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Author Topic: Remapping files  (Read 2114 times)
fromhell
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« on: January 20, 2014, 09:36:18 PM »

You know, for compatibility.

Like some sort of .remap file in scripts that the engine parses and does some string replace so it'll load another file instead if it is missing, and the cgame/game modules don't even know it.

Code:
models/players/sarge/animation.cfg models/players/sorceress/animation.cfg
models/players/sarge/icon_default.tga models/players/sorceress/icon_default.tga
models/players/sarge/lower.md3 models/players/sorceress/lower.mdr

and maybe even apply to missing map textures
Code:
textures/xcsv/nonfree1 textures/oatextures/realcooltexture.jpg
textures/xcsv/nonfree2 textures/oatextures/coolertexture2.tga

... and so on.

Also it shouldn't seek for these remapped files first to avoid duplicates (in the player model list menu for example)

« Last Edit: January 20, 2014, 09:39:32 PM by fromhell » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
Gig
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« Reply #1 on: January 21, 2014, 03:32:18 AM »

Sounds veeeery interesting.

Examples: may be applied to bot names, so mods and maps designed for Q3 would propose the right bots. In theory, this may even be applied to maps, for some mods wich search for specific Q3 MAPS (although I can guess such mods aren't too many).
And it may be used to preserve compatibility with maps and mods designed for OA 0.8.x, in case OA3 will get rid of some 0.x characters/bots.
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