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Massa
Joined: 19 Sep 2002
Posts: 196
Location: Germany
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Posted: Wed May 07, 2003 12:30 am Post subject: Singleplayer and loading of spprogs.dat |
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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
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 ?
(BTW: in zquake it works as assumed) |
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Tonik
Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia
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Posted: Sun Jun 22, 2003 7:55 am Post subject: |
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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.
_________________
8) Tonik |
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fuh
Almighty King
Joined: 07 Sep 2002
Posts: 2086
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Posted: Sun Jun 22, 2003 9:34 am Post subject: |
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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
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Posted: Mon Jun 23, 2003 1:06 am Post subject: |
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" * New spprogs.dat loading algorithm devised by massa."
oh, really? |
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Guest
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Posted: Mon Jun 23, 2003 1:10 am Post subject: |
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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
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Posted: Mon Jun 23, 2003 1:22 am Post subject: |
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Guest = Tonik |
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Massa
Joined: 19 Sep 2002
Posts: 196
Location: Germany
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Posted: Sun Jun 29, 2003 5:17 am Post subject: |
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Hey Tonik!
You wrote a lot in the last weeks here (when I spent my vaccations with drinking wine and relaxing in France )
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 ).
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 )
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
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Posted: Sat Jul 05, 2003 3:23 pm Post subject: |
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208's goto in my FuhQuake source and I love every one of them.
I like this comment from LH
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// LordHavoc: a goto! everyone flee in terror... :)
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Massa
Joined: 19 Sep 2002
Posts: 196
Location: Germany
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Posted: Sun Jul 06, 2003 9:20 pm Post subject: |
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@Fuh:
Quote: |
// LordHavoc: a goto! everyone flee in terror... |
ROFL!!!
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Tonik
Joined: 26 Feb 2003
Posts: 103
Location: St. Petersburg, Russia
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Posted: Mon Jul 21, 2003 11:41 pm Post subject: |
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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
_________________
8) Tonik
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Guest
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Posted: Tue Jul 22, 2003 7:57 pm Post subject: |
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haha
goto owns |
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Telejano
Joined: 19 Sep 2002
Posts: 120
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Posted: Mon Aug 11, 2003 3:37 am Post subject: |
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...whats bad with progs.dat?
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Massa
Joined: 19 Sep 2002
Posts: 196
Location: Germany
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Posted: Mon Aug 11, 2003 4:55 am Post subject: |
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Quote: |
..whats bad with progs.dat? |
It's for NetQuake, not for QuakeWorld
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Telejano
Joined: 19 Sep 2002
Posts: 120
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Posted: Mon Aug 11, 2003 7:33 am Post subject: |
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Massa wrote: |
Quote: |
..whats bad with progs.dat? |
It's for NetQuake, not for QuakeWorld
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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
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Posted: Mon Aug 11, 2003 6:35 pm Post subject: |
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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
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 ?
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
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Telejano
Joined: 19 Sep 2002
Posts: 120
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Posted: Sun Aug 17, 2003 9:33 pm Post subject: |
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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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