...netsplit... [14:58:45] <@Spoike> presumably the var is checked again further down for null, and that code is to just strim the first map [14:59:26] <@Molgrum> Moodles-: what file/line is that? [14:59:27] <@Spoike> I guess that's what breaks dm6++ then [14:59:31] <@Moodles-> yep [14:59:48] <@Moodles-> by commenting it out, the ded server can load dm6++ and zquake can connect to it.. but when i connect to it with the fte client it crashes with a "msvc6something.dll" error [14:59:54] <@Spoike> weird [14:59:55] * CIA-2 (cia@208.69.182.149) has joined #fte [15:00:08] <@Spoike> what happens if you just change the strchr call, replacing it with NULL [15:00:08] <@Spoike> like I said, its probably tested further down too. [15:00:24] * tom|wrk (~wqewq@79.187.186.122) has joined #fte [15:00:24] * tom|3tk (tom_@83.23.30.213) has joined #fte [15:00:33] <@Spoike> if in doubt, make it only work that way for (svs.gametype == GT_QUAKE2) [15:00:38] <@Spoike> I think [15:00:49] * tom|wrk (~wqewq@79.187.186.122) Quit (Signed off) [15:00:56] <@Moodles-> sv_ccmds.c [15:00:57] <@Moodles-> line 101, SV_Map_f [15:03:51] <@Molgrum> so "map dm4+dm6" is supposed to do something magical? [15:04:54] it merges the two maps :P [15:04:55] <@Moodles-> i think in quake2, it would play the dm4.cin and then when its finished loads dm6 [15:05:09] <@Molgrum> jogi: who would ever need to play dm15 again :) [15:05:28] <@Molgrum> map dm1+dm2+dm3+dm4+dm5+dm6 [15:06:59] <@Molgrum> if (!issamelevel) [15:06:59] <@Molgrum> { [15:06:59] <@Molgrum> cvar_t *nsv; [15:06:59] <@Molgrum> nsv = Cvar_Get("nextserver", "", 0, ""); [15:06:59] <@Molgrum> if (nextserver) [15:06:59] <@Molgrum> Cvar_Set(nsv, va("gamemap \"%s\"", nextserver)); [15:06:59] <@Molgrum> else [15:06:59] <@Molgrum> Cvar_Set(nsv, ""); [15:06:59] <@Molgrum> } [15:07:42] <@Molgrum> is gamemap a q2 only command? [15:08:29] <@Molgrum> apparently not [15:08:45] <@Spoike> it is q2 only, tes [15:08:47] <@Spoike> *yes [15:08:52] <@Spoike> or rather, only for q2 [15:09:01] <@Spoike> maybe q3 as well [15:09:04] <@Molgrum> i could execute it in q1 but it did the same thing as "map" [15:09:51] <@Spoike> that's because map does the same thing in qw as changelevel in nq [15:10:22] <@Molgrum> ah [15:10:26] <@Spoike> there's a lot of special cases in map changes, because most engines do it slightly differently [15:11:03] <@Spoike> Cmd_AddCommand ("map", SV_Map_f); [15:11:03] <@Spoike> #ifdef Q3SERVER [15:11:03] <@Spoike> Cmd_AddCommand ("spmap", SV_Map_f); [15:11:03] <@Spoike> #endif [15:11:03] <@Spoike> Cmd_AddCommand ("gamemap", SV_Map_f); [15:11:05] <@Spoike> Cmd_AddCommand ("changelevel", SV_Map_f); [15:11:27] <@Spoike> gamemap should prolly also be #ifdefed like spmap is [15:11:29] map and changelevel is the same function in FTE? [15:11:54] <@Spoike> if I remember correctly, there is no changelevel in quakeworld [15:11:55] isn't map there to kick players out (so sockets can be recreated, like for changing port), and changelevel to not? [15:12:29] <@Spoike> type "kick *" to kick all the players [15:12:39] <@Spoike> fte follows quakeworld engines here [15:14:13] <@Spoike> I am not aware of any mods that depend upon nq behaviour, while most qw mods depend upon qw behaviour [15:14:15] or is it actually a DP bug that "map" kicks everyone? [15:14:44] because, it is the only way to change stuff like maxplayers [15:15:03] <@Spoike> in DP, 'map' is used to start a new game, changelevel continues the game on a different map [15:15:13] exactly