[quake3-bugzilla] [Bug 4699] [patch] FS_CheckPak0 requires baseq3/pak0.pk3 even if com_standalone is 1

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Aug 26 06:03:59 EDT 2010


http://bugzilla.icculus.org/show_bug.cgi?id=4699

Simon McVittie <smcv-ioquake3 at pseudorandom.co.uk> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|RESOLVED                    |REOPENED
         Resolution|WONTFIX                     |

--- Comment #3 from Simon McVittie <smcv-ioquake3 at pseudorandom.co.uk> 2010-08-26 06:03:52 EDT ---
> If it finds the original id pak file
> somewhere it will automatically disable com_standalone, as the game really
> isn't standalone anymore then.

I didn't intend to change this behaviour, and I don't think the patch affects
it; if I'm wrong, I'd welcome corrections.

FS_CheckPak0 contains two opposite checks:

* the one you mention: if baseq3 assets exist, forbid standalone mode
* the one I filed this bug about: if not in standalone mode, forbid running
*without* baseq3 assets

What I aimed to change with this patch is that the check for whether we need
the baseq3 assets is too strict: if I set com_standalone to 1, fs_basegame to
baseoa, and fs_basepath to a location that contains baseoa but not baseq3, the
engine still checks "do I have baseq3/pak0.pk3?", discovers that it does not,
and refuses to run.

> The com_standalone cvar was introduced in case game developers release their
> independent games with an unchanged quake3 engine (read: as delivered by us)
> and do not depend on id's assets.

Right, I wrote this patch because we want to do something very similar in
Debian. If ioquake3 can only play the proprietary Quake III Arena then we can't
include it in Debian, but if it can also be used for GPL'd assets (i.e.
OpenArena), we can. I'd prefer to ship the genuine ioquake3 (with minimal
changes to play OpenArena) rather than OpenArena's branch.

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