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 Middl

[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 __

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 #i

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 d