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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Tue Feb 10, 2009 9:55 pm Post subject: |
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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
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
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Wed Feb 11, 2009 11:39 am Post subject: |
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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. _________________ What's a signature? |
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Wed Feb 11, 2009 12:52 pm Post subject: |
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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. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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