Write PAK from engine
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Write PAK from engine
An idea, don't know if it's a new idea...
"SAVEPAK" console command- Saves all the resources required for the currently loaded map into a new pak file.
Why? To reduce file size of distribution. An example would be a Flash demo tailored to a single map.
"SAVEPAK" console command- Saves all the resources required for the currently loaded map into a new pak file.
Why? To reduce file size of distribution. An example would be a Flash demo tailored to a single map.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: Write PAK from engine
I thought of this same idea the other day but applied to Q3. You know, for making OA Lite or something. I currently do it by hand with using the output of a shaderlist, soundlist, modellist. A command that'd just extract all files loaded would have been ideal, though the shaders would need a bit of work (like maybe tossing out mapname_models.shader (for models/mapobjects only) and mapname_textures.shader)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: Write PAK from engine
maintenance nightmare...
but the biggest issue is copyright.
I thought q3map2 already generated pk3s with the extra textures and stuff. suck pk3s contain nothing from the core pk3 files of course.
but the biggest issue is copyright.
I thought q3map2 already generated pk3s with the extra textures and stuff. suck pk3s contain nothing from the core pk3 files of course.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: Write PAK from engine
Certain content is only loaded on an as-needed basis - I'm thinking mostly about the menus here. You'd also need to change how this content gets loaded for this to work.
I suppose it would be easy enough in theory to filter out the ID1 stuff (and Rogue/Hipnotic if necessary) but you'd need to deal with the case where someone has unpaked or modified their original PAK files too. Yuck.
I suppose it would be easy enough in theory to filter out the ID1 stuff (and Rogue/Hipnotic if necessary) but you'd need to deal with the case where someone has unpaked or modified their original PAK files too. Yuck.
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: Write PAK from engine
Justin T. created the Clean Q3 project. One goal is to pull the ID content-specific hacks out of the engine code and put it into the game code. It could be done to Q1 engines as well. Any content with a specific file name goes to QC. The point is that it's one step toward tracking content.
Perhaps a modified COM_LoadCacheFile function could be the central clearing house for all content loading, determining file type from the extension. And other things like optionally dumping a complete cache and tracking path. Developing a TC (like OA) or a mod can leave a lot of leftover baggage. Someone packing up a mod would want to strip out items with ID or Quoth or Drake paths.
I'm picking up a train of thought that started last year with tedious manual reduction of content to make this demo load as fast as possible: http://qbism.com/_extfiles/ac-qbS8.swf
Perhaps a modified COM_LoadCacheFile function could be the central clearing house for all content loading, determining file type from the extension. And other things like optionally dumping a complete cache and tracking path. Developing a TC (like OA) or a mod can leave a lot of leftover baggage. Someone packing up a mod would want to strip out items with ID or Quoth or Drake paths.
I'm picking up a train of thought that started last year with tedious manual reduction of content to make this demo load as fast as possible: http://qbism.com/_extfiles/ac-qbS8.swf
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
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