View previous topic :: View next topic |
Author |
Message |
mh

Joined: 12 Jan 2008 Posts: 910
|
Posted: Fri Mar 19, 2010 12:02 am Post subject: |
|
|
frag.machine wrote: | The engine thing wouldn't prevent one running the mod in a non-listed engine, I imagined something in the line of a warning stating "this mod is guaranteed by the author to run in the following engines" and that's it. |
No, I understand what you meant, that's cool.
Where I'm coming from is the perspective of a player who's not so familiar with stuff. This hypothetical person might be using TurboUtterMegaNutterBastardQuake version 13.666 which won't be on the list of engines (99% of which will be Enhanced GL or Fitz) and might therefore get the idea that TUMNBQ can't run the mod. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
|
Back to top |
|
 |
frag.machine

Joined: 25 Nov 2006 Posts: 728
|
Posted: Fri Mar 19, 2010 12:15 pm Post subject: |
|
|
player who are not familiar with stuff are unlikely to peek on configuration files unless something is not working, you know - and sometimes, not even on this case. But it's ok, we are just throwing ideas around here. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
|
Back to top |
|
 |
dreadlorde

Joined: 24 Nov 2009 Posts: 86
|
Posted: Sat Mar 20, 2010 12:31 pm Post subject: |
|
|
Too bad we can't statically link mods.
 _________________
Ken Thompson wrote: | One of my most productive days was throwing away 1000 lines of code. |
Get off my lawn! |
|
Back to top |
|
 |
Teiman
Joined: 03 Jun 2007 Posts: 309
|
Posted: Sun Mar 21, 2010 12:14 am Post subject: |
|
|
dreadlorde wrote: | Too bad we can't statically link mods.
 |
You can, on these that are GPL in all his files. But is something that work differently in Linux and Windows, seems, as a windows exe somehow has teh limitation that can't open itself, so can't read from itself the pack. |
|
Back to top |
|
 |
mh

Joined: 12 Jan 2008 Posts: 910
|
Posted: Sun Mar 21, 2010 2:01 am Post subject: |
|
|
You can embed it as a binary resource though; only needs 4 lines of code to load it: Code: | int Sys_LoadResourceData (int resourceid, void **resbuf)
{
HRSRC hResInfo = FindResource (NULL, MAKEINTRESOURCE (resourceid), RT_RCDATA);
HGLOBAL hResData = LoadResource (NULL, hResInfo);
resbuf[0] = (byte *) LockResource (hResData);
return SizeofResource (NULL, hResInfo);
} |
Of course platform-independent code would be preferable, but sometimes you just gotta roll with what works. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
|
Back to top |
|
 |
frag.machine

Joined: 25 Nov 2006 Posts: 728
|
Posted: Mon Mar 22, 2010 1:45 pm Post subject: |
|
|
So, regarding the mod.dep... Are you going to implement it or will wait for DN4, I mean, QSB 1.0 to arrive ? _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
|
Back to top |
|
 |
Team Xlink
Joined: 25 Jun 2009 Posts: 320
|
Posted: Thu Mar 25, 2010 10:27 pm Post subject: |
|
|
Most PSP Quake engines already have something that resembles this.
It is differn't but it could be adapted.
Psp Quake cant run a batch file to use command line parameters like windows can.
To fix this the engine calls for a file called quake.cmdline and uses that nstead of a batch file.
It could be adapted.
Quake.cmdline can be opened in notepad as well. Its essentially justy a txt fiel with a differn't file extension.
This way would be OS neutral. _________________
Anonymous wrote: | if it works, it works. if it doesn't, HAHAHA! |
|
|
Back to top |
|
 |
r00k
Joined: 13 Nov 2004 Posts: 483
|
Posted: Fri Mar 26, 2010 4:07 am Post subject: Re: Possibly for QSB - Identifying mod dependencies |
|
|
mh wrote: | I'm posting this here as it seems most appropriate for Engine Programming, although I'm going to put a link to it in the main QSB thread.
How do we go about identifying mod dependencies in a nice clean and compatible fashion? I'm talking about a mod that requires 1 or more of Hipnotic, Rogue, Nehahra or Quoth to run. Try to run without them and you'll most likely crash.
There are also mods that actually crash if one of these is used. I've seen ARWOP for example crash if Quoth is used with it.
Currently the only thing we have is a readme.txt, but people in general don't read documentation. There must be a better way.
This needs to be in the engine; it can't be QC because not every mod has a progs.dat: it's possible for a mod to require the Hipnotic progs.dat but not provide one of it's own, for example.
Any thoughts? |
I was thinking at first you meant engine features required by the mod and how the engine could determine if said requirements are available, yet you are also asking to encompass media from other mods, that are also depended apon. Sheesh! Maybe a mod.req file in the gamedir, that is parsed by the engine at load time if gamedir isn't id1? This can be a tokenized ascii file that could create a check list for the engine to tally up requirements and what to do if something errors out. For example:
mod.req:
%%rouge //tells the engine we need this mission pack to proceed
%%mymod //tells the engine to double check to use this gamedir for the progs.dat (etc.)
##max_edicts 1024
##max_dynamic_lights 1024
##max_temp_entities 1024
^^movetype_follow //define engine extension requirements (via check extension ?)
I dunno, i'm just rambling at the top of my head. |
|
Back to top |
|
 |
|