All pastes #747495 Raw Edit

Miscellany

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·published 2007-10-24 02:29 UTC
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[14:58:45] <@Spoike> presumably the var is checked again further down for null, and that code is to just strim the first map
[14:59:26] <@Molgrum> Moodles-: what file/line is that?
[14:59:27] <@Spoike> I guess that's what breaks dm6++ then
[14:59:31] <@Moodles-> yep
[14:59:48] <@Moodles-> by commenting it out, the ded server can load dm6++ and zquake can connect to it.. but when i connect to it with the fte client it crashes with a "msvc6something.dll" error
[14:59:54] <@Spoike> weird
[14:59:55] * CIA-2 (cia@208.69.182.149) has joined #fte
[15:00:08] <@Spoike> what happens if you just change the strchr call, replacing it with NULL
[15:00:08] <@Spoike> like I said, its probably tested further down too.
[15:00:24] * tom|wrk (~wqewq@79.187.186.122) has joined #fte
[15:00:24] * tom|3tk (tom_@83.23.30.213) has joined #fte
[15:00:33] <@Spoike> if in doubt, make it only work that way for (svs.gametype == GT_QUAKE2)
[15:00:38] <@Spoike> I think
[15:00:49] * tom|wrk (~wqewq@79.187.186.122) Quit (Signed off)
[15:00:56] <@Moodles-> sv_ccmds.c
[15:00:57] <@Moodles-> line 101, SV_Map_f
[15:03:51] <@Molgrum> so "map dm4+dm6" is supposed to do something magical?
[15:04:54] <jogi> it merges the two maps :P
[15:04:55] <@Moodles-> i think in quake2, it would play the dm4.cin and then when its finished loads dm6
[15:05:09] <@Molgrum> jogi: who would ever need to play dm15 again :)
[15:05:28] <@Molgrum> map dm1+dm2+dm3+dm4+dm5+dm6
[15:06:59] <@Molgrum> 	if (!issamelevel)
[15:06:59] <@Molgrum> 	{
[15:06:59] <@Molgrum> 		cvar_t *nsv;
[15:06:59] <@Molgrum> 		nsv = Cvar_Get("nextserver", "", 0, "");
[15:06:59] <@Molgrum> 		if (nextserver)
[15:06:59] <@Molgrum> 			Cvar_Set(nsv, va("gamemap \"%s\"", nextserver));
[15:06:59] <@Molgrum> 		else
[15:06:59] <@Molgrum> 			Cvar_Set(nsv, "");
[15:06:59] <@Molgrum> 	}
[15:07:42] <@Molgrum> is gamemap a q2 only command?
[15:08:29] <@Molgrum> apparently not
[15:08:45] <@Spoike> it is q2 only, tes
[15:08:47] <@Spoike> *yes
[15:08:52] <@Spoike> or rather, only for q2
[15:09:01] <@Spoike> maybe q3 as well
[15:09:04] <@Molgrum> i could execute it in q1 but it did the same thing as "map"
[15:09:51] <@Spoike> that's because map does the same thing in qw as changelevel in nq
[15:10:22] <@Molgrum> ah
[15:10:26] <@Spoike> there's a lot of special cases in map changes, because most engines do it slightly differently
[15:11:03] <@Spoike>         Cmd_AddCommand ("map", SV_Map_f);
[15:11:03] <@Spoike> #ifdef Q3SERVER
[15:11:03] <@Spoike>         Cmd_AddCommand ("spmap", SV_Map_f);
[15:11:03] <@Spoike> #endif
[15:11:03] <@Spoike>         Cmd_AddCommand ("gamemap", SV_Map_f);
[15:11:05] <@Spoike>         Cmd_AddCommand ("changelevel", SV_Map_f);
[15:11:27] <@Spoike> gamemap should prolly also be #ifdefed like spmap is
[15:11:29] <divVerent> map and changelevel is the same function in FTE?
[15:11:54] <@Spoike> if I remember correctly, there is no changelevel in quakeworld
[15:11:55] <divVerent> isn't map there to kick players out (so sockets can be recreated, like for changing port), and changelevel to not?
[15:12:29] <@Spoike> type "kick *" to kick all the players
[15:12:39] <@Spoike> fte follows quakeworld engines here
[15:14:13] <@Spoike> I am not aware of any mods that depend upon nq behaviour, while most qw mods depend upon qw behaviour
[15:14:15] <divVerent> or is it actually a DP bug that "map" kicks everyone?
[15:14:44] <divVerent> because, it is the only way to change stuff like maxplayers
[15:15:03] <@Spoike> in DP, 'map' is used to start a new game, changelevel continues the game on a different map
[15:15:13] <divVerent> exactly