Comments (5)
His system is too complex and breaky. Purposely changing behavior of how fs works also isn't good, which his does. And many many many mods and games downstream currently exploit the behavior of overwriting base pak assets within a base folder or mod folder (the former which he disabled)
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... or even cooperate with Chomenor and include his new filesystem. His project has enhanced developer support along with other improvements concerning folders/directories (personally I use it for a while now and it seems to work fine).
He recently refered to why a pk3dir isn't really needed. Check out his README for more informations concerning pk3dir and debugging. Just a thought! What do you think?
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You're the first one with constructive criticism, and an explanation of your concerns! Thank You very much for your clarification ensiform!
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Mind you I have not studied most of it in detail or in depth. I just don't see the benefits of the total rewrite for something that is meant to be compatible with existing mods and games based on tech3. It is definitely beneficial for a new game with new assets.
I also didn't see the actual issues with pk3dirs and debugging listed at all on the readme, only that it isn't used. Unvanquished for example, makes heavy use of them and has their map building tools designed around all files being source files.
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Lucky You! You can study code from others at least! From an amateur's perspective, I have no clue of any pk3dirs/pak sorting/etc. programming. I simply can try and see if something works for me, or not.
I don't have the skills to judge someone's code. Unvanquished for example is a bit of a mess to me, although probably experts know what they are doing. ztutleman's pak sorting (accessing pk3s via text file) is very handy, on the other hand sometimes it also doesn't work as I suspect, although it helped me alot during development. It seems to me Chomenor's work prints more developer messages, messages ioquake3 doesn't show at all, definitely an improvement... well, I don't know! As already said I'm no expert!
I'm sure you'll find a good solution!
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Related Issues (20)
- Linux: abnormally high GPU usage on Vulkan with r_fbo 1 HOT 5
- more of a question than an issue, but is it possible to use this engine to boot games that run on the quake 3 engine? HOT 1
- Arm64 version doesnt work. HOT 3
- fs_basegame behavior with mods errors with Couldn't load default.cfg HOT 8
- Greyscale Functionality Question HOT 3
- Server map rotation fails after a while HOT 8
- Anisotropic filter broken in Latest Build Oct 29, 2023 HOT 3
- [build] `LDFLAGS` in `./Makefile` should be additive HOT 2
- WASAPI: unsupported channel count 6 HOT 1
- Increase max sv_dlRate HOT 2
- Quake 3 enhanced has weird annoying noisy sound when running *WORKAROUND AVAILABLE* HOT 7
- New Cbuf_Add function doesn't play nice with wait command HOT 6
- Shader Scripts Not Ordering Properly Across .shader Files HOT 12
- R_TEXTUREMODE is not behaving persistently through sessions with the Vulkan renderer HOT 3
- All bot models replaced by player selected model HOT 10
- Add OpenArena autodetection HOT 1
- pak0.pk3 is missing on aarch64 Alpine Linux HOT 1
- r_gamma command doesn't work anymore HOT 8
- rj doesn't work anymore HOT 2
- Notes on Raspberry Pi 4 Model B Vulkan support HOT 3
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