On Tue, Nov 26, 2013 at 6:03 AM, Vincent P. Ellis <vinc...@linuxmail.org>wrote:
> 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
_______________________________________________ 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.