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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Feb 10, 2009 9:55 pm    Post subject: Reply with quote

mh wrote:
Anyway, the question I was asking there was how to tell the engine to load the correct gfx.wad during a run-time game change event


I get it now Wink

How do you know to use hipnotic if it isn't specified and if the mod isn't supplying a gfx.wad ...

I missed the implications of that scenario.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Tue Feb 10, 2009 10:11 pm    Post subject: Reply with quote

Not a problem; I can see how the way I originally put it may not have been so clear. Smile
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Feb 11, 2009 11:39 am    Post subject: Reply with quote

Baker wrote:
How do you know to use hipnotic if it isn't specified and if the mod isn't supplying a gfx.wad ...


Lets put that another way.

How can you use a hipnotic 'format' gfx.wad if one is not provided?


Quake2 has an interesting feature to select the map after the current one. If you type map blah.cin+phooey it'll go into demo mode, play blah.cin, and when a client is done, it'll change map to phooey.

So, why not do the same with gamedir in quake?
gamedir [rogue+][hipnotic+]<mymod>
where square bracketed items are optional and angle bracketed items are mandatory.
This coupled with the hud selection based on gfx.wad gives all the required versatility (with a single command) and provides a mechanism for custom mods to depend upon other custom mods (presumably custom adaptations of the larger TCs).

Or you could get the mod authors to add a 'deps.txt' file listing the dependancies of the mod in the gamedir. Whatever works really.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Wed Feb 11, 2009 12:52 pm    Post subject: Reply with quote

I think of those two, multiple args to the gamedir command is the way to go. Using a "deps.txt" is a nice and clean idea, but it can't really be retro-fitted to existing mods.

What I really like about the multiple args method is that it can be combined with the cvar-based method, giving the player the choice of which to use.
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