Re: [ioquake3] Standalone based on TA
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 ___ 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. 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 ___ 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.
[ioquake3] Custom TTF fonts in GUI
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 ___ 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.
Re: [ioquake3] Custom TTF fonts in GUI
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 ___ 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. ___ 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.
Re: [ioquake3] Standalone based on TA
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 ___ 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.