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InsideQC Forums • View topic - [FTE]Saving custom cfg error

[FTE]Saving custom cfg error

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[FTE]Saving custom cfg error

Postby toneddu2000 » Sat Feb 17, 2018 2:33 pm

- my first commercial game, made with FTEQW game engine
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Re: [FTE]Saving custom cfg error

Postby Max_Salivan » Sat Feb 17, 2018 9:11 pm

cfg_save_all "If 1, cfg_save ALWAYS saves all cvars. If 0, cfg_save only ever saves archived cvars. If empty, cfg_save saves all cvars only when an explicit filename was given (ie: when not used internally via quit menu options)."
Sorry for my english :)
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Re: [FTE]Saving custom cfg error

Postby toneddu2000 » Sat Feb 17, 2018 9:28 pm

thanks Max_Salivan , but cfg_save_all is set to "", so, technically, it should work. Plus, if I set cfg_save_name to foo for example, and I query cfg_save_name, it says foo, but when I issue cfg_save command, it saves all the cvars to fte.cfg!
Is it also possible to save only specified cvars to a .cfg file?
- my first commercial game, made with FTEQW game engine
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Posts: 1395
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Re: [FTE]Saving custom cfg error

Postby Dr. Shadowborg » Sun Feb 18, 2018 6:28 pm

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Re: [FTE]Saving custom cfg error

Postby toneddu2000 » Sun Feb 18, 2018 7:57 pm

- my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1395
Joined: Tue Feb 24, 2009 4:39 pm
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Re: [FTE]Saving custom cfg error

Postby Spike » Mon Feb 19, 2018 3:03 am

make sure the directory it says actually exists.

FTE internally uses forward slashes everywhere, because they work everywhere (there's a few microsoft-specific exceptions to that, but they don't apply to standard C).
the backslashes can arise from using microsoft functions to query working directories etc. There's also a few mods that explicitly use backslashes, so the engine has to tolerate them regardless.
.
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Re: [FTE]Saving custom cfg error

Postby toneddu2000 » Mon Feb 19, 2018 7:55 am

- my first commercial game, made with FTEQW game engine
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