I knew the ioquake3 new convenient feature: ioquake3 has a useful new feature for mappers. Paths in a game directory with the extension “.pk3dir” are treated like pk3 files.
So i unzip the baseq3/pak1.pk3 to baseq3/pak1.pk3dir and delete the pak1.pk3 file, when i debug program, an error occured: “Point Release files are missing. Please re-install the 1.32 point release…”, the error is threw by FS_CheckPak0 function.
How do i use the .pk3dir feature properly ? Thanks in advance!!
If you’re touching Quake 3 main game resources, I think you should do something like that, in my way I’m used to use the mod way:
ioquake3.x86_64.exe +set fs_game q3-data.pk3dir where
q3-data.pk3dir is where I save vm folder.
q3-data.pk3dir is where we save textures, sounds, vm, maps, effects, … Must be included the folders like that:
To use .pk3dir, create baseq3/<name>.pk3dir with folders like in a pk3 and set sv_pure 0. The .pk3dir will be sorted to the same load order as <name>.pk3. You can use any <name>.pk3 or .pk3dir and it will automatically be used. (This can be used with other game/mod directories as well as baseq3.)
The default baseq3 / missionpack pk3s are a special case; ioquake3 requires the pk3 files to be present to run and they should not be modified. In general, this is needed for joining servers with
If you really want to use default Quake 3 pk3s as pk3dirs for some reason, you could do this using “ioquake3 +set com_basegame baseq3-unzipped +set sv_pure 0” (to disable the default pk3 files requirement and enable unzipped files / .pk3dir) and put the pak*.pk3dir folders in “baseq3-unzipped” instead of “baseq3”. (You cannot join regular Quake 3 servers using this set up.)
fs_game <name>.pk3dir is actually not using the .pk3dir system. It’s a mod/game directory. You could just use <name> or whatever. (This still needed sv_pure 0 to access unzipped files in-game.)
Thank for your replay. I created a new folder named ‘data’, then pass ‘+set com_basegame data +set sv_pure 0’ to command line, unzip files from pak0.pk3 to pak8.pk3 to this folder (merge and replace files in correct order), and it works fine!
Thank for your help! Actually i didn’t create a .pk3dir directory, instead of i created a new folder named ‘data’, then pass ‘+set com_basegame data +set sv_pure 0 ’ to command line, unzip files from pak0.pk3 to pak8.pk3 to this folder (merge and replace files in correct order), and it works fine!
BTW, i noticed that the console didn’t print the count of files when loading .pk3dir, i don’t know if this is intentional.
Also, I’d really like to know how to enable truetype font in ioquake3. Although I define USE_FRRETYPE as 1 in Makefile, the freetype code in tr_font.c still doesn’t run, it seems that these codes are used to precompile truetype font files. I look up some answers seem to require modifying all relevant font code, which is a bit tricky.
It would be very exciting if truetype fonts could be used in ioquake3 directly, will this feature be possible in future ioquake3 ?
Thanks again !
TrueType fonts are only utilized by the expansion Quake 3: Team Arena and it’s a little complicated to use. Use ttf font in a standalone game - #2 by zturtleman
Thanks for your explanation ! The
Spearmint Quake 3 looks very nice! I will test it in someday.
Have a good day!