[quake3-bugzilla] [Bug 4339] New: fix up the levelShot command hack
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Wed Nov 11 12:26:26 EST 2009
http://bugzilla.icculus.org/show_bug.cgi?id=4339
Summary: fix up the levelShot command hack
Product: ioquake3
Version: SVN HEAD
Platform: All
OS/Version: All
Status: NEW
Severity: minor
Priority: P3
Component: Misc
AssignedTo: zakk at icculus.org
ReportedBy: devhc97 at gmail.com
QAContact: quake3-bugzilla at icculus.org
Often, devmap mode is used for having a type of game, not "development". So
servers are sometimes in devmap mode, publicly. There is a game command
"levelShot" which will automatically put the game into the intermission state.
Comments say it's a development facility, browse them for an explanation. A
hacky/outdated one I'd say: on a public devmap server, anyone can silently cut
the game with this command.
When the game receives a "levelShot" command from any client, if sv_cheats is
true, then the game will go into the intermission state and send everyone the
"clientLevelShot" command. For non-local clients the engine (!) drops the
command, and for local clients (on which a server is currently running) the
cgame would stop drawing 2D graphics and then the engine takes a screenshot, by
which time the player camera should be in the intermission view.
I'd remove the whole hack'o'rama, but let's be a bit more zakkish, Timboish and
Undeferenceish:
The "levelShot" command should be implemented as a local console command, not a
client command. The game should, in response to the command, execute console
commands to create screenshots. These commands will not be valid on dedicated
servers, just like the current behaviour, only a bit more cleanly. The
engine-side dropping of "clientLevelShot" could be still supported for old
cgames.
(Other things include the hud not showing up until restarting manually in case
of a map restart.)
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