sezero / quakespasm

QuakeSpasm -- A modern, cross-platform Quake game engine based on FitzQuake.
https://sourceforge.net/projects/quakespasm/
GNU General Public License v2.0
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Check for QuakeEx.kpf in gamedir if not found in basedir #81

Open mmillar-bolis opened 11 months ago

mmillar-bolis commented 11 months ago

Many users play with a mix of original .pak files and mod content.

Currently, QuakeEx.kpf is only a dependency for rerelease content. The file itself hasn't been updated in over a year, at this point. Likewise, most new mods in the last two years continue to not need or even use this file, so it is not necessary to load and replace strings for each and every other mod.

QuakeEx.kpf is still useful if one wishes to play mg1, for example. However, it seems reasonable that if users wish to keep their basedir clean of otherwise unused files, they should have the option.

This would allow users to load QuakeEx.kpf from the gamedir path if it is not found in the basedir first. This way, users with more advanced setups or users who only wish to incorporate mg1 have the option of placing QuakeEx.kpf in there, keeping files clean, separate, and functional without breaking any current functionality.

sezero commented 11 months ago

I don't like this much. @andrei-drexler: What do you think?

Shpoike commented 9 months ago

Rename it to QuakeEx.pk3, use an engine that supports scanning for pk3s (this should work in both FTE and QSS). That way there's no special encouraging of people to fiddle with their copyrighted data files...

But yes, the translation stuff inherently needs a mod-specific component, so it sucks that the qc/map translations are bundled separately from the compiled qc and maps and that Quakespasm won't load them from the gamedir at all. Except few people are ever going to bother to provide usable translations for everything new to their mod/map, for every language. So yes, more correct but probably still won't be used other than by copying/using those copyrighted translations.