Open Mark90 opened 9 years ago
After long thought, detecting shader conflicts among maps requires too much work which won't pay itself back. First of all, countless false errors will arise for "-wswfix" maps and newer versions of existing .bsp (as regulated through the pk3's version number). Second, upon finding an actual incorrect shader redefinition it is possible that the shader is actually the same (which will have to be verified manually), meaning there may not be a problem at all. And if there IS a difference between them, then there's the task of deciding which one should take precedence.
The functionality that will be implemented anyway is checking pk3's for missing textures/shaders, combined with a lookup of texture/data pk3's providing them.
Ramblings of something I've worked on in the past, around January '15. Gonna continue where I left off, most of the text below is still fairly accurate.
The goal of pk3scan integration is to check pk3s on missing textures, name collisions of shaders/textures with other pk3s, check for weapons/start-stop timer on the maps, etc.