I managed to make a few media files appear in Ioquake, but I had to stop when I tried coding. I was mostly searching .c files for something simple to change and I made the bots chat when they entered the arena.
From previous experience if I've tried making a full mod all at once I fail. One thing that might help is to reduce the needs and focus on one small map. If I had a decent looking and bot friendly map it would help me get a step up.
When I was fortunate to learn in college, I was shown the correct information for my level which meant I finished the work. This time around I don't have a teacher.
When I questioned AI about why SDL2 was easier to code for, it said Quake 3 was already written. It's good code that works very well, but only if you're familiar with the design. My SDL games started with a blank file. Bigger games (Q3) need a different way of thinking.
My experience with Q3 (about 2 weeks)
Re: My experience with Q3 (about 2 weeks)
I know I'm going to run into trouble and ask too many questions for my liking if I keep using Quake 3. The fun part of game creation for me was downloading something and using the help that came with it, on my own. I could use SDL2 and Godot much more easily with the examples they had and I nearly finished these games off. Again my experience wasn't as good I'd like and I never completed them 100% (full game, menus, UX, quit).
It's a shame because Ioquake and all the tools seemed promising.
It's a shame because Ioquake and all the tools seemed promising.