[quake3] Greetings

Ludwig Nussel ludwig.nussel at suse.de
Tue Apr 8 09:48:09 EDT 2008


Tony J. White wrote:
> On Sun, Apr 06, 2008 at 08:48:49PM +0200, Ludwig Nussel wrote:
> > Thilo Schulz wrote:
> > > On Sonntag, 6. April 2008, webmaster at groundplan.com wrote:
> > > > Bottom line is this. We want to do a stand-alone game. We will not need
> > > > access to any of the Id assets so therefore id's pk3 files are not needed.
> > > 
> > > Actually, the ioquake3 binary supports running games without having the id 
> > > assets. You just need to +set fs_game   to whatever your main directory 
> > > happens to be.
> > 
> > As contributor to ioquake3 I am of course biased, I really hate if I
> > fix something in ioquake3 then want to play some ioq3 based game and
> > still have the bug there.
> 
> If I add a new syscall to tremulous, should I also add it to ioq3?
> 
> For instance, I'm currently in the process of adding a new syscall
> trap_S_SoundDuration().  Should this be added to ioq3 even though
> it isn't used by ioq3's cgame/ui?

Well, if that's the syscall every mod developer always wanted and
noone can live without anymore I guess it would be fine. I can't
judge though.

> Even though tremulous syncs from ioq3 as it's upstream,  it has a very
> different set of syscalls because the botlib stuff has been removed, but
> afaik this would be the first _added_ syscall.

Are the removed syscalls the only engine modification of tremulous?
I always thought it was more.

cu
Ludwig

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