Re: [ioquake3] Standalone based on TA

2013-11-26 Thread Vincent P. Ellis
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
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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 
(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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[ioquake3] Custom TTF fonts in GUI

2013-11-26 Thread Vincent P. Ellis
I've read a little bit about the TTF support in ioquake, but i'm curious about 
using TTF fonts in the UI code. Right now, it's only using bitmapped fonts. Is 
there an easy way of replacing those, or is it too cumbersome?

Vincent Ellis
C/C++ Technician
vinc...@linuxmail.org
El Paso, TX
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Re: [ioquake3] Custom TTF fonts in GUI

2013-11-26 Thread Joerg Dietrich

It's quite easy.
First you need a build of ioquake3 with "USE_FREETYPE" enabled.
I'm not sure if the default builds from the website have this.
As you write in your other posts that you are using
the TA-game-files as your base you can define the font
in menu/main.menu like this :

// main menu

#include "ui/menudef.h"

{
assetGlobalDef
{
font"fonts/DejaVuSansMono-Bold.ttf" 20
smallFont   "fonts/DejaVuSansMono-Bold.ttf" 16
bigFont "fonts/DejaVuSansMono-Bold.ttf" 32
.
.
.

Of course the ttf must reside in the fonts-directory in your 
mod-directory. ioquake3 doesn't use the system-fonts.

Be aware, the console uses its own "font".
It uses gfx/2d/bigchars.tga. So you need to generate your own
bigchars.tga if you want to do your own standalone.
The corresponding shader in scripts/gfx.shader must be there too.
Otherwise the console-output looks bad.


Joerg

Am 26.11.2013 13:06, schrieb Vincent P. Ellis:

I've read a little bit about the TTF support in ioquake, but i'm curious
about using TTF fonts in the UI code. Right now, it's only using
bitmapped fonts. Is there an easy way of replacing those, or is it too
cumbersome?

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


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Re: [ioquake3] Standalone based on TA

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