![]() Personally I would use the mod code from ioquake3 since it has additional bug fixes and improvements over the original Quake 3 1.32, licensed under the GPL which is needed for standalone games, and allows using code from other GPL games/mods. If you use Q3 SDK license, you cannot add code with GNU GPL license. If you use the GPL license, you cannot add code with no license or Q3 SDK license. So whichever you pick there is Quake 3 code out there you cannot use. The Q3 SDK license and GPL license are incompatible. GNU GPLv2+ requires your mod source code to be available to anyone with binaries (QVMs/DLLs). Q3 SDK license ( Q3A_TA_GameSource_132.exe) or GNU GPLv2+ (Quake 3 1.32b source code / ioquake3). The main consideration is which license you want to use for you mod. The final patched Quake 3 1.32 SDK is Q3A_TA_GameSource_132.exe. ![]() Q3AGameSource.exe is the name of the older Quake 3 1.1x SDK source code which incompatible with final patched Quake 3 1.32 (Quake 3 1.32b engine source code and ioquake3). To run on original Quake 3 (and ioquake3) you need to pass -vq3 (vanilla q3) to $(Q3ASM) in Makefile when linking QVMs. It shouldn’t be too difficult to build the Q3 1.32 SDK code using ioquake3’s Makefile and lcc (code/tools).īy default QVMs built using ioquake3 Makefile cannot run on the original Quake 3 engine (due to slightly modified QVM format). The ioquake3 Makefile also has the benefit of building mod DLLs using gcc or clang which have better error messages and can be used with a debugger (gdb, lldb). You can disable building the ioquake3 server and client executable using make BUILD_SERVER=0 BUILD_CLIENT=0 (or setting those in Makefile). The code/qcommon/q_* files are code/game/q_* in the Q3 SDK. The mod code is in ioquake3 code/game, code/cgame, code/q3_ui (baseq3), code/ui (Team Arena), code/qcommon/q_shared.*, code/qcommon/q_math.*. ioquake3 receives bug fixes and improvements to the mod code as well. There isn’t a maintained ioq3 SDK as far as I know. Is there somewhere base project for linux with makefile that contains only bare necessaries for making working mod?ĭoes q3lcc with better error messages exists somewhere? Should mod be started using everything found in ioquake code directory? I assume that’s the whole game and just mod should not need stuff from there? What is the most up to date guide for starting modding for somebody who already knows C? Googling is hard because there are lot of dead links. ![]() Lcc not providing it’s own standard headers created bad errors messages, “/tmp/ could not be read”. I’m confused, where does the engine end and game source start? I have not been able to compile the original quake3 source (output of Q3AGameSource.exe) because cons throws some error and at some point something complained about glibc and gcc version. I have tried to look into quake3 modding and currently I’m following this tutorial but I had to stop.
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