Oh, that's much clearer! So, in the end, the missionpack vm's are completely 
different than the basegame vm's? And the data set is "inheriting" and 
extending from the basegame?

Where's exactly the missionpack vm code? I noticed there are lot's of 
ifndefs/ifdefs around, is it coupled together with the base game code?
----- Original Message -----
From: Zack Middleton
Sent: 11/27/13 12:03 AM
To: Primary ioquake3 Discussion/Development list
Subject: Re: [ioquake3] Standalone based on TA

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 



Vincent Ellis
C/C++ Technician
vinc...@linuxmail.org
El Paso, TX
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