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 > > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > 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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