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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