Knghtbrd wrote:
> > First, Twilight crashes when the game code
> > (QuakeC) calls "cvar ()" on an absent cvar. It
> > shouldn't. Quake/GLQuake/QW returns 0 in this
> > case.
>
> I noticed this bug. A better solution (probably not
> what you have done) would be to implement CVAR_TEMP
> so that cvar () _creates_ the var if it does not
> exist with flags CVAR_TEMP.. Then as part of the
> disconnect cleanup, all CVAR_TEMPs which are not
> CVAR_USER get deleted.. This functuonally allows the
> mod to create Cvars instead of using up serverinfo
> and localinfo space in QW and ... whatever in NQ.
Sure, this would be a better solution. But in this case, I think it's "cvar_set ()" 
which should handle the cvar creation, not "cvar ()".

> > Secondly, I have added support for the lost "+use"
> > command for both NQ and QW (the original clients 
> > don't pass it to the servers) :(
>
> I'm still not quite sure what this does exactly.
Well, nothing for now  :o)  The command is present in the engine, but is unused by the 
original game code from Id. Maybe it was useful in some beta version and they never 
completely remove it afterwards. But the fact is that this command is no more 
transmitted to the server, neither in NQ, nor in QW. Re-enabling it would be a good 
thing for mods ('using' is a common thing in several mods, and anyway one more button 
is always useful).

I reattach my patch to this mail. I hope the line numbers are still valid.


Mathieu Olivier  <[EMAIL PROTECTED]>
qBlood project leader and lead programmer

qBlood - http://www.planetblood.com/qblood/


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twilight-cvar+use-010814.patch.zip

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