Examples of QMM installation

QMM Bugfixes versions (by EYJohn)
1.0.7b version for Windows
1.0.8 version for Linux


The QMM bugfixes (for Enemy Territory) provides some additional bugfixes which may already be supported by the mod you run.
A more detailed readme about the bugs fixed can be found in the plugins

INSTILLATION

These instructions are for linux only

- place pdb.so and qmm.ini into your servers directory
- rename the qagame.mp.i386.so in your mod folder (etpro) to qmm_qagame.mp.i386.so
- place the plugins directory into your mod folder (etpro)

Documentation for version 1.0.3
Plugin By Evgeny Yakimov (eyjohn) 
www.ycn-hosting.com




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 <kevinm@planetquake.com>

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)
