For some unknown benighted reason Aguirre Quake is popular with some players. I don't know why, it's not intended as an engine for playing with. It's a mapping tool.
From the site:
Enhanced versions of Win/GLQuake for mappers.And from the readme:
This makes it ideal for mappers who at one time or another experience problems with their maps; there are leaks, entity overflow or other issues that prevent the map from loading in a normal engine. These problems should of course be fixed so the map can be loaded in any engine, but during development this engine can be used to help finding and fixing the problems.Anyway, attempting to load game saves generated in DirectQ causes this engine to go into an infinite loop. The reason why is that it has code in it to search for a carriage return in the save game comment, which terminates when it reaches the "kills" part of the comment. Only this is DirectQ has - for the past number of releases - not written the "kills" part.
This has always worked fine with ID Quake, which can load a DirectQ save without any issues. As ID Quake is the gold standard, my opinion is that if something works in ID Quake but not in Engine X, then Engine X is broken. (OK, so DirectQ wrote a non-standard savegame comment so I have to accept some blame myself too...)
So I find myself in the position where I need to put a hack in DirectQ to fix a hack in another engine that was never intended to be used to play Quake in the first place. On the other hand, it does make DirectQ somewhat more robust against evil character sequences in the save game comment (some mappers seem to like to put a multi-line essay in there!) which is after all a good thing.
Final analysis is that I'm a bit annoyed that it happened in the first place but nonetheless happy to have made my engine somewhat better as a result of it.
1 comments:
The why is easily answered: The engine was the first to have extended limits. Mappers went over the old ones. Players wanted to play the maps and only that engine could run them.
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