Spearmint 0.3 May 13, 2016 -------------- Spearmint is a engine based on ioquake3 that is not compatible with (io)quake3 mods and demo replays. Some of the many changes from ioquake3: * Four player splitscreen support * Bullet marks on doors and moving platforms * Aspect correct wide screen FOV and HUD in Q3A * Improved Bot AI * Improved gamepad support * PNG screenshots * Many modding improvements For updates visit * https://clover.moe/spearmint Source files: * https://github.com/zturtleman/spearmint * https://github.com/zturtleman/mint-arena * https://github.com/zturtleman/spearmint-patch-data # How to play To play Spearmint Quake 3, copy Quake 3's baseq3/pak[0-8].pk3 into the local baseq3 directory. To play the Team Arena expansion, copy Quake 3 Team Arena's missionpack/pak[0-4].pk3 into the local missionpack directory. If you don't own Quake 3 or Team Arena, they can be purchased on Steam. http://store.steampowered.com/sub/433/ Team Arena is not required to play Quake 3. After copying the data, run spearmint_x86 or if using a 64-bit OS using spearmint_x86_64. On OSX, run the universal App Bundle. Team Arena's UI does not support adding splitscreen players or setting their controls. # How to run a server To run a dedicated internet server, open a terminal or command prompt and change to the directory containing Spearmint and run "spearmint-server_x86 +set net_port 27960 +set sv_public 1 +set sv_pure 1 +set fs_game baseq3 +devmap q3dm17". If you're running Spearmint on a device behind a NAT router, forward port 27960 (UDP) to the IP of the device running the server. * net_port defines the UDP-port used for connections to the server * fs_game should be the game you want to play * sv_pure 0 allows clients to use pk3-files not present on the server * sv_public 0 is LAN, 1 is Internet # Where do the saved files go? All files are saved into the "settings" directory if it exists. It has been included so that this is a portable installation. If the "settings" directory is deleted then a system path will be used. * Windows: \%APPDATA%\Spearmint\ * Linux: /home/username/.spearmint/ * OSX: /Users/username/Library/Application Support/Spearmint/ # What version of SDL is included? SDL 2.0.3 # Game controllers To enable a controller, go to controls -> player # -> joy -> select joystick. Spearmint supports various controller mappings by default, but requires binding them in the controls menu (like keyboard keys). If a controller's buttons cannot be bound in controls menu, it means that the controller mapping must be manually configured. See gamepad-controls.txt for details. gamecontrollerdb.txt is a read-only file with additional controller mappings. See https://github.com/gabomdq/SDL_GameControllerDB for details/updates. # Renderer Spearmint includes two renderers, opengl1 and opengl2. The default is opengl1. The opengl2 renderer uses newer OpenGL features (OpenGL 2+) and is slower in many cases. It's mostly on-par with opengl1, but may have some issues. There are various new features though. See opengl2-readme.txt for details. Open the in-game console by pressing "~" (the key left of 1 on US QWERTY layout) or shift+escape. Type "com_renderer opengl2; vid_restart" and press enter. Switch back using "com_renderer opengl1; vid_restart". # Credits 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 OpenMoHAA - OpenMoHAA contributors Xreal (triangle mesh collision) - Robert Beckebans