Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Wed Jun 30, 2010 1:45 pm Post subject: Fix: Playing Demos With Multiple Maps |
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In retrospect, there have been a number of very stupid methods to *avoid* Quake's inability to play to playback demos across maps [instead of actually solving the issue] ... at least in some old engines from around the 2000-2002 range.
Most involve ensuring that demo recording stops at the end of a map.
Since I plan to use the ability provided in the "QUAKE2" build of the Quake engine to be able to return to maps you exited, the idea of recording a demo on ONLY a single map is absolutely worthless.
What if you visit MAP A for 5 seconds, return to MAP B for 15 seconds to get something and then go back to MAP C to open a door?
Anyway, this will enable demo playback across multiple maps.
Open host_cmd.c ...
Code: |
#define I_WANT_WORKING_MULTIMAP_DEMOS
void Host_Reconnect_f (void)
{
#ifdef I_WANT_WORKING_MULTIMAP_DEMOS
if (cls.demoplayback) {
Con_DPrintf("Demo playing; ignoring reconnect\n");
return;
}
#endif
SCR_BeginLoadingPlaque ();
cls.signon = 0; // need new connection messages
} |
I suspected "reconnect" was the problem after noticing some odd behavior [a mistake in my engine which I thought I had already addressed initiated the map download capability ... oops ... on the 2nd map of playback ... which told me that it was trying to load the map but that something makes it disconnect right after] and then loaded up a few engines and eventually DarkPlaces which I noticed already had this ability and it confirm this cutely with a message "Reconnect: To what?" on the map change. [DarkPlaces has had this ability since the June 22, 2003 build, btw.]
I'm sure an asterisk or 2 might remain ... I noticed centerprint carries over and I bet there a couple of other small issues that should be addressed. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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