[Bug 3312] server-side mods block native code loading

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Aug 23 04:45:32 EDT 2007


http://bugzilla.icculus.org/show_bug.cgi?id=3312





------- Comment #2 from devhc97 at gmail.com  2007-08-23 04:45 EDT -------
(In reply to comment #1)
> This is established Q3 FS behaviour and isn't going to change. Yes, it's a bit
> wacky, but it's an error case anyway that you wouldn't run in to unless you're
> doing something wrong. Futhermore, the effects are pretty innocuous.

I'm displeased. I'm a framerate geek, and always want to have the maximum
performance. My processor is too slow for QVMs, so I compile native code to get
a 20%-30% performance boost. (FreeBSD even builds Tremulous from the ports
collection, building native code by default, while respecting the
processor-specific optimizations in make.conf.) This way the game is playable.
Then I join the server with the ZOMGMOD7 server side mod, and my client loads
the QVMs instead of the native code. Everything is correct, I'm doing
everything right, but performance is scarce because of this, and sometimes
isn't so innocuous. To fix, either create a create directories for all server
side mods you're going to play on, and copy the native files to each, OR FIX
THE BUG.


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