So, is TA always considered a mod? I already have a standalone build, without base Quake data and following your guidelines. I'm just curious about how to handle TA game logic. Instead of "setting" the TA mod, i wanted it to be the default basegame. ----- Original Message ----- From: Zack Middleton Sent: 11/26/13 01:56 AM To: Primary ioquake3 Discussion/Development list Subject: Re: [ioquake3] Standalone based on TA
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 (http://master.quake3arena.com ) does not support game names and will fail to get servers. So you should change sv_master1 to "http://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 Vincent Ellis C/C++ Technician vinc...@linuxmail.org El Paso, TX
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