#1505 posted by metlslime on 2016/11/18 21:23:23
question about the hdfolder ... where does it fit in the priority order for loading content?
#1506 posted by Baker on 2016/11/18 22:13:58
Great question. It's simple, but effective.
We read from it (first), but we never write to it, nor does it ever become gamedir.
Example: hdfolder "hdmymodels,hdtexture_set2"
1) READ (.pak files ignored in hdfolder)
The path will be:
hd\\mymodels (first priority)
hd\\texture_set2
id1\\pak1.pak
id1\\pak0.pak
id1
2) WRITE - hdfolder does not become com_gamedir
- Has no impact on saves, demos, screenshots or server operations.
com_gamedir stays id1, travail, warpspawm -quoth. hdfolder has no effect on that.
 Try As I Might To Avoid, It Ate My Slashes
#1507 posted by Baker on 2016/11/18 22:20:11
hdfolder "hd\\mymodels,hd\\texture_set2"
#1508 posted by Spike on 2016/11/18 22:20:16
I think what he's asking is whether it breaks mods, or just not work with them.
use maps/start.ent as an example. :)
#1509 posted by Baker on 2016/11/18 22:21:44
Was supposed to look like this, basically
hdfolder "hd/mymodels,hd/texture_set2"
/messageboard > Baker, owned!
#1510 posted by Gunter on 2016/11/18 22:26:25
Uh, while testing I encountered a weird bug. The first time it happened I thought it was a fluke, but it happened again.
After starting a game, I could not move. My other keys seemed to work (I could jump) but my motion keys like +forward were unresponsive. They were still correctly bound....
This last time it happened I believe it was right after changing "game blah" in the console and starting a new multiplayer game. I think I just re-started a new multiplayer game again and then the keys worked....
Not sure how to reproduce this.
Ok, back to the cam stuff, I compiled a clean progs.dat with just some cam code for you to try out (source included). I narrowed it down to the view not being set unless the cam has a movetype, or upon re-setting the cam's origin.....
http://fvfonline.com/camtest.7z
Try running this with various engines. The glitch occurs in new versions of Mark V, but not the other engines I've tried. But I haven't tested in a large selection of engines....
 @Spike
#1511 posted by Baker on 2016/11/18 22:28:11
An hdfolder shouldn't have .lit, .vis, .ent or .cfg in it.
It is supposed to have textures, .mdl and .bsp replacements.
But if someone does put a .lit in there, Mark V checks the light data length and if the .lit file isn't that length * 3, it says Con_Printf "Invalid .lit (map mismatch)" and merrily continues.
I do intend to put "ignore inappropriate" files blocker in there, I haven't coded it in yet.
Maybe I do that right now.
 @spike / Metlslime Part 2
#1512 posted by Baker on 2016/11/18 22:30:22
Part of this was why I asked so many questions about setmodel + setmodelsize.
 @gunter
#1513 posted by Baker on 2016/11/18 22:32:53
Are you saying adding a movetype to the camera fixes your FvF issue?
[I'll check out the file because I'm curious and see what I find.]
 @gunter ... Re: Gamedir Change Issue
#1514 posted by Baker on 2016/11/18 22:39:02
Can you reproduce on your computer.
Your FvF mod sends a ton of settings and keybinds to the client. And I don't know what you have in your autoexec. I do care about that problem, but I (probably) need more information. Your setup is so radically different from mine, I don't know that I can recreate it.
#1515 posted by Joel B on 2016/11/18 22:43:16
Couple of random questions:
- Would you rather that folks call this "Mark V" or "Fitzquake Mark V" now?
- What remaining features are in Proquake but not in this?
#1516 posted by Gunter on 2016/11/18 22:48:01
I can't reproduce it....
I'm not even sure changing the gamedir had anything to do with it.
I'll be watching for it to happen again though. It's a weird one.
#1517 posted by Gunter on 2016/11/18 22:50:44
I think this engine has changed enough so that the "Fitzquake" part can be dropped.
It has become its own thing now.
Plus, it's much easier to just type "Mark V" :D
 @baker
#1518 posted by Spike on 2016/11/18 22:51:57
that wasn't the question.
try player.mdl with TF.
either your hd dir takes precidence over the mod's player.mdl and you loose the class-specific skins, or the mod's takes precidence making the hd dir unusable for replacing mod content.
is it:
hd
mod
missionpack
id1
(broken players / maps, unless you're really careful)
or:
mod
hd
missionpack
id1
(hd dir neutered)
or what?
#1519 posted by Baker on 2016/11/18 22:56:16
@johnny .. call it Mark V.
(It was supposed to be a FitzQuake patch and a engine coder bug-fix tutorial --- qbism used it for that a lot --- not a separate engine. Spike may be reliving that with Quakespasm Spiked a little. I wasn't ever looking to usurp the FitzQuake name, I was originally trying to help metlslime locate engine fixes discovered at inside3d in the hopes his unreleased FitzQuake might happen.)
@gunter -- yeah, let me know. I care. And thanks for isolating the intermission cam thing. I'll be checking it out.
 @spike
#1520 posted by Baker on 2016/11/18 23:03:40
I see your angle, got it.
Originally, I thought of making it compatible with that.
hd/id1
hd/travail
hd/hipnotic
However -- since most replacement content users are Quake experts ---
I stuck with the simple method that allows a user to shoot themselves in the foot -- Over a complex method that is very precise but that could be a little annoying.
Most content replacement users know what they can and cannot do.
What are your thoughts on this? Do you think I should change it? I want this to work in a manner that other engine coders (you, metlslime, Quakespasm, etc) find acceptable.
 @gunter
#1521 posted by Baker on 2016/11/18 23:52:18
Very nice little camera providing illustration.
Yeah, Mark V acquired some movetype enhancements/clip links crash fixes from Quakespasm Spiked.
 The World's Most Explosive Bug Report
#1522 posted by Joel B on 2016/11/19 00:17:33
your website has a typo "frequenrly"
 Damn
#1523 posted by mfx on 2016/11/19 00:24:15
#1524 posted by Gunter on 2016/11/19 01:08:23
Oh, it seems I wasn't including the most recent .qc source code with that demo. I guess that might matter a little if you were trying to follow along in the code to see everything.... I updated it now:
http://www.fvfonline.com/camtest.7z
It seems to work for me without the glitch in Quakespasm Spiked, which I downloaded from the link you posted above.
#1525 posted by Baker on 2016/11/19 01:15:07
If you set the movetype it works correctly in Mark V, right?
Either way, I'm still going to look into it because it is a behavior difference (I hate those, no matter how small).
#1526 posted by Gunter on 2016/11/19 01:23:17
Correct, and agreed.
#1527 posted by Baker on 2016/11/19 02:39:22
Cool bug, Gunter! You've caught something that would almost never surface.
Explicitly requires a multiplayer scenario and that reading the code, everything looks great.
#1528 posted by Baker on 2016/11/19 02:40:25
This bug could have gone uncaught for 100 years.
#1529 posted by Mugwump on 2016/11/19 03:05:03
Would be awesome if people still played Quake in 2116!
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