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
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
__
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
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