Currently it seems that quake3-<addon> ebuilds ( I experienced this with quake3-cpma but I guess there are others ) seem to be strictly quake3-bin oriented. This means they install in /opt and the launcher scripts ( like /usr/games/bin/quake3-cpma ) try to launch quake3-bin. This, of course, does not work with games-fps/quake3 ( the from-source version ). Quake3 addons should work with both. Given that the majority of the users would probably want the from-source version I suggest that the addon ebuilds install in /usr/share/games/quake3 and make compatibility symlinks in /opt ( just as quake3-bin is currently symlinking the quake3-data files from /usr/share/games to /opt ). As for the launcher scripts I suggest they launch quake3 by default, falling back to quake3-bin if the quake3 binary is not found. A command line flag --quake3-bin could be added to the launcher scripts to allow the user to choose the -bin version over the from-source one when both are installed. I am not familiar with the organization of the quake3 ebuilds but I suppose that the fix belongs in the games-q3mod eclass.
yeah we just havent gotten around to this the quake3 eclass should install the data files and stuff into the FHS dir (GAMES_DATADIR) and then if the quake3-bin package is installed, drop some symlinks into /opt/quake3/ for it
OK. This is fixed in the new games-mods eclass and all of the current quake3 ebuilds have been ported to the eclass. Currently, it is all masked, since I want o unmask everything at once, but it will be in ~arch hopefully today.
Actually, this is only partly fixed. The client part is fixed, but there's still only support for quake3-bin for dedicated servers. I'll have to fix that before I unmask everything and mark this bug as FIXED.
Quake3 is gone from tree, so closing..