment
- ioquake3 Elite Force MP patch - Thilo Schulz
- NetRadiant's q3map2 - Rudolf Polzer
- OpenArena - OpenArena contributors
- Xreal - Robert Beckebans
Spearmint is not compatible with QVMs/DLLs for existing games. Many source code changes are required to port a game/mod to Spearmint.
Many games have the game code (aka mod code) released. However, most cannot be ported to Spearmint because of the incompatible code licenses. Elite Force, SoF2, FAKK, and Elite Force 2 are under restrictive EULAs. JK2/JA are (apparently?) GPLv2 only. No code for Alice or MoHAA has been released. Currently, if any of these games are going to be made to run on Spearmint, they must be rewritten starting from Q3 code.
Tremulous, World of Padman, Smokin' Guns, Q3Rally, OpenArena, RTCW, and Wolf: ET use compatible licenses (GPLv2+ or GPLv3+) and can be ported. The engine doesn't support all the needed features for all games yet though.
- Quake 3, Team Arena. See mint-arena.
- Turtle Arena / Extraordinary Beat X. See TA, EBX.
You're probably not going to have much fun playing it, but it sort of works.
- Elite Force. See mint-voyager.
Lightly modified Q3 code for testing map and shader compatibility.
- RTCW and ET maps are tested using mint-arena.
- SoF2, JK2, JA. See mint-helix.
- FAKK, Alice. See mint-metal.
Game | All Needed Features | Lacking Areas | Status --- | --- | --- | --- | --- Quake III Arena | yes | none | Complete (inherited from ioquake3) Quake III: Team Arena | yes | none | Complete (inherited from ioquake3) OpenArena 0.8.8 | yes | none | Complete (based on Debian ioq3 patches) Q3Rally (Standalone) | yes | none | Complete Tremulous | yes | game, ui | Missing system traps for getting news (ui) and sending game stats to master server (game) Turtle Arena / Extraordinary Beat X | yes | none | Complete Return to Castle Wolfenstien (SP) | no | renderer, cgame/ui, game, server, botlib | On hold until RTCW MP and ET support are done. Return to Castle Wolfenstien (MP) | no | renderer, cgame/ui, game, server | Added most shader keywords, MDC and MDS model support (missing torso control), some new system calls Wolfenstien: Enemy Territory | no | renderer, cgame/ui, game, server | Added ET shader keywords, foliage, MDX/MDM support (missing torso control), some new system calls World of Padman | no | renderer, client/server, botlib | Added new WoP VM API calls for VoIP, missing Ogg Theora playback, also #183, #184, and #185. Missing botlib aas debugging changes, not required to play though. Smokin' Guns | no | need to fully review the code | Not started Elite Force (MP) | no | mp3, renderer | Added new shader keywords and made it possible to register LIGHTMAP_NONE shaders in cgame. Missing MP3 support and rendering primitives #168. Soldier of Fortune II (MP) | no | all | Added a few shader related things and partial BSP support (missing lightstyles). Full support is a low priority right now. Jedi Outcast (MP) | no | all | Full support for JK2/JKA is a low priority right now. Added some shader keywords. Jedi Academy (MP) | no | all | Same status as Jedi Outcast. Heavy Metal: F.A.K.K.2 (FAKK) | no | unsure | Added a few shader related things and partial BSP support. Low priority. American McGee's Alice | no | unsure | Added a few shader related things. (Same BSP format as FAKK.) Low priority. Star Trek: Elite Force 2 (EF2) | no | unsure | Added a few shader related things and partial BSP support. Low priority.