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Post by knightmare on Jul 6, 2022 17:27:58 GMT -5
Oh wait, the file is actually called missionpack_2008.sln (but opening the associated misssionpack_2008.vcproj file will work as well).
If you opened the missionpack.dsp/.dsw with VS2008, it will convert them into a missionpack.sln/missionpack.vcproj set. Delete those latter files if you have them.
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Post by Guggenheim on Jul 6, 2022 19:46:56 GMT -5
Oh wait, the file is actually called missionpack_2008.sln (but opening the associated misssionpack_2008.vcproj file will work as well). If you opened the missionpack.dsp/.dsw with VS2008, it will convert them into a missionpack.sln/missionpack.vcproj set. Delete those latter files if you have them. O yeah! I've managed with this. Now I've started working on my idea. At first I thought: maybe add new gametype in instagib? But then I thought that maybe somebody wanna play insta-CTF or somewhat. And so it's better to create new DM flag or just implement new cvar? That's dilemma. I'm working at the last one. Therefore, all ammo and items should disappear if insta cvar is not-null.
So I declare cvar in g_main.c. Are cvars defined directly from console? I just add cvar in g_main and I can use it in-game?
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Post by Guggenheim on Jul 6, 2022 21:33:34 GMT -5
Wow! I did it! Almost. I've implemented it in 3ZB2 build, but players do drop railguns when killed. Gonna fix it.
UPD: Figured it out. That's TossClientWeapon.
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Post by knightmare on Jul 7, 2022 0:57:42 GMT -5
So I declare cvar in g_main.c. Are cvars defined directly from console? I just add cvar in g_main and I can use it in-game? Cvars need to be prototyped, declared, and most importantly, initialized with a gi.cvar() call. They are pointers, not actual objects, so using an uninitialized one will blow up with a null/bad pointer dereference. The prototypes for most game cvars are in g_local.h, the declarations are in g_main.c, and their initializations are in the function InitGame() in g_save.c. I have my own added cvars prototyped in km_cvar.h and declared and initialized in km_cvar.c (from the InitLithiumVars() function called in g_save.c->InitGame()).
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Post by Guggenheim on Jul 7, 2022 1:46:36 GMT -5
So I declare cvar in g_main.c. Are cvars defined directly from console? I just add cvar in g_main and I can use it in-game? Cvars need to be prototyped, declared, and most importantly, initialized with a gi.cvar() call. They are pointers, not actual objects, so using an uninitialized one will blow up with a null/bad pointer dereference. The prototypes for most game cvars are in g_local.h, the declarations are in g_main.c, and their initializations are in the function InitGame() in g_save.c. I have my own added cvars prototyped in km_cvar.h and declared and initialized in km_cvar.c (from the InitLithiumVars() function called in g_save.c->InitGame()).
Thanks! I figured it out. It's really not so difficult. If I run a server with modded DLL, would be someone able to play with me? AFAIK, no, I played on some modded servers and noticed that no DLL's have been downloaded.
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Post by knightmare on Jul 7, 2022 4:29:16 GMT -5
Game DLLs are server-side only in Q2. The client doesn't need/use it in multiplayer.
EDIT: You would also NEVER want any game client to download a DLL from a server. That would be an ENORMOUS security hole.
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