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Singleplayer and loading of spprogs.dat

 
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Wed May 07, 2003 12:30 am    Post subject: Singleplayer and loading of spprogs.dat Reply with quote

I know, FuhQuake isn't a single-player engine.
But I still like to play some single-sessions from time to time and I don't want to change my client Wink

As far as I know (please correct me if I'm wrong), if I set "deathmatch 0" and then load a map, the engine will look for a spprogs.dat, load it and then the map.

The searching for that spprogs.dat should work as "usual":
first search in the gamedir, if there's nothing load it from qw
Is that right?

I have a mod, which does not have any QW-dat files. So I thought, FuhQuake would load the spprogs.dat from the qw-directory, when I switch to single-player.
But it loads silently qw/qwprogs.dat (that means without complaining about a missing spprogs.dat)
If I put the spprogs.dat in the gamedir it works.

Is this behaviour a bug or a feature Very Happy ?

(BTW: in zquake it works as assumed)
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Tonik



Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia

PostPosted: Sun Jun 22, 2003 7:55 am    Post subject: Reply with quote

Looks like fuh has a bug there.

While we're at it... Massa, I don't remember if you followed our discussion with fuh about the order of loading spprogs.dat and qwprogs.dat, but supposing you didn't,

Gimme your opinion, what progs search order is preferred for when deathmatch is 0:

gamedir/spprogs.dat
gamedir/qwprogs.dat
qw/spprogs.dat
qw/qwprogs.dat
(This is how FQ is *supposed* to work)

or old ZQuake order
gamedir/spprogs.dat
qw/spprogs.dat
gamedir/qwprogs.dat
qw/qwprogs.dat

We've agreed with Fuh that FQ way is better, but still wanna hear what you say.
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8) Tonik
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sun Jun 22, 2003 9:34 am    Post subject: Reply with quote

In Build 450 I changed my search order to the way massa suggested. Works well.

It's this method

gamedir/spprogs.dat
gamedir/qwprogs.dat
qw/spprogs.dat
qw/qwprogs.dat


Code:

   if (!deathmatch.value) {
      extern int file_from_gamedir;

      lowmark = Hunk_LowMark();

      if ((progs = (dprograms_t *) FS_LoadHunkFile ("spprogs.dat"))) {
         if (file_from_gamedir)
            goto progs_loaded;
         else
            Hunk_FreeToLowMark(lowmark);
      }

      if ((progs = (dprograms_t *) FS_LoadHunkFile ("qwprogs.dat"))) {
         if (file_from_gamedir)
            goto progs_loaded;
         else
            Hunk_FreeToLowMark(lowmark);
      }

      if ((progs = (dprograms_t *) FS_LoadHunkFile ("spprogs.dat")))
         goto progs_loaded;


      progs = (dprograms_t *) FS_LoadHunkFile ("qwprogs.dat");
   } else {
      progs = (dprograms_t *) FS_LoadHunkFile ("qwprogs.dat");
   }

   progs_loaded:

   if (!progs)
      Host_Error ("PR_LoadProgs: couldn't load qwprogs.dat");
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Guest






PostPosted: Mon Jun 23, 2003 1:06 am    Post subject: Reply with quote

" * New spprogs.dat loading algorithm devised by massa."

oh, really?
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Guest






PostPosted: Mon Jun 23, 2003 1:10 am    Post subject: Reply with quote

Massa, now it looks like it's you doing something wrong.
Don't you by any chance have qwprogs.dat in you mod directory? Then it would correct FQ behaviour if it loaded mod/qwprogs instead of qw/spprogs.
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Guest






PostPosted: Mon Jun 23, 2003 1:22 am    Post subject: Reply with quote

Guest = Tonik
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Sun Jun 29, 2003 5:17 am    Post subject: Reply with quote

Hey Tonik!

You wrote a lot in the last weeks here (when I spent my vaccations with drinking wine and relaxing in France Wink)

I had a small PM-discussion with Fuh about the loading thing (I think my English was too bad and he didn't understand me at the beginning Embarassed).
And yes, he also pointed me to the ZQuake-Forum discussion about that.
(Actually the small code-changes I sent to him were without "goto's"- I hat them, but work the same way he did it, so this is my favorite loading scheme Smile )

Quote:
Don't you by any chance have qwprogs.dat in you mod directory? Then it would correct FQ behaviour if it loaded mod/qwprogs instead of qw/spprogs.

