Author Topic: Adapting QVM to a map?  (Read 3081 times)

==Troy==

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Adapting QVM to a map?
« on: January 15, 2008, 09:10:29 am »
I was wondering if it is theoretically possible to adapt a server-side qvm to a specific map, which has entities tremulous did not have to start with.

in the src/game/g_trigger.c there is a list of all the triggers + associated code with them.

The question is :

Is it possible to modify the g_trigger/target.c to add/remove/modify features/behaviour of the map triggers?

Is there anything else you have to change to be able to use a non-standard trigger in Radiant and compile it into the bsp which will work with accordingly modified QVM?

Does it have to be client side as well?


Before starting to code something for it, I would like to know if there is any hope to do it at all.

My ultimate target is something similar to mapscripts patch for tremulous.. But it will definitely take me a while.

Odin

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Re: Adapting QVM to a map?
« Reply #1 on: January 15, 2008, 06:15:32 pm »
I don't see why you couldn't add a vm/ folder to your pk3. When the server loads the map it'll load the new game.qvm. Problem is, it won't unload it, I think.

doomagent13

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Re: Adapting QVM to a map?
« Reply #2 on: January 15, 2008, 06:55:28 pm »
Several problems:
The server loses stuff in its qvm, which was presumably chosen FOR its features.
This would just KILL a mod.

==Troy==

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Re: Adapting QVM to a map?
« Reply #3 on: January 15, 2008, 08:12:18 pm »
None of you get the point really... I am making patch, which can be applied for any qvm.

My question is if it is possible, and I am referring to QVM as a compiled mapscripts patch + addons that admins want.

Again, question : Is it possible to code up? Will it require clien-side modification? Are there any other things I need to work on than a g_trigger.c?