PK3 separation -1 reply

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No1_sonuk

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22nd July 2003

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#1 15 years ago

I just had another look at the 1_4 build, guys. The BoB_main.pk3 has my model files in it. I think that, as Bob suggested, we should keep our contributions in separate PK3s. At least until we release. This will prevent duplication of files, and make debugging easier. e.g. I run the mod with my stuff in a separate PK3, and I don't know if having the same files in the main PK3 will cause errors. At the least it will cause the engine to get confused.

So, next build, I think the files should be taken out of the main PK3, and left in the separate PK3s




CaptainBob1944

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7th July 2003

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#2 15 years ago

Yeah, this would help a lot. I believe I mentioned this after the 1.4 build though. I had originally started the BoB_Main.pk3, but I have moved all of my files into a BoB_Capt.pk3. I have not sent it out yet though, still working in it.

I havent heard from Sub in 2 days. Have any of you?

BTW, just to let you guys know, our hosted account on rtcwfiles.com is activated, we just need the site now ;).




[BM]Subterfuge

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19th July 2003

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#3 15 years ago

It makes debugging the code much harder for me to keep the pk3's seperate.. I was just adding everything togather when I make a build, but, stuff I add, wont work with anything else anyone has... It just makes my life easier than taking time to explain how to add everything in to make it work right... Sorry, if thats not what you guys had in mind, but it makes debugging code so much more smoothe.. Sub EDIT: BTW I finally got the weekend off, so I have much to catch up on code wise.. :-) So, much to do, also, I'm adding in Sniper class through the UI Limbo menu unless someone objects... Lemme Know.. Sub




No1_sonuk

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22nd July 2003

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#4 15 years ago
'[BMSubterfuge']It just makes my life easier than taking time to explain how to add everything in to make it work right... Sorry, if thats not what you guys had in mind, but it makes debugging code so much more smoothe..

I don't get that. My system runs just fine with my PK3 separate.

OK on the sniper.

Bob, if it wasn't me, you or Sub that put that in the shader, who was it?? :confused:




CaptainBob1944

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7th July 2003

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#5 15 years ago
'[BMSubterfuge']It makes debugging the code much harder for me to keep the pk3's seperate..

Okay then, no prob. If it makes it easier, go for it. We can fix all the pk3's closer to a release.

Sniper in UI, that's the best way to go. For now, give engineers their respective SMGs, and give both snipers mausers. Until we get an animator to work out the Garand, this is how we'll have to go.

Were we planning on doing the Dual Colts for medics? I personally would rather not, but we can take a vote... I have absolutely no clue how that got into the shader... Perhaps it was the Processor Gremlin... ;)




No1_sonuk

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22nd July 2003

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#6 15 years ago
'[BMSubterfuge']It makes debugging the code much harder for me to keep the pk3's seperate..

Sorry, but I just don't see how it could be harder. Besides, it makes it much harder for me to modify and debug my parts. I still don't know if some of the errors I've had are to do with this problem.

I also think we need to get rid of the model.shader in the 1_4 build PK3. It has "blendFuncs" in all ther wrong places. As well as the FG42, I noticed the player model is slightly translucent. In fact, there are A LOT of files in there that don't need to be.

Any shaders we add should be in a separate .shader file. AFAIK there is no reason to modify any of the stock shaders, but putting them in another .shader file does override the main ones if we do need to.