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Merged QuakeWorld qc Code into codebase. #163
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Thanks for your work on this, left you some feedback and questions.
what changes are currently holding this back |
The only things I have left to do is determine whether qwprogs.dat should end up in pak0.pak or be unpacked and test a few more things related to deathmatch. Then @MotoLegacy needs to re-review it and answer my followup questions. |
Hi @Zungrysoft, I don't see any follow up questions that you asked for me to answer. |
@MotoLegacy Actually, I think that's it. Just need your re-review. Thanks! |
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Thanks for your work on this! Looks good to me.
@MotoLegacy Great! Thanks! Do I need a second review? Who else in the community has touched the progs.dat code? |
should i aprove this i dont really know what im looking at when it comes to code but between u and zungry yall are like the main 2 active people who work in code maybe random brushes should review this and not me? edit: not to imply randombrushes is inactive i just remembered he worked on the code mid typing the sentence |
Yes, I will request a review from @RandomBrushes |
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Only have one minor comment for client.qc, but that's a stylistic thing regarding nesting if/elseif/else and shall not block merging.
} | ||
else if (deathmatch) | ||
SetNewParms (); |
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It appears that the if-body and the else-if-body are doing the same (SetNewParms()). This most likely can be rephrased, but that not functionally important (doesn't block merge, IMO).
Merged the NetQuake and QuakeWorld codebases into a single codebase so any changes we make will support both engine types. We will now be able to distribute a qwprogs.dat for QW deathmatch play.
You can compile the codebase for either NetQuake (creating progs.dat) or QuakeWorld (creating qwprogs.dat). You can compile for QuakeWorld by passing the argument
-D__QW__
into fteqcc. Otherwise, it will compile for NetQuake.Wherever there is a discrepancy between the NQ and QW implementations, here is how I resolved it:
Or in short, singleplayer behaves the same as it did before, but deathmatch now always behaves like QuakeWorld, regardless of which engine type is being used.
QW Source used for this merge: https://github.com/id-Software/Quake/tree/master/qw-qc
I'm still working on testing this, though it's ready for review.