Re: [ioquake3] Standalone based on TA

2013-11-26 Thread Zack Middleton
On Tue, Nov 26, 2013 at 6:03 AM, Vincent P. Ellis vinc...@linuxmail.orgwrote:

 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.


Sorry for the confusion caused by the term 'mod'. com_basegame or BASEGAME
in code/qcommon/q_shared.h set the base game. It works for TA-based
game/mod/basegame directory containing QVMs and data files.

I used the term 'mod directory' because 'game directory' is undescriptive
as to what it refers to. There isn't any distinction between between a
basegame or a mod. Mods just require/use data from another game directory,
which is handled entirely by com_basegame (the base game) and fs_game (the
mod) cvars.

Best Regards,
Zack Middleton
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Re: [ioquake3] Standalone based on TA

2013-11-25 Thread Zack Middleton
On Mon, Nov 25, 2013 at 12:02 PM, Vincent P. Ellis vinc...@linuxmail.orgwrote:

 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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