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[Solved] port on q2pro : R1q2 & .bsp.override file, help needed
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Topic: [Solved] port on q2pro : R1q2 & .bsp.override file, help needed (Read 2201 times)
PowaBanga
Newbie
Posts: 12
Rated:
[Solved] port on q2pro : R1q2 & .bsp.override file, help needed
«
on:
May 20, 2017, 05:16:43 AM »
Hi all,
So I am a player of dday: normandy. If you do not know what is it, it's an all total conversion of quake2. But it use all quake2 clients.
They create a release on ddaydev website, based on r1q2, and the developpers decide to use .bsp.override feature. for exemple, the file dday2civ.bsp.override will override dday2.bsp file.
My problem is, that i think that q2pro is a realy best client of r1q2, and I created a release with this client (
here
) And my release can be published on ddaydev home page, if I can integrate .override feature in my release.
So I created an isssue
on q2pro GitHub project
.
I really hope that somebody will can help me, because I really do not know how to do that
«
Last Edit: May 20, 2017, 09:24:05 AM by PowaBanga
»
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QwazyWabbit
Carpal Tunnel Member
Posts: 1357
Rated:
Re: port on q2pro : R1q2 & .bsp.override file, help needed
«
Reply #1 on:
May 20, 2017, 05:44:53 AM »
Override files are used on server side, not clients. Entities are introduced by the server code into the maps and their placement is communicated to clients no matter which version client is used.
No changes are needed in client code to support overrides.
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PowaBanga
Newbie
Posts: 12
Rated:
Re: port on q2pro : R1q2 & .bsp.override file, help needed
«
Reply #2 on:
May 20, 2017, 07:40:41 AM »
I use q2pro r1503... on
this fork
I am not sure to understand that you say. did you say, that override feature can be added in the gamex*.dll of the mod ?
How to send entities from a server ?
[édit]
haa yeah I understood, there is an "ents" folder who override automaticly all entities.
Thank you for your answer
«
Last Edit: May 20, 2017, 09:23:44 AM by PowaBanga
»
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[Solved] port on q2pro : R1q2 & .bsp.override file, help needed
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