#28326 posted by PRITCHARD on 2016/10/18 06:19:01
I think that would have to be more specific... Like, "Do you mind me using your custom models in my mod?" vs. "Do you mind me using your QC in my mod?" Etc.
Also it'd probably be better to ask authors directly rather than so vaguely...
Idea For The Engine Devs
#28327 posted by megaman on 2016/10/18 13:00:59
for the injector it would be very nice to know if a map was completed, how long it was played, etc. As a player this would be VERY useful (so I can remember if I still need to hunt for secrets, or if I completed a map).
- Could you image writing a file like id1/stats/e1m1.info that saves this content?
- Would it be possible to have it standardized between engines? Ideally it would be really simple and maybe extendable. I'm thinking json/yaml with a few mandatory fields/formats. Or just key=value?
#28328 posted by khreathor on 2016/10/18 13:49:22
"Steal" it from the allocated memory! :O
It Was A Very Specific Question For What I'm Doing...well Almost Done.
#28329 posted by Qmaster on 2016/10/18 16:04:49
#28330 posted by metlslime on 2016/10/18 19:34:26
sounds like a cool idea, would definitely benefit from standardization.
Also need to make sure mods/replacements/new versions are treated properly.
For example, id1/e1m1.info should not apply to mymod/e1m1.bsp
Also, if you get a new version of the map with the same filename (people often release bug-fixed versions), should it wipe the stats?
#28331 posted by Baker on 2016/10/18 23:23:53
Megaman can code. Should just get his hands dirty and make one that does it.
Someone that can code in Java would be able to code in C, after some initial difficulty.
If you decide to do this, hook into PF_changelevel in pr_cmds.c and you can easily capture end of map data like cl.stats[STAT_SECRETS] and cl.stats[STAT_TOTALSECRETS] and the time and such.
#28332 posted by Spike on 2016/10/19 09:28:18
reading client state from the server's code? tut tut... some people have no respect for dedicated servers and latency!
but yeah, something like that would be nice.
biggest issue is that the quake injector isn't JUST maps.
#28333 posted by Baker on 2016/10/19 12:01:15
Admittedly I don't know what the code would look like in a Quakeworld engine (the FTE perspective), but in a regular Quake engine that is handled like this ...
// If client state is connected, then isn't dedicated server
// sv.name is the map name
if (svs.maxclients == 1 && cls.state == ca_connected)
{
FILE *f = fopen (va ("%s/%s.info", com_gamedir, sv.name), "rb"));
// write stats
// ...
}
A Quick N00b Question
#28334 posted by Mugwump on 2016/10/21 00:19:30
Occasionally in the Quake forums, I stumble upon the HOM acronym. What does it mean? I've tried googling it but "hand over mouth" or "hit or miss" don't exactly fit the context...
HOM
#28335 posted by ayy lmao on 2016/10/21 00:26:15
It stands for "Hitler Over Mussolini" - which means...when you have the option of two terrible choices, take the worst one because fuck it, when you're that screwed you may as well just roll with the madness.
#28336 posted by ericw on 2016/10/21 00:40:47
Thanks, Eric
#28337 posted by Mugwump on 2016/10/21 00:48:02
About 10 Seconds In...
#28338 posted by Qmaster on 2016/10/21 02:57:24
#28339 posted by Mugwump on 2016/10/21 03:52:19
Ha ha, awesome! It looks like a trippy music video from the 70's...
And The Most Informative Thread Goes To:
#28340 posted by Shambler on 2016/10/21 11:55:24
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30
Have you hear of the game Dusk
#28341 posted by PRITCHARD on 2016/10/21 12:03:39
I was wondering if it would manage to exist or not. Guess not.
Buoyancy Assist Harness For A Disabled Goldfish
#28342 posted by DaZ on 2016/10/22 12:21:33
Well.
#28343 posted by Shambler on 2016/10/22 12:30:04
That's made my morning.
Re: Quake Map Status
#28344 posted by megaman on 2016/10/24 14:02:33
I'm a c++ coder, but engine code would require hours of investigating for me to do it properly :/
Should I propose a standard, with all your good comments in mind?
Is it easy to hash something? Would solve the problem with different versions.
#28345 posted by Baker on 2016/10/24 22:02:00
I'd pretty much tell you exactly how to do anything you needed, and I don't speak for anyone else but there are 6-7 others here that seem to be willing to help with engine coding stuff too. Didn't metlslime seem intrigued too?
But if you aren't empowered yourself to fiddle with it yourself, a stats project is all about the fine tuning.
Really if you are going to do something like that, you've gotta be doing it yourself if you actually want to get done.
#28346 posted by Killes on 2016/10/27 08:31:58
https://www.reddit.com/r/Doom/comments/59jhwg/a_snapmap_made_entirely_out_of_geomatry_by_request/
So snapmap is slowly becoming a little bit more usefull (its way off still, I know, but)...anyone of the talented folk here had the desire to dig in yet ?
#28347 posted by muk on 2016/10/28 09:39:03
How 2k Killed Irrational
#28348 posted by killpixel on 2016/10/28 23:25:41
Guess Who's Back?
Killpixel
#28350 posted by kditd on 2016/10/29 22:48:51
interesting read, thanks for the link.
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