Huh? I don't understand your sentence.
If deathmatch is 0 it will try to load gamedir/qwprogs before qw/spprogs.dat...!???
Or did you mean something else?
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fuh
Almighty King


Joined: 07 Sep 2002
Posts: 2086

PostPosted: Sat Jul 05, 2003 3:23 pm    Post subject: Reply with quote

208's goto in my FuhQuake source and I love every one of them.

I like this comment from LH

Code:

// LordHavoc: a goto! everyone flee in terror... :)
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Sun Jul 06, 2003 9:20 pm    Post subject: Reply with quote

@Fuh:
Quote:
// LordHavoc: a goto! everyone flee in terror... Smile

ROFL!!! Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Very Happy Shocked
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Tonik



Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia

PostPosted: Mon Jul 21, 2003 11:41 pm    Post subject: Reply with quote

Code:
for (int i=0; i < 100; i++) {
   for (int j = 0; j < 100; j++) {
      for (int k = 0; k < 100; k++)
         if (something)
             goto getthefuckouttahere_quickly;
   }
}


Is the classic example of where anything but goto just sucks
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8) Tonik
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PostPosted: Tue Jul 22, 2003 7:57 pm    Post subject: Reply with quote

haha

goto owns
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Mon Aug 11, 2003 3:37 am    Post subject: Reply with quote

...whats bad with progs.dat?

Very Happy
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Mon Aug 11, 2003 4:55 am    Post subject: Reply with quote

Quote:
..whats bad with progs.dat?
It's for NetQuake, not for QuakeWorld Wink
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Mon Aug 11, 2003 7:33 am    Post subject: Reply with quote

Massa wrote:
Quote:
..whats bad with progs.dat?
It's for NetQuake, not for QuakeWorld Wink


Then... you can only play a few QW sp mods?... I ear FTE support netquake stuff. But i know very littel about. ... Thanks.
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Massa



Joined: 19 Sep 2002
Posts: 196
Location: Germany

PostPosted: Mon Aug 11, 2003 6:35 pm    Post subject: Reply with quote

Quote:
Then... you can only play a few QW sp mods?.
Yes, you're right!
But it's all only because a lot of MODs were created years ago and because the documentation for NQ is much better than for QW (well, to be exact: I couldn't find ANY tutorial/article which respects the differences between NQ and QW or is especially made for QW)

And also a lot of MODs which deliver QW-based qwprogs/spprogs were only partly converted.
The arguments of the Modders are always: "QW has too much limits"
There are a lot of limits which are in NQ which are not in QW and they always found a way to work around;
so I'm sure for most of the QW-limits or missing NQ-features there could be also a workaround...
... if someone would be willing to do it Confused

The lack of QW sp mods is one reason why Tonik focused on releasing a good clean QW-QC base which includes step by step the sp features which NQ has...
Or am I wrong, Tonik Wink?

BTW, is someone interested in a QC tutorial and/or code how to add the functionality of random map changing to QW-QC?
(based on Tonik's CVS and with only a few lines of code changes, the rest is an additional file)?
It will only work with QW based QC, because it uses the defined localinfo map cycle mechanism...
... so it would be the first tutorial only for QW-QC Very Happy
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Telejano



Joined: 19 Sep 2002
Posts: 120

PostPosted: Sun Aug 17, 2003 9:33 pm    Post subject: Reply with quote

I suspect other reason people make mods for netquake is because look easy to start. QW look like you need a client & a server, or some complex info. I dont think soo, but is how QW look. I think actual QW engines, like fuhquake, dont need that, where client & server at the same time.

I have ear that some changes can be made into QW to make powerfull than netquake and adopt his features and maybe run is mods. This will be cool, because very good mods where made with netquake and tons of people will like QW engine feel.

A problem exist, is that QC community exist and is slighty netquake oriented, also work for QW but is main work is under netquake. I suspect QW lack of good manuals (like the ferrara man) and other modding info.

Also netquake netcode evolve. Latest DarkPlaces have is own protocol to speak with darkplaces clients, the result is a good internet feel, somewhat QW smooth-alike. You can test that with the "Good vs Bad" game in QExpo.
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