Difference between revisions of "Mod or Standalone?"

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(New page: == Intro == Considerations when deciding to take your mod standalone, or is it better to just make an ioquake3 mod? '''Making a Standalone Game Gets You:''' * Unified Look and Feel: When ...)
 
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== Intro ==
 
== Intro ==
 
Considerations when deciding to take your mod standalone, or is it better to just make an ioquake3 mod?
 
Considerations when deciding to take your mod standalone, or is it better to just make an ioquake3 mod?
 +
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Standalone means you ship a copy of the engine with at least
 +
modified binary name and base/default mod whereas an ioquake3 mod
 +
only ships with the game code and without eingine.
  
 
'''Making a Standalone Game Gets You:'''
 
'''Making a Standalone Game Gets You:'''
* Unified Look and Feel:
 
When players launch your standalone game it will have a unified look & feel from start to finish.
 
  
* Change the Engine Code:
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<!-- I don't understand this point -- ln
You can make changes to the binary that are incompatible with the ioquake3 scheme. Want raytracing by default? Maybe your own particle system. Go for it with the standalone.
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* Unified Look and Feel:<br>When players launch your standalone game it will have a unified look & feel from start to finish.
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-->
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* Change the Engine Code:<br>You can make changes to the binary that are incompatible with the ioquake3 scheme. Want raytracing by default? Maybe your own particle system. Go for it with the standalone.
 +
 
 +
* Responsibility to release Updates:<br>You will have to handle and release (security) fixes yourself
  
 
'''Making an ioquake3 Mod Gets You:'''
 
'''Making an ioquake3 Mod Gets You:'''
  
* Consistent Player Configuration:
+
* Consistent Player Configuration:<br>A separate game has to be configured separately whereas a mod inherits the initial settings (video mode, key binds) from baseq3
A separate game has to be configured separately whereas a mod inherits the initial settings (video mode, key binds) from baseq3
 
  
* Consistent Updates from the Engine
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* Consistent Updates from the Engine:<br>A separate game has to be updated separately ie the user will not benefit from (security) fixes in ioquake3 immediately or ever after the standalone game inevitably stops being updated.
A separate game has to be updated separately ie the user will not benefit from (security) fixes in ioquake3 immediately or ever after the standalone game inevitably stops being updated.
 
  
* Platform Independence
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* Platform Independence<br>A qvm mod is platform independent, a huge benefit for users of the less common platforms/operating systems.
A qvm mod is platform independent, a huge benefit for users of the more exotic platforms/operating systems.
 

Revision as of 05:23, 7 April 2008

Intro

Considerations when deciding to take your mod standalone, or is it better to just make an ioquake3 mod?

Standalone means you ship a copy of the engine with at least modified binary name and base/default mod whereas an ioquake3 mod only ships with the game code and without eingine.

Making a Standalone Game Gets You:

  • Change the Engine Code:
    You can make changes to the binary that are incompatible with the ioquake3 scheme. Want raytracing by default? Maybe your own particle system. Go for it with the standalone.
  • Responsibility to release Updates:
    You will have to handle and release (security) fixes yourself

Making an ioquake3 Mod Gets You:

  • Consistent Player Configuration:
    A separate game has to be configured separately whereas a mod inherits the initial settings (video mode, key binds) from baseq3
  • Consistent Updates from the Engine:
    A separate game has to be updated separately ie the user will not benefit from (security) fixes in ioquake3 immediately or ever after the standalone game inevitably stops being updated.
  • Platform Independence
    A qvm mod is platform independent, a huge benefit for users of the less common platforms/operating systems.