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  • Quest for standard

    1. Knowing which mod requires which extension quickly becomes a true nightmare when you have say hundreds of mods.

    2. From an engine/software point of view, there's no easy/clean way to determine this.

    So, here my request for a new standard:

    <basedir> / <gamedir> / ext.cfg

    This file would list all required extensions so that engines could automatically load them before loading maps, or inform the user when they are missing. Example:

    Code:
    quoth
    engine: quore.free.fr

  • #2
    Really that topic is far better suited for Inside3d.com, where that kind of thing gets discussed and even sometimes acted upon.

    It's true that some of those things are very problematic. Some mods even only run on specific non-current versions of a single engine.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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    • #3
      Originally posted by Baker View Post
      Really that topic is far better suited for Inside3d.com, where that kind of thing gets discussed and even sometimes acted upon.

      It's true that some of those things are very problematic. Some mods even only run on specific non-current versions of a single engine.
      noticed, please forgive me for my other related thread.
      engine: quore.free.fr

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      • #4
        Yup, there's a lot of standards discussion going on at I3D and I think this is a really good idea; it's about time that there was a way for a mod to advertise it's requirements.
        IT LIVES! http://directq.blogspot.com/

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        • #5
          Over 90% of the mods are geared to the original built-ins, otherwise mod authors could have a readme in the installation that states which engine it was intended for and or the list of protocol extentions that it uses. Otherwise you might just get a protocol error stating builtin # 332 not found crash!
          Trying to make a mod to run on all engines may be limiting, at the same time trying to make and engine to run all mods might be overkill.
          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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