On Mon, Nov 25, 2013 at 12:02 PM, Vincent P. Ellis <vinc...@linuxmail.org>wrote:

> Using ioquake3, how can we create a standalone game based on TA? Which
> configuration has to be done?
>
> Vincent Ellis
> C/C++ Technician
> vinc...@linuxmail.org
> El Paso, TX
>
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>

First look at these if you have not;
https://github.com/ioquake/ioq3#creating-standalone-games and
https://github.com/ioquake/ioq3#standalone-game-licensing

You can build Team Arena QVMs under a custom mod directory name using;

    make MISSIONPACK="mymod"

Then either add `+set com_basegame mymod` at startup arguments (unmodified
ioq3) or change BASEGAME in code/qcommon/q_shared.h (for having a custom
engine) to use your custom game directory.

You can also disable building baseq3 using;

    make MISSIONPACK="mymod" BUILD_BASEGAME=0

To build custom engine not requiring authentication server, etc add
BUILD_STANDALONE=1 as noted in the first link.

(For additional settings see
https://github.com/ioquake/ioq3#compilation-and-installation )

To separate the game on the LAN / master server add `+set com_gamename
MyMod` (game name must not have spaces, probably good idea to only use
alphabet) or change GAMENAME_FOR_MASTER in code/qcommon/q_shared.h (same
game name rules apply here too). It's worth noting the default master
server (master.quake3arena.com) does not support game names and will fail
to get servers. So you should change sv_master1 to "master.ioquake3.org"
(the default for sv_master2) and set sv_master2 to "" either on the
commandline or in code/server/sv_init.c.

If you have more questions, ask them.

Best Regards,
Zack Middleton
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