Closed keyten closed 9 years ago
Was this originally taken from rtcwcoop ? They have eents files support too. But its GPLv3.
Seems like a neat feature to have. It should be easy enough to add without source code tbh so licensing issues aren't a problem.
On 14 Jan 2015, at 15:50, Ensiform notifications@github.com wrote:
Was this originally taken from rtcwcoop ? They have eents files support too. But its GPLv3.
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I just was clarifying if that was where red took it from or not.
Yes its easy, I did it years ago and as have some other older mods.
Could probably also extend Icarus to spawn entities maybe as well.
How's this looking for MP?
http://slexy.org/view/s2T4ZkYuVT
+ added free(file buffer)
Not tested. (Not in patch: level.mapname, level.rawmapname added)
I've merged something similar to this in #674. The engine will now load a .ent file for the map - if one exists - instead of the BSP's entities. Allowing the entire list of entities to be overriden allows addition and removal of BSP entities and their properties, as opposed to only the addition of entities covered in this issue.
Mods are still free to implement their own entity loading systems in gamecode.
Load entities from mapentities/mapname.eent in addition to loading them from the .bsp file.
Like in the redsaurus SP Customization Mod: http://jkhub.org/topic/2480-sp-customisation-stuff/?p=75158