QMM (Q3 MultiMod) is a plugin manager for Quake 3 that sits between the Q3 engine and the actual game mod to allow pseudo-mods to be dynamically loaded adding new functionality to a Quake 3 Mod. Similar to MetaMod for HalfLife.
C++ 59.23%Makefile 3.11%C 33.43%Assembly 4.23%
qmm's Introduction
QMM - Q3 MultiMod
Copyright QMM Team 2005
http://www.q3mm.org/
Licensing:
QMM is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
QMM is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with QMM; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Created By:
Kevin Masterson a.k.a. CyberMind <[email protected]>
Win32 Installation:
* Each game uses a different filename for the mod DLL. Refer to this list
when asked to rename QMM in step 2:
- Quake 3 Arena qagamex86.dll
- Return to Castle Wolfenstein (Multiplayer) qagame_mp_x86.dll
- Return to Castle Wolfenstein: Enemy Territory qagame_mp_x86.dll
- Jedi Knight 2 jk2mpgamex86.dll
- Jedi Academy jampgamex86.dll
- Return to Castle Wolfenstein (Singleplayer) qagamex86.dll
* Note for listen servers:
You can get rid of the DLL "Security Warning" message by setting the
'com_blindlyLoadDLLs' cvar to 1. You can do this by adding the
following to <mod>/autoexec.cfg (create it if it does not exist):
seta com_blindlyLoadDLLs 1
* Note for Quake 3 Arena and Jedi Knight 2 servers:
You must set the 'vm_game' cvar to 0 before QMM will work. You can do
this by adding the following to <mod>/autoexec.cfg (create it if it
does not exist):
seta vm_game 0
* Note for Jedi Academy Win32 servers:
- Before following step 1, you must extract the jampgamex86.dll file from
the .pk3 files. You can do this two ways:
+ Extract it manually with a ZIP program like WinZip
+ Run the server once without setting up QMM and you will find the
jampgamex86.dll inside the mod directory.
- Replace step 2: Place zzz_qmm_jka.pk3 into the mod directory
1. If a mod DLL (listed above) already exists, prefix the file with "qmm_"
2. Place qmm.dll into the mod directory and rename it to the correct
filename listed above
3. Place pdb.dll and qmm.ini into the root game directory (where the .exe
is located)
4. Configure qmm.ini (see file for more details)
Linux Installation:
* Each game uses a different filename for the mod SO. Refer to this list
when asked to rename QMM in step 2.
- Quake 3 Arena qagamei386.so
- Return to Castle Wolfenstein (Multiplayer) qagame.mp.i386.so
- Return to Castle Wolfenstein: Enemy Territory qagame.mp.i386.so
- Jedi Knight 2 jk2mpgamei386.so
- Jedi Academy jampgamei386.so
- Return to Castle Wolfenstein (Singleplayer) qagamei386.so
* Note for Quake 3 Arena and Jedi Knight 2 servers:
You must set the 'vm_game' cvar to 0 before QMM will work. You can do
this by adding the following to <mod>/autoexec.cfg (create it if it
does not exist):
seta vm_game 0
1. If a mod SO (listed above) already exists, prefix the file with "qmm_"
2. Place qmm.so into the mod directory and rename it to the correct
filename listed above
3. Place pdb.so and qmm.ini into the root game directory (where the server
binary is located)
4. Configure qmm.ini as needed (see file for more details)